Originally Posted By: pegamode
The 5-seconds helped only when I load the levels "outside" of the game. I used a simple main function that does nothing but loading the levels one after the other. Even a wait(1) is ok in this case.
If using 'wait(1)' in a small main function that had nothing to do with your project and crash was gone, why you mentioned 5 seconds, it really disappointed me. If you loaded those models/levels aside from your project, and they didn't cause any crashes, isn't it obvious that crash caused by your script (this is at least what I think)? It will be hard to help fixing your crash without knowing how your code looks like and how you setup everything.. Maybe you could try to reproduce it in a small example to show us? Maybe you will even end up fixing it at the end. As I already said, I'm pretty sure there won't be an easy way out of this. Relying on debugging tools won't help in this situation, as you already found out by yourself. But anyway, trying to guess what might cause a crash in a complex project like yours is like trying to drive a car with a bandage on your eyes (or even more harder grin ).


Edit:
Originally Posted By: pegamode
As far as I know functions are only listed by engine_gettaskinfo after their first wait command, is this right? In this case the list might not be complete.
Here:
Originally Posted By: MANUAL
- Waiting functions are stored on the Scheduler List in the order of their last wait() execution. This order can be modified by the proc_mode variable (lite-C) resp. the proc_late function (C-Script). The Scheduler List can be examined with the engine_gettaskinfo function.

Greets


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