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Projects from 3.6 do not work with 3.7 executable #1195

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crabmusket opened this Issue Feb 14, 2015 · 5 comments

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crabmusket commented Feb 14, 2015

Everything works fine until a mission finishes loading, whereupon this error happens:

notinited

Hilariously, I can't resize the error dialog to see the exact line, and there are four separate Not init'ed errors in the source here, which I recommend we differentiate slightly.

I see a bunch of lines like this in the console:

CustomMaterial(WaterMat) bind sampler[$refractBuff] and is not present on ShaderData(WaterShader)
ShaderData(ParticlesShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $diffuseMap : register(S0)
ShaderData(ParticlesShaderData) sampler $diffuseMap not defined
ShaderData(OffscreenParticleCompositeShaderData): samplerNames[0] = "$" are diferent to sampler in shader: $colorSource : register(S0)
ShaderData(OffscreenParticleCompositeShaderData) sampler $colorSource not defined

And the last entry is

CustomMaterial - AL_VectorLightMaterial(1628) - Failed to load texture #ssaoMask$ssaoMask
GFXD3D9Shader::_compileShader - Error compiling shader: E_FAIL: An undetermined error occurred (80004005)
   C:/code/Torque3D-ProjectManager/bin/win32/My Projects/361 Test/game/shaders/common/lighting/advanced/vectorLightP.hlsl(70,27): error X3004: undeclared identifier 'prepassUncondition'
Failed to initialize material 'AL_VectorLightMaterial'

It's up to the OpenGL peeps to decide if we want to fix this, though for what it's worth I think we really should put a priority on keeping compatibility with old projects.

@crabmusket crabmusket added the Bug label Feb 14, 2015

@crabmusket crabmusket added this to the 3.7 milestone Feb 14, 2015

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crabmusket Feb 14, 2015

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@LuisAntonRebollo and @Azaezel it would be great to get your opinion on this. Is backwards-compatibility even feasible given the big changes that went into this version?

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crabmusket commented Feb 14, 2015

@LuisAntonRebollo and @Azaezel it would be great to get your opinion on this. Is backwards-compatibility even feasible given the big changes that went into this version?

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Azaezel Feb 14, 2015

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The first chunk at least is due to a lack of entries in the relevant game\core\scripts\client\ shader mapping definitions. For particles, that would be https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/shaders.cs#L36 corresponding to https://github.com/GarageGames/Torque3D/blob/master/Templates/Full/game/shaders/common/particlesP.hlsl#L50 in a case sensitive manner for instance. Not really any way to rule that out, given it's a flat out requirement for the GL side of things as written.

Would need to root around a bit on the second, fatal chunk for where that ends coming from.

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Azaezel commented Feb 14, 2015

The first chunk at least is due to a lack of entries in the relevant game\core\scripts\client\ shader mapping definitions. For particles, that would be https://github.com/GarageGames/Torque3D/blob/development/Templates/Full/game/core/scripts/client/shaders.cs#L36 corresponding to https://github.com/GarageGames/Torque3D/blob/master/Templates/Full/game/shaders/common/particlesP.hlsl#L50 in a case sensitive manner for instance. Not really any way to rule that out, given it's a flat out requirement for the GL side of things as written.

Would need to root around a bit on the second, fatal chunk for where that ends coming from.

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I guess a good idea might be to see if we can identify a minimal subset of changes so we can guide people through the port.

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crabmusket commented Feb 14, 2015

I guess a good idea might be to see if we can identify a minimal subset of changes so we can guide people through the port.

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LuisAntonRebollo Feb 15, 2015

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@eightyeight, can you retest plz?

If you find some problem tellme how i can reproduce :P

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LuisAntonRebollo commented Feb 15, 2015

@eightyeight, can you retest plz?

If you find some problem tellme how i can reproduce :P

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crabmusket Feb 21, 2015

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Oh wow, everything appears to work fine. What did you do? Thanks! 😀

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crabmusket commented Feb 21, 2015

Oh wow, everything appears to work fine. What did you do? Thanks! 😀

@crabmusket crabmusket closed this Mar 1, 2015

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