Game Development Community

Yack Pack for TGEA 1.8.1

by Ilidrake · in Torque Game Engine Advanced · 05/19/2009 (3:09 am) · 41 replies

I followed the merge guide that came with the resource and the new resource and everything compiled great! The only problem is when I try to run the exe I get a debug error and the engine crashes to the desktop. Anyone else having this problem or get the pack to run with 1.8.1???
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#1
05/19/2009 (3:22 am)
I've merged it and worked with it with 1.7.1. I've also just completed a partial merge for 1.8.1 (I'm using the GMK for selections instead). Post the callstack at the crash, and I'll see if I can figure it out.
#2
05/19/2009 (4:33 am)
This is what I get

Unhandled exception at 0x00651a58 in Ultima 9.exe: 0xC0000005: Access violation reading location 0x00000004.

and the call stack is

00651A58 mov edi,dword ptr [ecx+4]

I know it's a double word pointer but can't figure out what for. This is after I get past the load GUI to load the level.
#3
05/19/2009 (12:14 pm)
I posted a 1.8.1 merge update (to go along with the 1.7.1 update) on TDN:
tdn.garagegames.com/wiki/TorqueShaderEngine/Yack_Pack_TGEA_1_7
#4
05/19/2009 (12:59 pm)
@ilidrake - If following Kerry's merge doesn't help, then please run in the debugger and post a full callstack.
#5
05/19/2009 (6:07 pm)
Okay. The error I'm getting is after using the TDN resource. Soon as I get finished I'll give it another go.
#6
05/19/2009 (6:15 pm)
Well I tried compiling with debug info but it won't compile.
#7
05/19/2009 (9:44 pm)
post your compile errors if you havent figured them out yet
#8
05/20/2009 (6:39 pm)
This is only when I compile to DEBUG, not when I compile release:

12>Linking...
12>guiTSControl.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>interiorInstance.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>terrData.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>gameProcess.obj : error LNK2019: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z) referenced in function "protected: virtual void __thiscall ClientProcessList::advanceObjects(void)" (?advanceObjects@ClientProcessList@@MAEXXZ)
12>player.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>staticShape.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>tsStatic.obj : error LNK2001: unresolved external symbol "public: static class Physics * __cdecl Physics::getPhysics(bool)" (?getPhysics@Physics@@SAPAV1@_N@Z)
12>../../../game/Ultima 9_DEBUG.exe : fatal error LNK1120: 1 unresolved externals
12>Creating browse information file...
12>Microsoft Browse Information Maintenance Utility Version 9.00.21022
12>Copyright (C) Microsoft Corporation. All rights reserved.
12>Build log was saved at "file://d:\Torque\TGEA_1_8_1\Projects\Ultima 9\buildFiles\Link\VC2k8.Debug.Win32\Ultima 9\BuildLog.htm"
12>Ultima 9 - 8 error(s), 3 warning(s)
========== Build: 11 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
#9
05/20/2009 (10:19 pm)
That looks more like youve forgotten to link to your external library or maybe its looking for a specific debug version of your physics library, either way it doesnt look like a yack pack error, and especially if it compiles the release build ok.
#10
05/20/2009 (10:34 pm)
k. Thanks. guess i'm gonna have to figure out what library I need to link to. Or just forget about this thing working. On a side note I'm not disappointed with the engine just the fact that everything I've tried to merge never works.
#11
05/21/2009 (1:17 am)
well youve clearly got the library linked fine to the release build, maybe its just missing from the debug build list (you generally have to add them for each build config).

As for merging i agree its harder work sometimes than just making your own stuff work, i dont know your experience with torque or programming in general, but sometimes the sheer size and complexity of the engine can be overwhelming. As with all other things it gets easier with time :)
#12
05/21/2009 (1:46 am)
Your errors are due to incorrectly adding LogicKing's Game Mechanics Kit.
#13
05/21/2009 (2:30 am)
Im about to debug a problem I got after following the port how-to on TDN, and maybe someone passed through this before. We are on topic, so its not a blatant thread hijiking :)

After I click on a dialog line, the camera make a quick movement, as if it gets re-deployed from another field of view, some sort of quick panning, to finally end facing the interlocutor.

Anyone experienced this?
#14
05/21/2009 (2:45 am)
I'm recompiling right now with a fresh copy of TGEA and Visuak Studio Pro so. I followed all porting procedures from TDN so I'll post my results in a moment.
#15
05/21/2009 (2:51 am)
Same thing. Unhandled exception in the main thread
#16
05/21/2009 (2:56 am)
@Ok - we're back to the original issue - if you will post the C++ callstack (not the assembly callstack) while in debugging mode, I may be able to help.
#17
05/21/2009 (3:09 am)
and exactly how do i tell the diffence. I'm not a programmer, I'm a modeler. Could you give me an example of what I'm looking for.
#18
05/21/2009 (3:13 am)
Follow these instructions:

------------

Just run it under the debugger. When it crashes, it should take you to the line of code that is dying (or a DebugBreak). If the callstack window isn't open - select Debug/Windows/Call Stack.
It should give you a list of lines of code that led to the current location. If it stopped on a DebugBreak, you will need to go back a few lines to find the cause - it will look something like this:


AssertFatal(mNextParticleTime > 0, "Error, should not have deferred this particle!");

But go ahead and just copy the entire callstack for me anyway - thanks, I'll see if I can figure it out.


See the original callstack posted here down toward the bottom:

www.garagegames.com/community/blogs/view/17249#comments
#19
05/21/2009 (3:16 am)
Castlevania.exe': Loaded 'D:\Torque\TGEA_1_8_1\Projects\Castlevania with Camera\game\d3dx9_31.dll', No symbols loaded.
Unhandled exception at 0x00654228 in Castlevania.exe: 0xC0000005: Access violation reading location 0x00000004.

not sure if this helps. No symbols for DX are loading. Maybe I'm just screwed?
#20
05/21/2009 (3:20 am)
> Castlevania.exe!00654228()
[Frames below may be incorrect and/or missing, no symbols loaded for Castlevania.exe]
Castlevania.exe!0065455d()
Here are the last 3 in the call stack running from the debug mode. Thanks dude. I'm pulling my hair out on this one.
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