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Re: Difference between Published Script and Working Script
[Re: alibaba]
#449595
03/24/15 22:41
03/24/15 22:41
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Joined: Jan 2006
Posts: 968
EpsiloN
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User
Joined: Jan 2006
Posts: 968
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I haven't used the defines for a long time, but try creating a shortcut of your exe on the Desktop -> right click and open Properties, in the Target box, after the end of the statement, if there are quotes add after them (after everything) the defines (-nx 200 -diag). It should work.
Also, for your menu script, make sure you're not using filenames directly! Add bmap definitions. And watch out for pointers. It shouldn't be a problem, but you can mess panels easily.
alibaba, As for entity creations, I always group ent_creates for a lot of entities in one call. I mean, I call ent_create 10 times with a counter, for example, and wait one frame. This makes sure the engine wont 'stall' for a second.
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Re: Difference between Published Script and Working Script
[Re: Dooley]
#449601
03/24/15 23:44
03/24/15 23:44
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Joined: May 2005
Posts: 868 Chicago, IL
Dooley
OP
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Joined: May 2005
Posts: 868
Chicago, IL
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Okay, more progress! By adding -diag to the published version, it created a log file. Both these issues pop up occasionally, but they are not the cause of the crash, at least, it doesn't crash when these are reported. Material #DEFAULT undefined 1 textures Material PORTAL_001 undefined 1 textures
These happen when I switch camera modes, and the texture gets defined through a script, so I don't think these are the problem, since switching camera modes seems to work fine in the published game.
I can play fine and load new levels, as well as travel back and forth between levels.
The crash occurs only when I try to access the game menu. However, if I've exited the first level, and then try to access the game menu, it does not crash, but it does not load the game menu either.
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