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Thread: Multiplexity: Brain Drain

  1. #41

    Multiplexity: Brain Drain

    Are you sure that you uploaded the correct version? I still encounter the same problem.

  2. #42

    Multiplexity: Brain Drain

    Forgot to rebuild the game plugins. They needed the same code in them ops:

    New verison up now.
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  3. #43

    Multiplexity: Brain Drain

    Well

    Jasonf asked for some screenies. I managed to get started on the WordSearch sub game and here is a screen shot. Thanks to Nitrogen for his wonderful font Studio which is being used for the sub games .



    I have also put up a new build for people to play with

    http://www.infinitespace-online.net/...BrainDrain.rar

    (Sascha - fix you get some time can you test this on your setup please)
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  4. #44

    Multiplexity: Brain Drain

    Sadly the old problem still persist. As soon as I want to start the shoot'em'up I get an "This application has caused an error"-dialog. But somehow it's not happening when I start the puzzle subgame.

    But I tried several times and it seems you do something problematic with render-to-texture, cause at some point I got this in my log :

    <LogEvent><Type>Error</Type><TimeIndex>00:18:29</TimeIndex><Location>GameState.Render</Location><LineNumber>0</LineNumber><Message>ErrorAccess violation at address 696746E7 in module 'nvoglnt.dll'. Read of address 0000051C</Message></LogEvent>
    Which hints at some invalid stuff you're doing. I'm doing RTT myself in all different kinds (plain glCopyTexImage, pixelbuffer, frame buffer objects) and never had any problems. Maybe post how you do RTT (I guess you do the subgames with RTT) and I can take a look at it.

  5. #45

    Multiplexity: Brain Drain

    I'm not using RTT I use the glSissor to mask of part of the screen for rendering, but I do that the same way for both sub games.

    It must be bomething to do with the model loader. The wordsearch game does not use models, so that must be the only difference.....

    I'll take another look at my model loader.

    Thanks for re testing
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  6. #46

    Multiplexity: Brain Drain

    Version 1.4 uploaded

    I have put in some specific error handling in the game rendering system to track down the bug.

    new version avaialble here
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  7. #47

    Multiplexity: Brain Drain

    Same problem, I've uploaded the log here hopefully it'll help you track down the bug.

  8. #48
    PGD Community Manager AthenaOfDelphi's Avatar
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    Multiplexity: Brain Drain

    I'm getting the same problem I reported in the stage comments (Fail the shooter, let it time out itself, by that I mean let it return to the cube itself, and then try and exit the cube with X. If I press X as soon as I failed the shooter, the problem doesn't occur).

    The log is here.
    :: AthenaOfDelphi :: My Blog :: My Software ::

  9. #49

    Multiplexity: Brain Drain

    new version avaialble here
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  10. #50

    Multiplexity: Brain Drain

    Quote Originally Posted by AthenaOfDelphi
    I'm getting the same problem I reported in the stage comments (Fail the shooter, let it time out itself, by that I mean let it return to the cube itself, and then try and exit the cube with X. If I press X as soon as I failed the shooter, the problem doesn't occur).

    The log is here.
    I found the problem with this Athena, it will be fixed on the next upload
    As a result I also fixed the bug where you complete a sub game but it just hangs..
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