RMVX GAME OVER CRASH
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Has anyone else experienced the following bug?
RPG Maker VX crashes upon transitioning from the game over screen back to the title screen. A Windows error message pops up, explaining that RGSS2 Player has stopped working.
As far as FATAL CRASH INDUCING BUGS go, this is a pretty convenient place for one, but it's still driving me freaking crazy.
RPG Maker VX crashes upon transitioning from the game over screen back to the title screen. A Windows error message pops up, explaining that RGSS2 Player has stopped working.
As far as FATAL CRASH INDUCING BUGS go, this is a pretty convenient place for one, but it's still driving me freaking crazy.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Does this happen only in your current game, or in all games? Does your game use any scripts that modify the game over screen or the title screen?
My guess would be that some variable or something is being passed incorrectly from one crap to the other crap but I dunno
My guess would be that some variable or something is being passed incorrectly from one crap to the other crap but I dunno
I think it is only in my current game, but I can't be entirely sure.
Current game has a bunch of scripts, but none of them mess with the game over screen that I know of, or the title screen for that matter.
If someone with expert scripting knowledge would like to poke around and see if there's anything there that's breaking it, I'll send them my Scripts.rvdata file.
Current game has a bunch of scripts, but none of them mess with the game over screen that I know of, or the title screen for that matter.
If someone with expert scripting knowledge would like to poke around and see if there's anything there that's breaking it, I'll send them my Scripts.rvdata file.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Create new game, make max attack power enemy, start game, die. Observe results. Then send me the .rvdata file.
I'm willing to muck around in the scripts for you, but I'd like to rule out the possibility that it's your system first.
I'm willing to muck around in the scripts for you, but I'd like to rule out the possibility that it's your system first.
I once had a script that just affected music playback. RMVX would crash just like yours when certain animations were played. It's entirely possible that it's just crashing for no reason beyond the engine and the scripts working in unison is just fucking something up behind the scenes.
god damnit. I was afraid it was something that vague/totally unfixable.
Fucking shoddy base code.
Tried that. No error.
Fucking shoddy base code.
Create new game, make max attack power enemy, start game, die. Observe results. Then send me the .rvdata file.
I'm willing to muck around in the scripts for you, but I'd like to rule out the possibility that it's your system first.
Tried that. No error.
Some of my testers seem to feel that this is a fairly serious error and it's effecting their enjoyment of the game. I am not one to tell them they're wrong.
I feel like this is beyond my power to fix. Can anyone help, at all? Let me know and I'll send the scripts.rvdata. Obviously you can understand why I'm hesitant to just post it here...while it IS overwhelmingly a collection of other people's scripts, the configuration and comments contain a ton of spoilers for my game.
I feel like this is beyond my power to fix. Can anyone help, at all? Let me know and I'll send the scripts.rvdata. Obviously you can understand why I'm hesitant to just post it here...while it IS overwhelmingly a collection of other people's scripts, the configuration and comments contain a ton of spoilers for my game.
Have you looked for any undisposed windows? That's what causes the RGSS2 player crashing in my game (and in most games I find where they have an RGSS2 error). Or have you tried taking out all your new scripts and putting them back in one at a time and seeing which script it is that sets off the crashing?
Hey all. I'm one of the testers on McGee's project.
This definitely isn't a sometimes-bug. It happens on every death. It doesn't happen when you go back to the title screen from the in-game menu.
Max, have you observed this bug at all in any of your own playthroughs?
If you are able to duplicate the bug on your own machine, I'd like you to try a couple of things.
First, try making your title screen as default as possible. Standard background, standard music, etc. See if it's a conflict with the custom bgm and music and whatnot.
Second, try taking out the game over screen (I'm assuming this is possible, but I've never tried.) Have death just dump you back into the main menu. See if it's specifically the transition between the game over screen and the main menu.
The last possibility that occurs to me is that this might have to do with just how much data your game has to keep track of. Plant growth, mined out locations, day/night cycle, monster placement, etc. It's possible all this data us bogging down the game somehow. Any way we can get an idea of what it's keeping track of on a moment-to-moment basis?
I'd like to qualify this by saying that I'm not a programmer, but I'll doggedly try to help figure this out anyway.
This definitely isn't a sometimes-bug. It happens on every death. It doesn't happen when you go back to the title screen from the in-game menu.
Max, have you observed this bug at all in any of your own playthroughs?
If you are able to duplicate the bug on your own machine, I'd like you to try a couple of things.
First, try making your title screen as default as possible. Standard background, standard music, etc. See if it's a conflict with the custom bgm and music and whatnot.
Second, try taking out the game over screen (I'm assuming this is possible, but I've never tried.) Have death just dump you back into the main menu. See if it's specifically the transition between the game over screen and the main menu.
The last possibility that occurs to me is that this might have to do with just how much data your game has to keep track of. Plant growth, mined out locations, day/night cycle, monster placement, etc. It's possible all this data us bogging down the game somehow. Any way we can get an idea of what it's keeping track of on a moment-to-moment basis?
I'd like to qualify this by saying that I'm not a programmer, but I'll doggedly try to help figure this out anyway.
I'd like to reinforce that the last four times it did NOT happen. But yes, I HAVE seen it.
The second option sounds SOUL DESTROYINGLY TEDIOUS. I can't bring myself to do it. I'm sorry gams, i have failed you! It's not that taking out all 27 billion scripts one at a time and clicking "test play" would be that difficult. But taking out all 27 billion scripts one at a time, getting in a battle, dying, rinse, repeat...oh god...I'm sorry. I just...can't.
However, let's talk abut the first thing. What is an undisposed window and how do you look for it? My knowledge of RGSS2 I'd describe as the absolute minimum needed to make the games I've made. I'm not even at the "fiddling with other people's scripts confidently" stage.
1) With my understanding of how the engine works, this should not be a factor.
2) I could script this, if I knew how to script. It honestly would probably be trivially easy for a competent scripter. I have no idea if it would fix the problem. Any scripters want to give me a clue how to test this? It's not a bad idea.
