Search found 104 matches

Search found 104 matches Page 4 of 11
by Hodo33
Mon Feb 04, 2019 1:38 pm
Forum: TorqueScript
Topic: Bitmap in hfl files
Replies: 8
Views: 3183
any update on this ?
by Hodo33
Sun Feb 03, 2019 6:00 pm
Forum: Torque Game Engine
Topic: How could I hash .mis files?
Replies: 6
Views: 2564
What effect of doing a no TORQUE_TOOLS in the engine vs just deleting the tools directory? I have an issue where I need to use file open write pathcopy etc but that fails using no TORQUE_TOOLS for release. Can I hoist the functions out of fileSystemFunctions.cpp without causing issues or having no t...
by Hodo33
Fri Feb 01, 2019 7:30 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
Lot more stable now. I had my own truck::onAdd() and left the parent::onAdd() changed the truck to not call the one in vehicle.cs I had changed some files and the new version I got from steam still had the old garbage files so did a complete uninstall, delete the directory and get new. Found a coupl...
by Hodo33
Thu Jan 31, 2019 5:26 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
I had made one change in hovervehicle.cpp here some time ago // Todo: ScopeAlways? mNetFlags.set(Ghostable); << had this set to scopealways, changed it back. I do use the hovervehicle for a helicopter. Which brings up a question about vehicles in general, they are not scoped ? In the vehicle creatio...
by Hodo33
Tue Jan 29, 2019 8:55 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
@Bloodknight that worked... no crash. I couldn't figure how to do it exactly AssertFatal((mGhostArray[j]->flags & GhostInfo::ScopeAlways) << GhostInfo does not compile setting this to Ghostable so I looked up the flag for it and just hard coded the number like this AssertFatal((mGhostArray[j]->flags...
by Hodo33
Mon Jan 28, 2019 11:00 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
Quick question I was tracking down this netGhost.cpp line 973 AssertFatal((mGhostArray[j]->flags & GhostInfo::ScopeAlways) != 0 << game will crash here I see where most objects have this as part of the constructor first line: mNetFlags.set(Ghostable | ScopeAlways); Looking around I don't see that th...
by Hodo33
Sun Jan 27, 2019 1:18 am
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
Max objects per zone is 400. I see the onFire() function does a missioncleanup.add(BULLET) every time a gun is fired. Yet the projectile has a finite time to exist. I have 10 or so bots all shooting (300 - 500 count) so is every bullet stacking or does it self delete on life timeout? That looks like...
by Hodo33
Tue Jan 22, 2019 7:21 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
Well I was wrong on that last post. It just pushed the bug out to another location. I have 8 missions and it will always crash going into number 5. If I go to main menu after 4 then re enter the game, no crash. So something is not being cleared on a zone switch. I was careful to put everything into ...
by Hodo33
Fri Jan 18, 2019 9:51 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
I found the issue and fixed or hacked it here is what happens: I am running 8 missions cycle. The game crashes downloading ghosts on the 4th or 5th mission. In the engine netGhost.cpp line 961 we have this // Set up a buffer for the object send. U8 iBuffer[4096]; BitStream mStream(iBuffer, 4096); I ...
by Hodo33
Thu Jan 17, 2019 5:09 pm
Forum: C++
Topic: Engine Crash
Replies: 21
Views: 6258
I tracked the problem or closed in on it some. The crash happens here BATCH OF DATABLOCKS DONE 8 8 ON TO NEXT PHASE LOADING PROGRESS SET TO 1 *** Phase 2: Download Ghost Objects 8 levels/Meyrud.mis Happened here more than once so I am thinking it's a ghost issue. Next question is: I have 300 to 400 ...
Search found 104 matches Page 4 of 11