Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
1 registered members (AndrewAMD), 1,014 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Game crashes while playing compiled game #392990
01/30/12 10:42
01/30/12 10:42
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline OP
Junior Member
dice  Offline OP
Junior Member

Joined: Dec 2010
Posts: 66
München (Germany)
Hello everyone,

I am looking for reasons the game can crash while playing your compiled project.

The not compiled version is fully playable without any errors when started with the SED/WED editors.

I already found two errors:
- a PNG bitmap wasnt set correctly ; I resaved it
- a wait() instruction was missing that ensured loading a string that was needed to ent_create() an entity

But what else could cause an appcrash? There are no error codes or sth else. I am testing on Windows 7 os and use the latest 3DGS A8 version. It only terminates.

Thanks for any hints that can help solving the problem.

Best regards,
dice

Re: Game crashes while playing compiled game [Re: dice] #394995
02/18/12 18:53
02/18/12 18:53
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline OP
Junior Member
dice  Offline OP
Junior Member

Joined: Dec 2010
Posts: 66
München (Germany)
I tried on...

On some computers the game crashes, on others the game runs perfectly.

This topic has the same problem:
http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=389971&Searchpage=4&Main=46663&Words=Microsoft+Visual+C%2B%2B+runtime&Search=true#Post389971

I resaved EVERY image und resaved EVERY model in WED, to get sure they are saved correctly.

Sometimes I get an WIndows Error Message when quitting the game. Here is the acklog.txt:

Code:
Log of A8 Engine 8.30.5 run at Sat Feb 18 19:32:59 2012
dice on Windows NT/2000/XP version 6.1 Build 7601
Options -diag
App: E:\rtr\installer\Reach The Roof\rtr.exe in E:\rtr\installer\Reach The Roof\
Author: Tino Eckert

MM mixer opened
DSOUND device opened
DI interface opened
Start Window opened(c) Conitec - www.3dgamestudio.com
A8 Engine - Extra Edition V8.30.5 - Nov  2 2011
Linking E:\rtr\installer\Reach The Roof\rtr.exe...

Mouse found
Lautsprecher (High Definition Audio-Gerät) opened
NVIDIA GeForce GTX 470 pure T&L device 1ff9 detected
D3D device NVIDIA GeForce GTX 470 1ff9 selected.
ANet.dll opened
pX_stats: function not found.....................................................................................................................................................................................................................................................................................................
Running RTR.EXE.
Main started at 9.925
D3D_Init Window: 720x480 -> Window: 1x720x480x32
Video memory found: 3037 MB
D3D_Resize Screen: 1920x1080 -> Screen: 1x1920x1080x32
anet_main_loop_startup started

ANet-Dll initialized!
Version: 1.5.2.0
Edition: Web
ANet is copyright (c) of Peter Soxberger
Engine registered to: |Tino Eckert|

def_startup started
mtlfx_startup started
camera_startup started
fkt_show_errungenschaften_helper_startup started
fkt_gm2_upgrade_auto_startup started
fkt_gm2_tower_abreissen_auto_startup started
fkt_infosys_timer_startup started
fkt_infosys_startup started
pm_init_startup started
fkt_sound_startup started
HEADRELATIVE sound: 1
fkt_dauerschleife_startup started
fkt_erfahrungVerteilen_startup started
fkt_dauerschleife_zeit_startup started
scheatz_startup started
fkt_esc_press_startup started
main_view_startup started
mouse_clicks_startup started
testme_startup started
Main loop at 10.080....
1st frame with 3037 MB at 10.081
game_load SAVE_INFO1.SAV
Malfunction W1508: Can't load SAVE_INFO1.SAV
LevelInit at 29.348
462 entities 1 cameras 13 lights 0 sounds 2 paths
 3 lmaps 7 textures 118 meshes 156 submeshes 3944 faces
0 entities 0 cameras 0 lights 0 sounds 2 paths
 0 lmaps 2 textures...ok
LevelReady at 29.491
LevelInit at 43.007
2 entities 1 cameras 0 lights 0 sounds 2 paths
 1 lmaps 0 textures...ok
LevelReady at 43.044
Normal exit at 49.415
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings
< >
RTR.EXE 0:1  (): Syntax error - qˆqˆqˆqˆ invalid character  ˆ 
,vars..ok
Free sounds,bmaps,fonts,hash



Seems the game cannot free hash?!? What could that mean?

