[RMVX ACE] GAME SOMETIMES CRASHES BEFORE BATTLES
Posts
Pages:
1
I've had a weird problem with game crashes when the game tries to load battles. It's an error that I can't reliably reproduce. It happens very rarely to me, but it seems to happen more frequently to some players. It sometimes happens on my laptop but rarely on my desktop. I can go hours of testing without it happening and then it can happen several times in an hour.
Battles in my game are touch-based events. Battle oriented scripts I'm using include Yanfly's Battle System, Fomar's ATB/CTB, and Kread-Ex's Animated Battlers.
Given the vague, unreproducable nature of the errors, I had given up on finding a way to fix them, and I realize that it's likely that I'll just have to live with the occasional crashes. However, since I'm very close to finishing the game, I thought I'd at least ask. I have a feeling that maybe this happens more often on computers with less processing power, but aside from my desktop/laptop comparisons, I don't have anything else to go on.
The game is Luxaren Allure. The current version available for download is non-encrypted, so all of the scripts can be easily looked at. I know it's a lot to ask and not much to go on, but if anyone's able to figure anything out, I'd be very grateful.
I'd gladly pay for a solution, even moreso if it requires custom scripting.
Thank you very much.
Battles in my game are touch-based events. Battle oriented scripts I'm using include Yanfly's Battle System, Fomar's ATB/CTB, and Kread-Ex's Animated Battlers.
Given the vague, unreproducable nature of the errors, I had given up on finding a way to fix them, and I realize that it's likely that I'll just have to live with the occasional crashes. However, since I'm very close to finishing the game, I thought I'd at least ask. I have a feeling that maybe this happens more often on computers with less processing power, but aside from my desktop/laptop comparisons, I don't have anything else to go on.
The game is Luxaren Allure. The current version available for download is non-encrypted, so all of the scripts can be easily looked at. I know it's a lot to ask and not much to go on, but if anyone's able to figure anything out, I'd be very grateful.
I'd gladly pay for a solution, even moreso if it requires custom scripting.
Thank you very much.
The bonus fun part of that error is it might not even be related to a battle script! In VX for one game I used a script that let me use a Winamp DLL to play music and I could use it with Winamp plugins to play exotic file formats like SPCs (SNES music format). Turns out it would crash the game with a similar error message when I would play certain battle animations. Never found the rhyme nor reason to it and I axed the script entirely so Cure could have an animation and not crash the game.
I can take a peek but positive outlooks are dim with that kind of error and difficulty reproducing it.
I can take a peek but positive outlooks are dim with that kind of error and difficulty reproducing it.
I'd much appreciate it! Yeah, I figured that finding a solution is really unlikely, but I figured it wouldn't hurt to ask. ^^;;
Thanks a lot, GRS! :D
Thanks a lot, GRS! :D
I spent some time in the first dungeon killing/running away from mooks and respawning them and never got as much of a flicker. I also gave a quick look over the scripts but didn't see anything that wasn't just a regular ol' RGSS script. Is there a place in the game where it sounds like it's happening, or is it just anytime for you? My computer does have some juice behind it too, if it is in some way performance related I might not even hit it at all.
e: Forgot to say that there appears to be a bug with running away. One battle I tried to run, failed, and then the enemies got their turns. Once I got another turn I tried to run again and failed, got another turn immediately, failed running again, and got another turn where I finally managed to run. I'm not sure if it's just the way the turn order worked out though and I didn't test for it specifically but I figured I'd bring it up.
e: Forgot to say that there appears to be a bug with running away. One battle I tried to run, failed, and then the enemies got their turns. Once I got another turn I tried to run again and failed, got another turn immediately, failed running again, and got another turn where I finally managed to run. I'm not sure if it's just the way the turn order worked out though and I didn't test for it specifically but I figured I'd bring it up.
author=GreatRedSpirit
I spent some time in the first dungeon killing/running away from mooks and respawning them and never got as much of a flicker. I also gave a quick look over the scripts but didn't see anything that wasn't just a regular ol' RGSS script. Is there a place in the game where it sounds like it's happening, or is it just anytime for you? My computer does have some juice behind it too, if it is in some way performance related I might not even hit it at all.
I haven't found any particular place it occurs more than others.
Thanks so much for giving it a look-see! If it isn't obvious, I think I'll just live with it, as many users seem to not encounter it at all. I guess it's just one of those things.
author=GreatRedSpirit
e: Forgot to say that there appears to be a bug with running away. One battle I tried to run, failed, and then the enemies got their turns. Once I got another turn I tried to run again and failed, got another turn immediately, failed running again, and got another turn where I finally managed to run. I'm not sure if it's just the way the turn order worked out though and I didn't test for it specifically but I figured I'd bring it up.
I think that's correct, as Fomar's CTB has what I think is a 1000-based countdown that goes faster based on users' agility, and trying to run adds a certain number on top of that to all of your teammates, making their turns come up later, but in a place with slower enemies, the actual penalty doesn't seem as much compared to later. I'll do more testing to double check tho. Thanks :D
That's unfortunate. Wish I could help more on this, random crashes without any message are the worst things to debug.
Pages:
1















