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small request -> max_entities not quit in development version
#453453
07/27/15 11:33
07/27/15 11:33
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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OP
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Posts: 1,823
Netherlands
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Hi JCL, Would be nice if exceeding the number of max_entities would only give an error message and not quit the game in the development version. I want to use max_entities in my map editor and most of the times I use it is in development modus (since its a bit of a continous project for me). If it has to do with warn_level = 2, I would prefer to keep warn_level to 2 to prevent bugs sneaking in. (I have v 8.45) If this would delay other updates/changes/fixes than this post can be ignored. But if it is a quick fix it would be nice to have .
Last edited by Reconnoiter; 07/27/15 17:26.
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Re: small request -> max_entities no crash in development version
[Re: jcl]
#453459
07/27/15 13:49
07/27/15 13:49
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Hi, Thanks for your quick reply. I get an erro E1340 saying "not enough entities reserved (x)". As soon as I click Ok or click away the message, the game/editor crashes. This the ent_create code I am now testing it with:
function button_create_ent(var buttonnumber, PANEL* p_panelofbutton)
{
...
you = ent_create(select_filename_str, target_pos_vec, new_selection);
}
The action (new_selection) is not run as it should (checked it with error("test");) so that could not be it. And 'you' is not used in other global function before it is made NULL and e.g. filled with next_next again. Setting warn_level = 0; also does not help. But most importantly, I also get the error with a new dummy script. Maybe people could try the code beneath and check if it crashes or not when clicking 'ok':
///////////////////////////////
#include <acknex.h>
#include <default.c>
///////////////////////////////
function main()
{
vec_set(screen_size,vector(1000,600,0));
wait(1);
video_window(NULL, NULL, 4+16+32+64+128, "my game");
vec_set(sky_color,vector(150,90,90)); // dark blue
vec_fill(sun_color.blue, 225);
d3d_antialias = 9;
shadow_stencil = 3;
max_entities = 1;
level_load(NULL);
ent_create(NULL, nullvector, NULL);
ent_create(NULL, nullvector, NULL);
}
Last edited by Reconnoiter; 07/27/15 13:59.
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Re: small request -> max_entities no crash in development version
[Re: jcl]
#453465
07/27/15 16:38
07/27/15 16:38
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Joined: Sep 2003
Posts: 6,861 Kiel (Germany)
Superku
Senior Expert
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Senior Expert
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
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I don't get a crash either.
@Reconnoiter: What exactly do you mean with "crash", just a simple clean exit or some Windows crash message?
EDIT: @below: Oh I've overlooked that.
Last edited by Superku; 07/27/15 17:03.
"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual Check out my new game: Pogostuck: Rage With Your Friends
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Re: small request -> max_entities no crash in development version
[Re: Reconnoiter]
#453467
07/27/15 16:56
07/27/15 16:56
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Joined: Mar 2012
Posts: 927 cyberspace
Wjbender
User
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User
Joined: Mar 2012
Posts: 927
cyberspace
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this is what he said Hi JCL, Would be nice if exceeding the number of max_entities would only give an error message and not quit the game in the development version. so most likely just used a wrong word in the title ,the question as I see was about that and not crashing
Compulsive compiler
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Re: small request -> max_entities no crash in development version
[Re: Wjbender]
#453469
07/27/15 17:25
07/27/15 17:25
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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OP
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Posts: 1,823
Netherlands
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@Reconnoiter: What exactly do you mean with "crash", just a simple clean exit or some Windows crash message? , sorry crash is the wrong word, I mean a simple exit. The error message appears and then the script terminates. , yeah I would like that only an error message appears but not that the script terminates (if it isn't to much asked that is). Exceeding max_entities is not game-breaking right (/creating memory errors etc.)? So I personally think terminating the script is a bit overkill.
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Re: small request -> max_entities no crash in development version
[Re: Reconnoiter]
#453474
07/28/15 11:26
07/28/15 11:26
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Can confirm crash:
Log of A8 Engine 8.45.4 run at Tue Jul 28 11:24:18 2015
Felix on Windows NT/2000/XP version 6.2 Build 9200
Options -nx 200 -diag uhack.c
App: C:\Program Files (x86)\GStudio8\acknex.exe in C:\Users\Felix\Desktop\
MM mixer opened
DSOUND device opened
DI interface opened
Start Window opened(c) Conitec - www.3dgamestudio.com
A8 Engine - Commercial Edition V8.45.4 - Jan 16 2014
Development version
Registered to: Felix Queissner
DI Microsoft PC-joystick driver 5 axes 10 buttons initialized
Mouse found
Joystick found
Lautsprecher (High Definition Audio-Gerät) opened
AMD Radeon R9 200 Series pure T&L device 1ff9 detected
D3D device AMD Radeon R9 200 Series 1ff9 selected.
ackAR.dll opened
acknet.dll opened
ackoal.dll opened
ackphysX.dll opened
ackwii.dll opened
Compiling UHACK.C - [Esc] to abort.......... 0.109 sec
Running UHACK.C.
2 objects
Main started at 1.205
def_startup started
D3D_Init Window: 1000x600 -> Window: 1x1000x600x32
Video memory found: 4091 MB
Main loop at 1.276
LevelInit at 1.278 0 lmaps 0 textures...ok
LevelReady at 1.280
Error E1340: Not enough entities reserved (1)
Program aborted....
Close level,DLL,objects
Free input,funcs,panels,defs,syns,views,strings,vars..ok
Free sounds,bmaps,fonts,hash,defs1,script..ok
Close dx,multimedia,D3D,engine,nexus..ok
A8 Engine - Commercial Edition V8.45.4 - Jan 16 2014
(c) Conitec - www.3dgamestudio.com
Registered to: Felix Queissner
Close window at 1.594
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