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Console Failing(AMD?) - Publishing Failing

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Did some more tests. 

I tried out the console on my laptop which is intel gfx and intel CPU and it works OK there so it does seem to be some weird CPU or GFX AMD issue.  Are you @Fritz or @aiaf on  Intel/Nvidia?

I tried out Publishing project and that does not load on either Intel or AMD.   Can others confirm?

I am thinking that eventually we may need to strip this project down and rebuild afresh with any not needed stuff removed.  I always find I need to do this in my own projects and quite often operate a TEST project and a Real project and try to keep the release project very clean.  I also often keep non LW assets out of the LW folder in an assets folder.  My typical structure would look like the image below with leadwerks stuff in the src directory.

 

image.png.530f70a162abff03301ae1fb46c53d56.png

 

Maybe we can hold of on stripping down and reorganising for now (and maybe for all time) , but it may become necessary and I don't mind doing it if we have to. 

We DO need to get the publishing thing fixed though and when I've been in similar situations before the lack of information means that I've been forced to basically start from scratch and re-import EVERYTHING in bits making sure that the Publish is working after each bit.  I don't mind doing this if need be so just letting all now.

The problem with console crashing out on AMD makes it more difficult to integrate cryo with VR as I can't get to it in the right state.  @aiaf  Can you suggest an alternate to console that will let me load up VR without conole and for VR to be in the right state?  I think there was a previous method with states?

 

 

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This console and amd/nvidia i find really strange, is not much rendering being done with that console.

I dont know how publishing is working, never used it.We could do our own release distribution in worse case.

 

But either way you are right , we will have problems when we get near release , only god knows now what assets are in use at this moment.

And btw we have a limitation from bitbucket, has a max 2GB repository size , i noticed recently.

We may have to reorganize at some point.

 

Quote

The problem with console crashing out on AMD makes it more difficult to integrate cryo with VR as I can't get to it in the right state.  @aiaf  Can you suggest an alternate to console that will let me load up VR without conole and for VR to be in the right state?  I think there was a previous method with states? 

 Yes there is a way that fully respects states:

Quote

modify gworld file

do local _={player={1,{y=1.2809765338897705,x=-2.2399992942810059,z=-1.920012354850769} etc

After the player={ insert the level you want to load (1,2,3,4).

 

I will create a game command line option to force load a level , and that command will just overwrite gworld file with the right stuff.

At the moment you could be outside level in case you change by hand only the level id.

I think this could work.

 

Console doesnt really respect the states at the moment, needs some improvments also.

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It odd that it is AMD not Intel/Nvidia yes.  Hard to tell what is cause.  Probably something to do with differences in the way graphics are re-initialised with context and other things I don't know too much about. 

If publishing can work it can be useful. It figures out which assets are in use so if there are some unused ones it will avoid packing them....though sometimes I suspect it may get this wrong and this can lead to failure, though I may well be wrong. 

I will keep the possible need to rebuild the project in mind. 

 

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I added a command line for loading single levels with proper state, for example:

Forth.exe +levelload 3

Once is enough to be run , you can run Forth normally after if you want to finish that level.

 

I have some problem with the buttons scripts , it crashes when it try to release sound.Ill see tommorow what is that.

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On 5/19/2019 at 11:58 PM, aiaf said:

I have some problem with the buttons scripts , it crashes when it try to release sound.Ill see tommorow what is that.

How to realease things properly in Leadwerks is not well documented and something I'm a bit unsure about.  In general for 3D assets I hide them wait a while then release them.  For sounds, not sure what the rules are too well.  If you still have trouble let me know and I'll have a dig around.

 

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Unfortunately the  +levelload  command doesn't seem to work for me.  It starts up but I just end up on start.map.   Maybe some AMD issue is somehow still having a problem.   I'll see if I can figure it out.

 

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Lets verify/debug this a bit im curios, do this steps:

  1. delete gworld
  2. run Forth.exe +levelload 3
  3. just exit game , dont press anything else
  4. Post content of gworld in this thread

I want to see the exact content,

we using some library that serialize lua tables to disk (https://github.com/pkulchenko/serpent) ,

maybe is a problem there.

 

After this steps , run forth again normally (double click forth.exe) and press continue , it still loads level 1 ?

 

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Had rather a busy week last week and then been away for a few days.

Here is the content of gworld

do local _={player={1,{y=0,x=0,z=0},{ry=0,rx=0},{sy=0,sz=0,sx=0},{rsy=0,srx=0,rsx=0,sry=0}},level1={},level2={},nrislands=2,level01a={tele2status=0,tele1status=0,allclipsreadstatus=0,genstatus=0},level3={},islands={{name="Principium",id=1},{name="Secundus",id=2}}};return _;end
 

Remeber I copied the files that failed on my AMD desktop to my Intel laptop and it worked OK so this is why seemed more than just a code issue though maybe it we change what it's doing somewhere it will correct it for both somehow.

