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Re: crash after level_load [Re: pegamode] #457762
01/29/16 20:48
01/29/16 20:48
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Have you just tried resaving all models and esp. textures involved in those rooms?
Or maybe it's something else, like a globally (pre-)defined BMAP or a globally (pre-)defined sound.
Does the level crash if you just load it in a different project? Probably not though, even with a faulty file.


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Re: crash after level_load [Re: Superku] #457763
01/29/16 20:56
01/29/16 20:56
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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Unfortunately the level only crashes if I load it after this other certain room. In any other combination the level doesn't crash.

Once I remove or add a model in this level the crash is gone.

Does "resaving all models" mean just open them in MED and save again?

Re: crash after level_load [Re: pegamode] #457764
01/29/16 21:06
01/29/16 21:06
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Yeah that's what I would try. Although I still find it weird (even though I've experienced it myself before) that files can be damaged.

Some other idea, are you using PNG textures or *.jpg even?


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Re: crash after level_load [Re: Superku] #457765
01/29/16 21:16
01/29/16 21:16
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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Resaved all model in this room, but no change at all.

I don't know what kind of textures our modeller used ... the room was build with models only.

Re: crash after level_load [Re: pegamode] #457768
01/29/16 21:30
01/29/16 21:30
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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So the textures are saved in the model and not externally? Maybe you can check the format in the Skin Settings.
Either way, you're a little closer to isolating the problem now.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

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Re: crash after level_load [Re: pegamode] #457770
01/29/16 21:59
01/29/16 21:59
Joined: Jul 2004
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Iglarion Offline
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After resaving all models and textures in game folder, one of the things i would try is to comment each line of code where you play sounds. I only once had this problem in my game (engine crash without any error message and without any warning) and i found after pain search that i simply put one line for playing sound on wrong place which causes crash. The only luck was that this was happening always and only in the same level, and it helped me a lot. Also with this you will check did you maybe have damaged sound file. In your case i don't think that problem is in damaged file, it should probably show engine error message but with this kind of crash you simply must eliminate this possibility.
Whether there is any previous indication that crash will happen, such as a sudden jump in consumption of memory in debug panel or something?


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Re: crash after level_load [Re: Superku] #457771
01/29/16 21:59
01/29/16 21:59
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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Yes, the textures are saved in the model. In the skin settings I just see the texture size, but not the format.

Re: crash after level_load [Re: Iglarion] #457772
01/29/16 22:03
01/29/16 22:03
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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Originally Posted By: Iglarion
After resaving all models and textures in game folder, one of the things i would try is to comment each line of code where you play sounds. I only once had this problem in my game (engine crash without any error message and without any warning) and i found after pain search that i simply put one line for playing sound on wrong place which causes crash. The only luck was that this was happening always and only in the same level, and it helped me a lot. Also with this you will check did you maybe have damaged sound file. In your case i don't think that problem is in damaged file, it should probably show engine error message but with this kind of crash you simply must eliminate this possibility.
Whether there is any previous indication that crash will happen, such as a sudden jump in consumption of memory in debug panel or something?


We use FMOD to play all sounds and music ... at least the fmod debugger showed no problem. If there was a way to debug the level and code it would be much easier. I didn't really get it why the SED debugger uses an XML data structure internally :-(

Re: crash after level_load [Re: pegamode] #457774
01/29/16 22:14
01/29/16 22:14
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Then add way more diag() and diag_var() commands to your code!


"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: crash after level_load [Re: Superku] #457775
01/29/16 23:05
01/29/16 23:05
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
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Almost every function in the project writes log information when starting, exiting and several information while running.

In case of this crash the engine just crashes once the first wait(1) after the level_load is reached.

I'm already logging out all currently running functions between level_load and wait, something like:

Code:
level_load("xyz");
print_all_running_fct();
wait(1);



But that didn't help. I removed all of those functiona, but the crash still occured.

The only way to get rid of this crash was to add or remove a model in the level, but I'm sure that the crash will appear at another point of the game, because I did quite the same some months ago. I had exactly the same crash, just the starting level was another one, but the level that crashes was the same. Then I changed the order of the models in WED and the crash didn't occur anymore ... until now.

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