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Re: crash after level_load [Re: pegamode] #457776
01/30/16 00:58
01/30/16 00:58
Joined: Feb 2012
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Dico Offline
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so the crash from your script , for exemple when the model 1 load his action and in his action there is an entity pointer not loaded in level so it will give a crash but when you change the model order it work , try to add someting like : while(!entity)wait(1); in all model actions.

Re: crash after level_load [Re: Dico] #457779
01/30/16 08:41
01/30/16 08:41
Joined: Feb 2006
Posts: 1,011
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pegamode Offline OP
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Originally Posted By: Dico
so the crash from your script , for exemple when the model 1 load his action and in his action there is an entity pointer not loaded in level so it will give a crash but when you change the model order it work , try to add someting like : while(!entity)wait(1); in all model actions.


I already removed all actions from any model ... no change at all.

Re: crash after level_load [Re: pegamode] #457780
01/30/16 11:03
01/30/16 11:03
Joined: Mar 2012
Posts: 927
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Wjbender Offline
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i suggest you upload this level to someone here you trust , if theres no scripts, and basicly its the level that has the problem from what i gathered you have been saying , then that is the only way i see you getting real help .


Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457792
01/31/16 12:41
01/31/16 12:41
Joined: Feb 2006
Posts: 1,011
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pegamode Offline OP
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Currently I'm trying to remove as much of the game code as possible to track the issue down.

I just noticed that at least WED doesn't seem to like long level names.

#define PRAGMA_LEVEL "upper_library_floor.wmp";

leads into an "invalid name" exception when loading a level in WED.
Does someone know if the engine has also a limit here? I just want to keep sure that the crash doesn't come from those long level names.

Re: crash after level_load [Re: pegamode] #457794
01/31/16 14:53
01/31/16 14:53
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Wjbender Offline
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well if it is limited to the old 8 characters filenames then something like 000_000.wmp to 256_256.wmp would give you 256*256 possible mappings which can be case evaluated to internal more suitable string names , just thinking out loud...

Last edited by Wjbender; 01/31/16 14:54.

Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457796
01/31/16 17:15
01/31/16 17:15
Joined: Feb 2006
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pegamode Offline OP
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At least 16 characters plus file extension is no problem. The question is: Is it a limitation in WED only or is also the engine affected?

Re: crash after level_load [Re: pegamode] #457797
01/31/16 18:15
01/31/16 18:15
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Wjbender Offline
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using google advanced search with the online manual as site , i found a mention of it in an old a7 version :

PRAGMA_BIND and PRAGMA_LEVEL now support file names with spaces; still, it is absolutely not
recommended to have file names with spaces or foreign characters in your game.

do not know if it changed ..

oh wait ...here we go

Gamestudio and lite-C support numerous file formats for importing and exporting artwork and data. !! Keep
file names short - the names of entity and texture files (including extension) in WMP and WMB levels are
limited to 30 characters , and texture and skin names in WAD and MDL models files are limited to 15
characters . File names must not contain any special characters except " _ " or " +". Never, ever, use spaces
in your file or path names! Many import filters from other editors will not find texture files when they have
spaces or exotic characters in their name.

http://manual.3dgamestudio.net/fileformats.htm

Last edited by Wjbender; 01/31/16 18:20.

Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457798
01/31/16 18:19
01/31/16 18:19
Joined: Feb 2006
Posts: 1,011
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pegamode Offline OP
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I neither have spaces nor special chars in my filenames.

Once I use more than 16 chars plus file extension I get an error in WED when I use PRAGMA_LEVEL ... the engine seems to have no problem with it, but I'm not sure if there might be some hidden memory issue.

Re: crash after level_load [Re: pegamode] #457799
01/31/16 18:22
01/31/16 18:22
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Wjbender Offline
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i found it , previous reply..

on the subject of character limits , also actions are limited :

Actions are another special kind of functions. They don't have parameters and don't return a value, but will appear in the action pop-up list in
WED's entity property panel. So actions can be assigned to entities through WED, and are automatically executed after level loading. Action
names are limited to 20 characters. Besides that, there is no difference between functions and actions.

just in case.


Compulsive compiler
Re: crash after level_load [Re: Wjbender] #457802
01/31/16 19:51
01/31/16 19:51
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Wjbender Offline
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okay maybe this will help out , check out "last_error" in the manual :

Code:
level_load("levelname.wmb");
wait(1);
if (last_error>0)
{
error("missing entities");
last_error=0;
}



also i found that most "acknex has stopped working" reports on the forum , was related to textures/models files , so a test could be to see if every one opens up fine in med-engine preview , and also a ent_create test for each of those used in the level might reveal any possible ones that may cause a problem (if any at all), plus , removing all of them from the level and adding them back individualy and testing each with level_load might reveal any that could cause a problem ..


Compulsive compiler
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