Also dont know the Syntax error "RTR.EXE 0:1 (): Syntax error - qˆqˆqˆqˆ invalid character ˆ " - maybe someone knows what this means?

No one interested helping me? laugh

Best regards,
dice

Re: Game crashes while playing compiled game [Re: dice] #395004
02/18/12 19:15
02/18/12 19:15
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
game_load SAVE_INFO1.SAV
Malfunction W1508: Can't load SAVE_INFO1.SAV

I'm not sure at all, mostly because I don't use game_save/load, but I think if game_load fails (and it does in your case), the instruction probably overwrites falsely memory and that can lead to crashes. Could be totally wrong here, though.


"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
Re: Game crashes while playing compiled game [Re: Superku] #395005
02/18/12 19:31
02/18/12 19:31
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline OP
Junior Member
dice  Offline OP
Junior Member

Joined: Dec 2010
Posts: 66
München (Germany)
I use this code to load the game, I think its ok:

Code:
if (game_load("SAVE_INFO",1) <= 0) { game_save("SAVE_INFO",1,SV_INFO); beep(); }



Shouldnt be the problem at all. Game also crashes when deleting the save file at the beginning of the session.

Re: Game crashes while playing compiled game [Re: dice] #395007
02/18/12 19:48
02/18/12 19:48
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That's not what I've meant. If you use create and remove instructions (other than ent_create, e.g. for texts, strings and the like) you cannot use game_save/ load, other restrictions apply, too. Otherwise, this may result in overwritten memory.
Check if your published game chrashes without game_save/load calls.

As you can read in the other thread, invalid array access and similar bad things can lead to sporadic crashes (in published games), too.

EDIT: A save file from an older version of your application/ code is incompatible with the latest build, too.

Last edited by Superku; 02/18/12 19:58.

"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
Re: Game crashes while playing compiled game [Re: Superku] #395069
02/19/12 16:55
02/19/12 16:55
Joined: Dec 2010
Posts: 66
München (Germany)
dice Offline OP
Junior Member
dice  Offline OP
Junior Member

Joined: Dec 2010
Posts: 66
München (Germany)
WOW!

I killed the game_load process and everything seems to work correctly. I thought if he couldnt load the save file, there wont be any change in game. Error.

Thank you very much! grin

How do you save your games? I could imagine creating a txt file where I can put the variables in I want. Maybe with some decryption?!

Re: Game crashes while playing compiled game [Re: dice] #395080
02/19/12 18:22
02/19/12 18:22
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
just my 2 cents :-)
I save the game with a txt-File. I dont' know, maybe thats a bit noobish, but it works and so it's okay for me :-D
Here I have a example of saving:
(the Character-proberties. I took for every character a save_dir, because I save the item-structs in the inventory and some other thinks, too, so it's orderly for me).
The Player-proberties are in one array, the size is as big as eigenschafts_index.
You have to be attend, that you load the different variables in the exact order, you saved them :->
Code:
function spieler_speicherung()
{
	// Datei + Pfad suchen
	str_cpy(save_dir,"save");					// damit der Verzeichnispfad dynamisch wird
	str_cpy(str_char_verwendet,"%SAVE_DIR%\\char");			// zuerst der Unterordner
	str_cat_num(str_char_verwendet,"%.0f",chosen_character);	// mit jeweiliger Nummer
	str_cat(str_char_verwendet,"\\char");				// dann der Dateiname
	str_cat_num(str_char_verwendet,"%.0f",chosen_character);	// mit jeweiliger Nummer
	str_cat(str_char_verwendet,".txt");				// schlussendlich Dateityp -> vollständiger Pfad mit Dateiname und Dateityp

	filehandle = file_open_write(str_char_verwendet);
	str_cat(str_char_verwendet,";");				// das Komma als Grenzzeichen, bis dorthin ists der Spielername, dann kommen die Stats
	file_str_write(filehandle,str_char_verwendet);			// den Spielername speichern

	int i;
	for(i=0;i<eigenschafts_index;i++)
	{
		file_var_write(filehandle,spieler_eigenschaften[i]);
	}
	file_close(filehandle);
}



For decription I dont waste time now. my opinion is, as long as there is no way of multiplayer over the internet, there is no need of decript the saveings. That is just my personal opinion, so I didn't make any mind about that and I can't help you regarding the decription :-|


Moderated by  HeelX, rvL_eXile 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1