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PhysX crash: physX_level_load #338129
08/16/10 00:04
08/16/10 00:04
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Hello,
I'm trying to load some wmp levels inserting a car (I want to run the levels using a car :-) ).
Well, even if the car works (and the scripts also), when I try to load the level (run the game) I obtain the following error:

Script crash in physX_level_load: SYS

What does it mean? What can I check to solve this problem?

Thank you for your help!

Re: PhysX crash: physX_level_load [Re: Alessandro] #338252
08/16/10 19:05
08/16/10 19:05
Joined: Jun 2010
Posts: 21
Canada
G
GnR Offline
Newbie
GnR  Offline
Newbie
G

Joined: Jun 2010
Posts: 21
Canada
I don't have the answer but I do have the exact same problem, and the same clue you have. The map crashes during the level_load. I tested the physics sample and it works fine. My game also works fine if I use the physics sample map and not my own. So there is something wrong in our custom maps. I rebuilt my map from scratch using the A8 WED but so far it has not fixed the problem. I will let you know if I find an answer.

Re: PhysX crash: physX_level_load [Re: GnR] #338264
08/16/10 20:00
08/16/10 20:00
Joined: May 2006
Posts: 148
Latvia
MTD Offline
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MTD  Offline
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Joined: May 2006
Posts: 148
Latvia
If You could give your code then it would be a little easier wink
As I remember: I had this error when something was little wrong with my code & level had blocks.

Re: PhysX crash: physX_level_load [Re: MTD] #338267
08/16/10 20:19
08/16/10 20:19
Joined: Nov 2007
Posts: 1,143
United Kingdom
DJBMASTER Offline
Serious User
DJBMASTER  Offline
Serious User

Joined: Nov 2007
Posts: 1,143
United Kingdom
The physics engine can be fussy. I'm not sure if this applies to PhysX but make sure you level has a sky cube in WED.

Re: PhysX crash: physX_level_load [Re: DJBMASTER] #338328
08/17/10 09:13
08/17/10 09:13
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
Expert
Helghast  Offline
Expert

Joined: Jan 2004
Posts: 3,023
The Netherlands
can you show the script you are using to initialise the PhysX and level?
It would give us more insight on what might be wrong laugh

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: PhysX crash: physX_level_load [Re: Helghast] #338357
08/17/10 15:50
08/17/10 15:50
Joined: Jun 2010
Posts: 21
Canada
G
GnR Offline
Newbie
GnR  Offline
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G

Joined: Jun 2010
Posts: 21
Canada
Well I think I have ruled out the script because trying to load my level in the physX sample script also makes that working script crash. My level also was working in A7 with ODE physics. It's just the upgrading to PhysX that seems to be showing a problem with it.

Which is why I tried rebuilding the level from scratch in A8 to see if that would fix the issue. So far no answer yet.

Re: PhysX crash: physX_level_load [Re: GnR] #338410
08/17/10 23:48
08/17/10 23:48
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Hello,

I don't think the script is the problem. I used a level called "CITY" environment: CITY

I think there is a problem in the level. Please note I have commercial version, so I cannot build BSP levels (maybe it helps).

Thank you

Re: PhysX crash: physX_level_load [Re: Alessandro] #338434
08/18/10 06:50
08/18/10 06:50
Joined: Jun 2010
Posts: 21
Canada
G
GnR Offline
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GnR  Offline
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G

Joined: Jun 2010
Posts: 21
Canada
Another clue. I was able to get another map working. The only difference I could see between the maps was the working map has 14,011 faces and the broken map has 28,840 faces.

Re: PhysX crash: physX_level_load [Re: GnR] #338500
08/18/10 16:05
08/18/10 16:05
Joined: Jun 2010
Posts: 21
Canada
G
GnR Offline
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GnR  Offline
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G

Joined: Jun 2010
Posts: 21
Canada
An email to support has confirmed this to be a bug that will be fixed next version.

Re: PhysX crash: physX_level_load [Re: GnR] #338537
08/18/10 21:26
08/18/10 21:26
Joined: Sep 2004
Posts: 130
Italy
Alessandro Offline OP
Member
Alessandro  Offline OP
Member

Joined: Sep 2004
Posts: 130
Italy
Originally Posted By: GnR
An email to support has confirmed this to be a bug that will be fixed next version.


Thank you! This is a good news!


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