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Re: crash after level_load [Re: pegamode] #457644
01/25/16 14:11
01/25/16 14:11
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
Well, my first thought would be to start eliminating the functions one by one until the crash disappears.

I mean, if you have different enemies, door functions and the player function, start adding "return;" in them right when they start, so you can see what function causes a problem, if it is a function...
If it still runs, remove the return and add it in another function...

Also, its a good idea to always check if a pointer points to something, even if you're sure it does, before using it... I recently had huge problems with BMAPs because of this laugh even with checks that a pointer points to something...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: crash after level_load [Re: EpsiloN] #457645
01/25/16 14:54
01/25/16 14:54
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Germany
Actually we stop as many functions as possible before each level_load.

So there are less than 10 functions running in background all the time.
I checked all of them by removing them one by one with no change at all.

Then I removed all actions from the entities of the level that crashes ... no change either.

Question 1): If the issue is "inside" the level (e.g. bad texture) would the engine crash while processing the level_load command? Currently the crash occurs just with the first wait after the level_load.

Question 2): Is it possible to get an ordered functions list (queue) from the engine. If so I could check all functions in the queue. Unfortunately "engine_gettaskinfo" doesn't help as functions are only listed there after their first wait.

Re: crash after level_load [Re: pegamode] #457647
01/25/16 15:49
01/25/16 15:49
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
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jenGs  Offline
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Joined: Jul 2010
Posts: 283
Germany
The Level isn't emideatly drawn. So the error occures when the level is first displayed. So my guess would be that it is indeed a bad model or texture.
As I remember correctly I had an error like this, too.
I loaded a bad texture via BMAP map =""; and only when I set this bmap to an enitity it crashed.

Re: crash after level_load [Re: jenGs] #457648
01/25/16 16:09
01/25/16 16:09
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Joined: Jan 2006
Posts: 968
Yes, crashes often occur when you try to draw something that cannot be drawn laugh I've had issues with BMAPS, but I never tried using bad images in levels.
Make sure all your textures are of the supported formats, a power of two and your video device supports the resolution of the images.

Other than that, if youre sure the functions are not the problem, your only option is to start decomposing the level piece by piece to see where it stops crashing...

Make a backup of the original and start removing models/ textures until it stops crashing.

An easy test is to assign the default texture to every block in your level... Shouldn't take long...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: crash after level_load [Re: EpsiloN] #457649
01/25/16 17:16
01/25/16 17:16
Joined: Jul 2008
Posts: 2,107
Germany
rayp Offline

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rayp  Offline

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If you used any media_play or things like this for example a Video playing or a Music file. Stop ALL handles before Level_load instruction and retry.

After i stripped down my half game i found out, a tv model with a rendered Video caused the crashes ( in nearly all different functions running ).

Greets


Acknex umgibt uns...zwischen Dir, mir, dem Stein dort...
"Hey Griswold ... where u gonna put a tree that big ?"
1998 i married my loved wife ... Sheeva from Mortal Kombat, not Evil-Lyn as might have been expected
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Re: crash after level_load [Re: rayp] #457652
01/25/16 19:54
01/25/16 19:54
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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We don't use any blocks in our levels, only models.

And we don't use media_play ... we switched over to fmod.

The problem is that it doesn't matter what model I delete in the level. Once I delete a random model the crash disappears.
But I don't think that this solves the problem. I guess the crash will appear somewhere else. So I'm glad that I have a savegame where I can reproduce the crash everytime ... but I haven't found a way how to find the problem yet.

Re: crash after level_load [Re: pegamode] #457656
01/25/16 22:53
01/25/16 22:53
Joined: Feb 2012
Posts: 371
Dico Offline
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Dico  Offline
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Posts: 371
what you mean by : "I have a savegame where I can reproduce the crash everytime".

Re: crash after level_load [Re: Dico] #457659
01/26/16 07:20
01/26/16 07:20
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Posts: 1,011
Germany
The levels (rooms) that lead into the crash can't be reached right from the start of the game. Also I had to find out that it only occurs when both rooms are involved.

I currently have a savegame where one playable character stands in one of those rooms and another character stands in the other room. Once I switch the players the crash occurs after the level_load with the first wait(1).

I could try to place the characters directly into those rooms at the start of the game, but I don't know if it helps. If there's some kind of memory leak / overflow it might not happen then.

Re: crash after level_load [Re: pegamode] #457660
01/26/16 08:51
01/26/16 08:51
Joined: Mar 2012
Posts: 927
cyberspace
W
Wjbender Offline
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Posts: 927
cyberspace
did you check the level sizes (bounds) .

also what kind of data is associated / stored for each entity , eg. skills or extra pointers?

if you take away the load game and simply start your game manually at the two levels involved in sequence, does it happen still ?

if you replace the entities with placeholder models without textures , does it happen still?

does each of theses levels have their own scripts , and if so , can you show it ?

do you use the physics engine ?

what is shared between these levels ?

try to start at the entities creation and destruction functions/code , what are you doing there , line for line can you post it ?


Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457661
01/26/16 09:23
01/26/16 09:23
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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pegamode  Offline OP
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Posts: 1,011
Germany
The levels are very small (just rooms in a mansion).

I tried something like that (mini main function):

level_load([first_room]);
wait(-5);
level_load([second_room]);
wait(-5);

In this case the crash didn't occur, but I'm not sure if this is a useful information. If it is an issue with a texture or model inside one of the levels, would this always lead into a crash? I guess that it might also depend on the total memory consumption, doesn't it?

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