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Re: crash after level_load
[Re: pegamode]
#457624
01/24/16 22:10
01/24/16 22:10
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I don't know, sorry. Just trying to poke you a little to get you on the right track. I've once had "acknex has stopped working" errors after level_load in a multiplayer skateboard game. The reason was a faulty texture in a very old WAD file.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: crash after level_load
[Re: pegamode]
#457626
01/24/16 22:25
01/24/16 22:25
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Joined: May 2009
Posts: 5,370 Caucasus
3run
Senior Expert
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Senior Expert
Joined: May 2009
Posts: 5,370
Caucasus
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My first thought was just to modify the level that the crash disappears, but I fear that it would just lead into another sporadic crash in another situation as it doesn't fix the issue itself. I would advice you to create a blank new level, instead of the one that causes the crash after loading (just save this one somewhere, so it doesn't get changed/damaged). Then start putting everything from the older map into it one by one (yeah, it will take hell of the time, but probably will help you to track the crash down if it's related to something on that level). Best regards!
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Re: crash after level_load
[Re: Superku]
#457633
01/25/16 07:40
01/25/16 07:40
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
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User
Joined: Mar 2012
Posts: 927
cyberspace
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had such an issue once , turned out it was something todo with regions (i cannot remember specifically ) , if you use them , try deleting them .
Compulsive compiler
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Re: crash after level_load
[Re: pegamode]
#457635
01/25/16 09:35
01/25/16 09:35
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Joined: Jan 2006
Posts: 968
EpsiloN
User
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User
Joined: Jan 2006
Posts: 968
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I just get a "acknex stopped working" windows error.
Nothing logged out.
If it is a running script shouldn't I see it in the list of running functions? And why does it not crash when I load another level then? And the same question vice versa. If it is a problem with a function of the new level, why does it not crash when it gets loaded from another level ... really strange.
Why does it not crash anymore when I delete a random entity in the level? Keep in mind that the order of the functions matter for pointers and other calls, so deleting a random entity changes the order of the running functions, so it could be related to a pointer. I'm not saying it IS, only that it COULD BE Also, another level with the same functions could be starting them in a different order, and again, bypassing this pointer problem...
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