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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
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
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.


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Difference between Published Script and Working Script [Re: EpsiloN] #449598
03/24/15 23:06
03/24/15 23:06
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
Adding the defines did not solve the problem. I will have another look at my script, to make sure all my bmaps are defined.

Thanks for your help!

Re: Difference between Published Script and Working Script [Re: Dooley] #449601
03/24/15 23:44
03/24/15 23:44
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
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.

Re: Difference between Published Script and Working Script [Re: Dooley] #449606
03/25/15 04:40
03/25/15 04:40
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
Okay, I'm doing some research. I don't know if this makes any difference, but I have been using "function" instead of "void" for all my programming. I guess I'm still a bit influenced by c-script. Could that have anything to do with it?

Re: Difference between Published Script and Working Script [Re: Dooley] #449607
03/25/15 05:10
03/25/15 05:10
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
hmmmm.. I got it to work.

I saw this other thread: http://www.opserver.de/ubb7/ubbthreads.php?ubb=showflat&Number=446023&page=2

It mentions that the guy just changed the name of a function, and it started working for him. I went ahead and tried it on mine, and it works now.

I'm happy, but confused. Why would it work through WED, and not when published? Seems like a possible bug.

Re: Difference between Published Script and Working Script [Re: Dooley] #449608
03/25/15 06:14
03/25/15 06:14
Joined: Jan 2006
Posts: 968
EpsiloN Offline
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EpsiloN  Offline
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Posts: 968
In the good old days, when you develop and publish everything is the same. All files, .exe file.

Now I've noticed that it puts my .c files in a wrs file I guess. Maby there is a problem with long function names in those files when packed...

BTW, I don't remember what it was for, but somewhere in the manual I saw a 30 characters limit for filenames. I always use less...


Extensive Multiplayer tutorial:
http://mesetts.com/index.php?page=201
Re: Difference between Published Script and Working Script [Re: EpsiloN] #450707
04/21/15 03:06
04/21/15 03:06
Joined: May 2005
Posts: 868
Chicago, IL
Dooley Offline OP
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Dooley  Offline OP
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Posts: 868
Chicago, IL
Has this issue been reported as a bug? Seems like a bug if it works through WED, but not when published...

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