3) I don't want to reveal any "programming sekretz" (lulz) but the way that the game handles these things is really "processor lite". The number of switches and variables actually being tracked is very trivial by modern computing standards. I've just reduced the number of chickens and cows to reduce the lag on Gwynbrook farm, but I doubt that the event code has anything to do with this error.
Kumada, as always, I appreciate your help massively.
Have you looked for any undisposed windows? That's what causes the RGSS2 player crashing in my game (and in most games I find where they have an RGSS2 error). Or have you tried taking out all your new scripts and putting them back in one at a time and seeing which script it is that sets off the crashing?
The second option sounds SOUL DESTROYINGLY TEDIOUS. I can't bring myself to do it. I'm sorry gams, i have failed you! It's not that taking out all 27 billion scripts one at a time and clicking "test play" would be that difficult. But taking out all 27 billion scripts one at a time, getting in a battle, dying, rinse, repeat...oh god...I'm sorry. I just...can't.
However, let's talk abut the first thing. What is an undisposed window and how do you look for it? My knowledge of RGSS2 I'd describe as the absolute minimum needed to make the games I've made. I'm not even at the "fiddling with other people's scripts confidently" stage.
First, try making your title screen as default as possible. Standard background, standard music, etc. See if it's a conflict with the custom bgm and music and whatnot.
Second, try taking out the game over screen (I'm assuming this is possible, but I've never tried.) Have death just dump you back into the main menu. See if it's specifically the transition between the game over screen and the main menu.
The last possibility that occurs to me is that this might have to do with just how much data your game has to keep track of. Plant growth, mined out locations, day/night cycle, monster placement, etc. It's possible all this data us bogging down the game somehow. Any way we can get an idea of what it's keeping track of on a moment-to-moment basis?
1) With my understanding of how the engine works, this should not be a factor.
2) I could script this, if I knew how to script. It honestly would probably be trivially easy for a competent scripter. I have no idea if it would fix the problem. Any scripters want to give me a clue how to test this? It's not a bad idea.
3) I don't want to reveal any "programming sekretz" (lulz) but the way that the game handles these things is really "processor lite". The number of switches and variables actually being tracked is very trivial by modern computing standards. I've just reduced the number of chickens and cows to reduce the lag on Gwynbrook farm, but I doubt that the event code has anything to do with this error.
Kumada, as always, I appreciate your help massively.
I know my second option is TEDIOUS, but it's a surefire way to figure it out if it is truly something script related. It just sucks doing it.
For a disposed window. It's a window rpg maker makes like for a menu that should be disposed when you leave the menu--i.e. it should go away. When it doesn't go away, that window remains and makes your game take up more memory I think and every time you return to the menu that made that window, it adds another window on top of that other window that didn't go away. Thus you are adding invisible windows onto your game which eventually overload it and it crashes. And of course the only way to look for it is to go through your game's scripts and check to make sure all windows are disposed (that sounds horrible for someone who doesn't know much about scripting though).
Though if your game consistently crashes for everyone who has a game over, perhaps this isn't it. From my experiences, some people can't handle even ONE disposed windows, but another person can handle quite a lot before the game crashes on them and my game would randomly crash if someone had too many undisposed windows and not at a fixed point which yours seems to be doing.
For a disposed window. It's a window rpg maker makes like for a menu that should be disposed when you leave the menu--i.e. it should go away. When it doesn't go away, that window remains and makes your game take up more memory I think and every time you return to the menu that made that window, it adds another window on top of that other window that didn't go away. Thus you are adding invisible windows onto your game which eventually overload it and it crashes. And of course the only way to look for it is to go through your game's scripts and check to make sure all windows are disposed (that sounds horrible for someone who doesn't know much about scripting though).
Though if your game consistently crashes for everyone who has a game over, perhaps this isn't it. From my experiences, some people can't handle even ONE disposed windows, but another person can handle quite a lot before the game crashes on them and my game would randomly crash if someone had too many undisposed windows and not at a fixed point which yours seems to be doing.
Yeah, the crashing is highly variable, it seems to me. Sometimes it happens for me and sometimes it doesn't. It seems to happen for people using laptops almost all the time. Is there a particular string or phrase I can look for using CTRL + SHIFT + F in the Scripts.rvdata to look for um...undisposed windows?
(I kind of knew what they were, just not how to find/fix them.)
(I kind of knew what they were, just not how to find/fix them.)
Well, it happens because something isn't there! So I don't know how to find it with a ctrl+shift+F. The only way I found the ones with mine were because I found a Debug Menu script (if you wanted to use it, I plopped it on pastebin for you) and just have a script call with "p $game_temp.undisposed_windows" and the game will make a popup show up telling you which windows aren't disposed. Some windows are never disposed though but those are normal. Though it only lets you know what windows are not being disposed, not necessarily the scripts that cause that I think.
I just had the script call in a common event, had an item activate said common event and did what I normally did in a game that would create the crash (like for you, test it before the battle, during the battle, I would say after but you would probably have to set up a battle event for that instead of using an item like I did) and use the item to check if the game made any undisposed windows.
Of course, if your problem isn't random undisposed windows, this isn't going to help much! :(
I just had the script call in a common event, had an item activate said common event and did what I normally did in a game that would create the crash (like for you, test it before the battle, during the battle, I would say after but you would probably have to set up a battle event for that instead of using an item like I did) and use the item to check if the game made any undisposed windows.
Of course, if your problem isn't random undisposed windows, this isn't going to help much! :(
Okay, I am thinking it is the undisposed windows thing because errors seem to be happening differently for different people depending on their machine specs and so forth. I ran that debug script and I came up with several undisposed windows.
ON THE MAP BEFORE COMBAT

