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Re: Publishing problem
[Re: Wjbender]
#455566
10/23/15 18:56
10/23/15 18:56
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Malice
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Malice
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Hi - Without looking at the log file - are you sure it's not a failure/crash with d3d and the video-Card. Can you recreate the issue on other hardware. Of course I'm fishing, however it's more likely a game of ruling out known issues before finding the source issue.
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Re: Publishing problem
[Re: ]
#455575
10/24/15 00:07
10/24/15 00:07
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
FoxHound
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No error messages. I wish there was because it would make it easier to fix.
The issues was actually found on a different computer from mine own.
I'm aiming at fixing that image issue I mentioned before, doesn't seem to be a glitch as the issue is repeatable so it's something simple in code.
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Re: Publishing problem
[Re: FoxHound]
#455577
10/24/15 00:40
10/24/15 00:40
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Malice
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Malice
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Not sure if this could be helpful, however it might shad some light on the matter. Checking the application crash data inside Windows Event Viewer. http://www.codeproject.com/Articles/597856/Using-Windows-Event-Viewer-to-debug-crashesAgain I'm fishing Mal EDIT- I'm just thinking , if there is no error or exception message from the engine and no errors in the log file, maybe windows recorded a exception code for the crash that can narrow the issue down.
Last edited by Malice; 10/24/15 00:51.
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Re: Publishing problem
[Re: ]
#455585
10/24/15 16:08
10/24/15 16:08
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
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I'll take a look into it.
It made sense when I thought the issue was having any name in a function that could be related to Mutliplayer, such as send and move, this latest issue, which is "fixed" not is just a major pain.
Thanks everyone for you help.
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Re: Publishing problem
[Re: FoxHound]
#455673
10/27/15 10:54
10/27/15 10:54
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
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User
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cyberspace
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No error messages. I wish there was because it would make it easier to fix.
The issues was actually found on a different computer from mine own.
I'm aiming at fixing that image issue I mentioned before, doesn't seem to be a glitch as the issue is repeatable so it's something simple in code. so its fine on your pc , are you using any plugins other than the default gs plugins ? things you could try out : making sure all dll files for redistribution are present . if they are , and all directx runtimes and visual studio runtimes are present (if they are needed). I remember a GS game on steam where users reported a crash to desktop issue without any windows messages or such , it was later discovered that windows DEP was the cause , and the solution for it was to disable DEP for the game .
Compulsive compiler
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Re: Publishing problem
[Re: Wjbender]
#455701
10/27/15 22:06
10/27/15 22:06
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
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No DLLS are used, it's all lite-C.
I just had another issue, tracked it down to a function I haven't changed in months. It used a while(1) loop, I altered the function so that it could be called by the main function and it works fine now. So far seems that I may in time rewrite the entire game to remove any "wait(1);" in the game as that always seems to be the issue.
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Re: Publishing problem
[Re: Superku]
#455702
10/27/15 23:09
10/27/15 23:09
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Joined: Jun 2007
Posts: 1,337 Hiporope and its pain
txesmi
Serious User
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Serious User
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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You are overwriting some memory somewhere, for example in a loop and an array where you go one step to far Those random malfunctions I found in my programming life had been because of that
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Re: Publishing problem
[Re: Superku]
#455753
10/29/15 03:30
10/29/15 03:30
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Joined: Jun 2004
Posts: 2,234 Wisconsin USA
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My game only uses Bmaps/pngs and my custom FSA files. I checked and found a couple of files that could cause some memory loss. I've put in some fail safes to keep it from happening. Not sure if this will fix my problem but it is a start.
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Re: Publishing problem
[Re: FoxHound]
#455756
10/29/15 04:26
10/29/15 04:26
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Malice
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Malice
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Another guess post - With png being externally loaded file - possibly open to memory issues PNG images behave like 32 bit TGA images with alpha channel (even if the channel was not explicitly created in the pain program). They are not recommended because they are loaded not by the engine, but by the DirectX library, and are not guaranteed to be automatically restored when the video device gets lost. This means that they can lose their content f.i. when a fullscreen application is minimized. link- http://www.conitec.net/beta/fileformats.htmTo many drinks for one night lol Mal EDIT - lol typo created in the pain program but by the DirectX library Question- With most system using new non-dx9 is it possible a change in the dx lib function the is still accessible with dx9 syntax could cause issue?
Last edited by Malice; 10/29/15 04:30.
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