[BUG] Wait() crash [SOLVED]

Started by Charity, Wed 28/07/2010 07:41:08

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Charity

Been working on a test game in 3.1.2 SP1, and for some reason every time I try to use the Wait() command I get the following error message.

Also Character.Walk on blocking mode (non blocking walking works fine), so I'm assuming it has something to do with blocking scripts, but Display works fine, too.

Code: ags
---------------------------
Illegal exception
---------------------------
An exception 0xC0000005 occurred in ACWIN.EXE at EIP = 0x00443870 ; program pointer is +379, ACI version 3.12.1074, gtags (1,5)

AGS cannot continue, this exception was fatal. Please note down the numbers above, remember what you were doing at the time and post the details on the AGS Technical Forum.

in "room1.asc", line 336


Most versions of Windows allow you to press Ctrl+C now to copy this entire message to the clipboard for easy reporting.

An error file CrashInfo.dmp has been created. You may be asked to upload this file when reporting this problem on the AGS Forums. (code 0)
---------------------------
OK   
---------------------------


At one point the blocking scripts seemed to be working.  I couldn't say exactly when they stopped, though I recall getting some sort of error yesterday when I was saving.  Things seemed to be working, and it's just a test game so I didn't take much note of it at the time, but it wouldn't surprise me if that's when it started.

Any idea what's wrong?

The main thing I'm doing with this game is module scripting, so even if it isn't salvageable I should be able to lift out the important stuff, even if I can't salvage the "game."  Unless this is a problem with one of my scripts,  Is that possible?  It seems like it is happening on a deeper level than the script, but maybe I did something really weird?

Tested it with "Room load after fade in" and room RepExec, as well as repeatedly_execute in my module.

GarageGothic

What exactly is happening is line 336? Could you please post the surrounding code?

Charity

#2
Ah, right.  Sorry.

Code: ags
function room_AfterFadeIn() {
  Wait(1);
}


Like I said, I've tried calling blocking functions from various places in the script with the same result.

I just tried disabling all of the script but that line, one script at a time.  (Global, and two modules, + everything else in that room, which is the only room.)  The problem persists.

Deleting both of the modules also didn't help.

Tried removing the room file altogether.  No difference.

Ahhh.  And started deleting GUIs.  I had turned the iconbar into a black, full screen GUI.  Set it to initially on and invisible and unclickable.  Deleting it or setting it to "Initially Off" fixes the problem, but I still have no idea what caused it.  Only causes the problem if it exists and is visible.

Other GUIs can be visible without problems.

I deleted every button.  Kept crashing until i deleted the last button, which happened to be, I think, the control GUI button.  After deleting that button, it worked again.  I made a new button.  It still works.

At this point my test game, which isn't terribly important to begin with, is salvaged.  I still don't know what was wrong but it only matters for curiosity's sake.  I'm going to mark this as solved, but if anyone has any insight, I would love to hear it.

Moral: When in doubt, systematically kill everything in sight until your problems solve themselves.  That's the scientific method.

Wonkyth

I hope you're not in politics...
"But with a ninja on your face, you live longer!"

Monsieur OUXX

Quote from: Lyaer on Wed 28/07/2010 19:05:43
I deleted every button.  Kept crashing until i deleted the last button, which happened to be, I think, the control GUI button.  After deleting that button, it worked again.  I made a new button.  It still works.


- Did you base your project on a project that was once i;ported from an older version of AGS?
- Did you, at any stage, temper with the protected "section" keywords, even those unrelated to that specific button? (#section_start, #section_end)

 

Charity

1. No, this was something I just threw together to see if I could build a context GUI.  Started work on it maybe a week ago, so no need to upgrade.

2.  I don't remember seeing any of those section markers to begin with.  Weren't they removed from the last couple versions?  If they were still there and I didn't notice, then it is possible I deleted one or more, because I think I deleted some of the default functions at one point.  Certainly when I greened everything out while looking for the problem.  But I do know not to tamper with those, so I think if they had been there I would have left them alone.

I was using the default game template, for what it's worth.  To avoid having to import sprites and such for testing purposes.

Pumaman

If you still have a version of the game that crashes, I'd be interested to see it to see if I can trace the problem?

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