AFTER COMBAT (this is also a different save than the above)

DURING COMBAT

Anything there look...not as it should be?
ON THE MAP BEFORE COMBAT

AFTER COMBAT (this is also a different save than the above)

DURING COMBAT

Anything there look...not as it should be?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Alternate solution: make a game over automatically load the last save or something instead of going to the title screen.
This is another way of saying I looked for a while and figured nothing out. Sorry.
This is another way of saying I looked for a while and figured nothing out. Sorry.
I am not sure how to do that, unfortunately...and I am completely unsure how to do it safely. The good news is the game has been running fairly bug-free except for this, I fixed a lot of the other bugs. (I had to give up a feature but it was a pretty minor one.)
So this is really the major bug at this point. If not for this, I'd probably have released already, as I've got (and acted on) feedback from the majority of my testers.
So this is really the major bug at this point. If not for this, I'd probably have released already, as I've got (and acted on) feedback from the majority of my testers.
Wow! That's a lot for battle! But my scripter says that's normal. As long as they don't remain, which I think a few of them do!
OK, so the first two. Are they before a battle and after that same battle or are they from two different saves? And is that During Combat one before the second screenshot or is that unrelated to the second screenshot?
As you can see Window_ItemData repeats 3 times, as with Window_MenuStatus. That's bad. Those are undisposed windows and could be causing a problem! Do any of your scripts say anything about Item Data in them or Menu Status that might pertain to battle? Because they don't show up until after a battle correct?
OK, so the first two. Are they before a battle and after that same battle or are they from two different saves? And is that During Combat one before the second screenshot or is that unrelated to the second screenshot?
As you can see Window_ItemData repeats 3 times, as with Window_MenuStatus. That's bad. Those are undisposed windows and could be causing a problem! Do any of your scripts say anything about Item Data in them or Menu Status that might pertain to battle? Because they don't show up until after a battle correct?
You have a scripter? I want a scripter. I wish I could afford nice things. : )
The answer to this question is I don't THINK so but I really have no idea.
Anyway, let me send you my scripts.rvdata because...it will tell you what my scripts say about everything, hopefully, better than I could. And perhaps you can show it to your scripter and get their opinion also. (I will PM you a link.)
As you can see Item Data repeats 3 times, as with Menu Status. That's bad. Those are undisposed windows and could be causing a problem! Do any of your scripts say anything about Item Data in them or Menu Status that might pertain to battle?
The answer to this question is I don't THINK so but I really have no idea.
Anyway, let me send you my scripts.rvdata because...it will tell you what my scripts say about everything, hopefully, better than I could. And perhaps you can show it to your scripter and get their opinion also. (I will PM you a link.)
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