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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Mon Dec 26, 2005 11:51 pm Post subject: So? |
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| So? Has anyone found something ? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Tue Dec 27, 2005 11:38 am Post subject: |
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Hey man, it being Christmas and all, it may be a little while before anyone gets to serious work on this (and it sounds like a pretty serious, involved problem with the actual source code for the plotscriptor). And I think that the I and O in I/O stand for 'input' and 'output', but I could be wrong.
By the way, what 'while' loop are you talking about? I couldn't find one in the script you posted. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Tue Dec 27, 2005 7:06 pm Post subject: |
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Ok, I discovered the source of our problem.
The thing is this, if you are teleporting out of the map that has an autorun script, into another room that also has autorun script, you get into this bug.
I will report it to bugzilla, since plotscript's hardcode is TMC's specialty.
edited to add,
it only happens if you run this script in big games. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Tue Dec 27, 2005 11:02 pm Post subject: Cool! Thanks so much! |
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Sorry for posting one message by day but as I've got free time I would like to work on my game and as long as I didn't know if the datas were corrupted or not I didn't know if I could work on the version which is on my hardrive or if I had to use my rather old now backup. Big thanks
to Ysoft_Entertainment for finding out the problems and all the others for helping.
Anyway it clearly appears that the source of the problem comes from the use at same time of the teleport map command (to teleport into another room) and a autorun script that is linked to another autorun script. It explains why the game.exe precisely crash as the teleport to masp command execute. command. I also appears that the size of the game has something to do with the bug which explains why the bug only occurs now
My question will obviously be: how do I rid of this bug ?. The problem is the following
1) I need to use the teleport to map command because the script need to shows the villains HQ for the following of the story.
2) The size of the game may be even bigger as I will work on it and add grafics
3) I need the autorun script to launch the custom keyboard script.
Thanks again to Ysoft_Entertainment for finding out the problems and all the others for helping especially at Christmas time. I really very nice of you.
Merry Christmas and Happy New Year 2006 to everyone and good luck in making your game! |
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Leonhart

Joined: 25 Feb 2004 Posts: 383 Location: Philippines
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Posted: Wed Dec 28, 2005 8:54 am Post subject: |
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What's your game anyway? It's making me curious, all these plotscript questions of yours... _________________ The man who smiles when things go wrong has thought of someone to blame it on.
- Robert Bloch |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Dec 28, 2005 5:08 pm Post subject: |
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| Ysoft_Entertainment wrote: | Ok, I discovered the source of our problem.
The thing is this, if you are teleporting out of the map that has an autorun script, into another room that also has autorun script, you get into this bug. |
Sorry for nitpicking, but that's not the source of the bug. That's a trigger for it, but not the source.
Bis: When you teleport out to the second map, has the first autorun finished running yet?
Cases where it would not:
~ An infinite loop (like the ones I've been suggesting to you for the last 6 months)
~ Teleporting within the autorun script itself.
Perhaps the second autorun script it being loaded on top of the first, or maybe game just gets confused as to which happens when/where, and explods in a large blast of raw bits. Er... in a runtime error, that is. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Wed Dec 28, 2005 6:14 pm Post subject: |
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source/trigger whatever
his game goes like this basically
teleport to map with autorun script
teleport to another map with autorun script
I am sure the autoruns finish doing it's stuff, cause I put in the blank scripts instead of the usual script for both autoruns, and it crashes, so mike, its not what you said. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Wed Dec 28, 2005 6:23 pm Post subject: |
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I didn't say it was that, I'm throwing out suggestions onto the table.
Perhaps... um...
When was the last version this worked?
How small of a game does it have to be to work, and define small (and small in which way?)
Did you post your test case to bugzilla? (checking now...) _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
OHR Developer BLOG
Official OHRRPGCE Wiki and FAQ |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Thu Dec 29, 2005 6:24 am Post subject: |
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This bug does not appear in the previous version of ohr(before rusalka)
So I am going to try to pinpoint the exact cause. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Dec 29, 2005 9:03 am Post subject: If needed |
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I can also post a link with a rpg file and hss file without any errors
Feel free to ask for it. Moreover, I would be glad helping making some tests.