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This code is executed when you run as i described:

if System:GetProperty("loadlevel")~= "" then
	os.remove("gworld")
	System:Print("test: " .. System:GetProperty("loadlevel"))
	changenextstate = System:GetProperty("loadlevel")
end

if FileSystem:GetFileType("gworld") == 0 then
  gworld:setPlayerLocationId(changenextstate)
  gworld:setPlayerPosition(0,0,0)
  gworld:setStartPlayerPosition(0,0,0)
  gworld:setStartPlayerRotation(0, 0)

  gworld:addIsland("Principium")
  gworld:addIsland("Secundus")
  gconf:getSerializer():save(gworld:getData(), "gworld")
end

 

do local _={player={1 ...

The code deletes the old file.

How this 1 gets in there ? when you run with Forth.exe +loadlevel 3. Should be 3.

 

How exactly do you run Forth and add the command line parameter ?

What is the value of changenextstate on your machine ? print that variable before this call:

gconf:getSerializer():save(gworld:getData(), "gworld")

Put a 3 in that file instead of that 1 and run again , will it load the level 3 ?

 

Sorry for insist but this is annoying ,

cant be cpu architecture related ... its just a file write.

 

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Below is a log of what I get.   Is it supposed to show menu or go straight to the map?  I think it is working but I have to go to menu first and then new game and it ends up on the right level.

 

PS G:\WORK\LEADWERKS\forth> .\forth.debug.exe +loadlevel 3
Initializing Lua...
Warning: Lua sandboxing disabled.
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Error.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Main.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Serializer.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Utils/Configuration.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameWorld.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Island.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GameState.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GuiManager.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Menu/MainMenu.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/Dialog.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Dialog/DialogManager.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Reader/Reader.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Console/Console.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/SpellSelector/SpellSelector.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/GenericTextUi/GenericTextUi.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel1a.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel3.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsHandlersLevel3.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/LevelsIntro.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GuiSystem/Timer/SimpleTimer.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Dialogs/DialogsDataLevel2.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Missile.lua"
Executing file "G:/WORK/LEADWERKS/forth/Scripts/Objects/Physics/globalFunctionsForSpells.lua"
Initializing OpenGL graphics driver...
OpenGL version 461
GLSL version 460
Device: Radeon RX Vega
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/shaders/particles/default.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/smoke_particle.tex"...
test: 3
Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"...
Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"...
Loading font "G:/WORK/LEADWERKS/forth/Fonts/Arial.ttf"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawprimitive.shader"...
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Panel.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua"
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawtext.shader"...
Deleting script "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Button.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Tabber.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/Label.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/ChoiceBox.lua"
Loading component "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua..."
Executing file "G:/WORK/LEADWERKS/forth/Scripts/GUI/TextField.lua"
Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Fire Orb2.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/Materials/Forth/Library/Water Orb3.tex"...
INFO - Loading new map : GameMaps/menu/level
Loading map "G:/WORK/LEADWERKS/forth/Maps/GameMaps/menu/level.map"...
Loading material "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Editor/skybox.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/sky/spaceskybox.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/Materials/Common/bfn.tex"...
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex"...
Loading material "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/lensflare.tex"...
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"...
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"...
Loading material "G:/WORK/LEADWERKS/forth/materials/effects/tracer.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/effects/tracer.tex"...
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"...
Loading material "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/particles/white_to_alpha.tex"...
Loading material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"...
Loading model "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.mdl"
Loading material "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal+specular+emission.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/white_dot3.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/grey.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/simple/low_poly_palette_emission.tex"...
Loading material "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_col_dot3.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod-sign-decal_emn.tex"...
Loading shape "G:/WORK/LEADWERKS/forth/models/architecture/asteroid-pod.phy"...
Loading model "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/planet.mdl"
Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+normal.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_daymap.tex"...
Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/2k_earth_normal_map.tex"...
Loading material "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.mat"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/diffuse+alphamask.shader"...
Loading texture "G:/WORK/LEADWERKS/forth/addons/mdg_planets/models/atmosphere.tex"...
Loading material "G:/WORK/LEADWERKS/forth/materials/menu/title2.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/title2.tex"...
Loading material "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.mat"...
Loading texture "G:/WORK/LEADWERKS/forth/materials/menu/poweredbyleadwerkslogo.tex"...
Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua..."
Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdolly.lua"
Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua..."
Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/sound/noise.lua"
Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua..."
Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/movement/tumble.lua"
Loading component "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua..."
Executing file "G:/WORK/LEADWERKS/forth/scripts/objects/cameras/camdollyevent.lua"
Loading sound "G:/WORK/LEADWERKS/forth/Sound/Music/forth_menu.ogg..."
Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"
Error: Asset map value is different
Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"
Error: Asset map value is different
Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"
Error: Asset map value is different
Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"
Error: Asset map value is different
Deleting material "G:/WORK/LEADWERKS/forth/Materials/Effects/default.mat"
Deleting texture "G:/WORK/LEADWERKS/forth/Materials/Effects/default.tex"
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Misc/occlusionquery.shader"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Model/Shadow/shadow.shader"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/directionallight.shader"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Lighting/spotlight.shader"...
Loading shader "G:/WORK/LEADWERKS/forth/Shaders/Drawing/drawimage.shader"...

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Ok, good.

Yes menu, it's meant to run it once with parameter New Game just when changing level.

Then you can run normally without parameters to stay on same level and press Continue.

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OK.  I think it must be OK then.  Thanks.

 

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