Thanks for the help ! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Dec 29, 2005 9:05 am Post subject: If needed |
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I can post a link to download a valid version of my rpg and hss files.
Feel free to ask for it!
Anyway I would also be glad to help making some tests. Feel also free to ask for it.
Thanks again for the help and support! |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Thu Dec 29, 2005 9:12 am Post subject: Sorry for posting a useless message |
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| I've post twice the same message. Sorry about that. I tought I haden't been post as I was clicking on checking the private message. Anyway don't take attention to the second one! |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Tue Jan 03, 2006 5:11 pm Post subject: |
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Terribly sorry for taking so long to respond.
The first thing I noticed is that your titlescreen says "Press ESC to start" you must mean "Press any key", pressing esc will quit the game
Anyway, I played you game using Quaternion, the last version where this bug does not appear. I became stuck on the textbox "CHAPTER 1". Investigating, it seems to be because of your "whileloop for keyboard" script:
| Code: |
# Dans ce script, les key is pressed permettent de personnaliser le clavier
script, whileloop for keyboard, begin
set tag (tag:asc, ON)
loopkey:=true
while (loopkey) do, begin
if (check tag (tag:asc), and, key is pressed (any key)) then, begin
if (key is pressed(key: z)) then, begin
set tag (tag:acc, ON)
my keyboard getquick
end
#Key is pressed z pour accelerer
if (key is pressed(key: numlock)) then, begin
set tag (tag:pause, ON)
my keyboard pause
end
#Key is pressed numlock pour faire pause
if (key is pressed(key: r)) then, begin
my keyboard jump
end
#Key is pressed numlock pour faire pause
wait (1) #wait 1 is very very important
if(checktag(tag:luna follows me),xor,checktag(tag:artemis follows me)) then, begin
lunafollowsme
end
end #end of the while (loop key) command
end #end of the if check tag
end #end of the plotscript |
The indentation is mine. It gets stuck on this script because you have the wait in the wrong place: You have it in if (check tag (tag:asc), and, key is pressed (any key)) then, begin so it is only run if the if is true, it should be directly inside the while. You probably made this mistake because your ends are mislabelled ; )
Here is better version:
| Code: |
# Dans ce script, les key is pressed permettent de personnaliser le clavier
script, whileloop for keyboard, begin
set tag (tag:asc, ON)
loopkey:=true
while (loopkey) do, begin
if (check tag (tag:asc), and, key is pressed (any key)) then, begin
if (key is pressed(key: z)) then, begin
set tag (tag:acc, ON)
my keyboard getquick
end
#Key is pressed z pour accelerer
if (key is pressed(key: numlock)) then, begin
set tag (tag:pause, ON)
my keyboard pause
end
#Key is pressed numlock pour faire pause
if (key is pressed(key: r)) then, begin
my keyboard jump
end
#Key is pressed numlock pour faire pause
if(checktag(tag:luna follows me),xor,checktag(tag:artemis follows me)) then, begin
lunafollowsme
end
end #end of the if check tag
wait (1) #wait 1 is very very important
end #end of the while (loop key) command
end #end of the plotscript |
As for the problem with compiling your script taking a long time: regretably, there is nothing you can really do. The compiler is somewhat slow. People have complained of compiling taking 10 minutes : (
I am still looking at the bug that is crashing your game, I will post again with progress. _________________ "It is so great it is insanely great." |
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bis_senchi

Joined: 08 Jun 2004 Posts: 460 Location: Reims, France
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Posted: Sat Jan 07, 2006 11:27 pm Post subject: Sorry for disturbing in testing but... |
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I would like to know if I can work on grafics. Can somoene confirm me than the crash comes from my hss files and that f I make new grafics I won't have to make them again when the bug is solved.
Thanks in advance for releasing the information |
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