dribs and drabs
Moderators: marionline, SDHawk
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm
dribs and drabs
1.) First, a general thank you to Bob and TMC for all their responses to my other threads (:slime-doffing-its-cap:)
2.) I might be crazy but I swear that the text slices in the slice collection editor used to automatically update their widths when you would type in/delete text from them. This made it much easier to line things up when they were set to be centered for example. When setting the text in the code (e.g. "set slice text(some_centered_text_slice, string:hello_world)"), the width *does* seem to update properly and the text centers as you would expect.
3.) I can't reliably reproduce this but I've seen a crashing error in custom sometimes when I am in the slice collection editor. It seems to crop up if I zip through the collections really fast (i.e. holding left or right when the slice collection number is highlighted) or when going from 0 left to whatever the highest numbered one is. (I am using etheldreme)
4.) Is there a "pad string to length" function (with option to supply the padding character)? I checked around in the plotscripting dictionary but did not see it.
Thanks again!
2.) I might be crazy but I swear that the text slices in the slice collection editor used to automatically update their widths when you would type in/delete text from them. This made it much easier to line things up when they were set to be centered for example. When setting the text in the code (e.g. "set slice text(some_centered_text_slice, string:hello_world)"), the width *does* seem to update properly and the text centers as you would expect.
3.) I can't reliably reproduce this but I've seen a crashing error in custom sometimes when I am in the slice collection editor. It seems to crop up if I zip through the collections really fast (i.e. holding left or right when the slice collection number is highlighted) or when going from 0 left to whatever the highest numbered one is. (I am using etheldreme)
4.) Is there a "pad string to length" function (with option to supply the padding character)? I checked around in the plotscripting dictionary but did not see it.
Thanks again!
Re: dribs and drabs
Sorry, RMZ already reported this one, no bughunting bounty points to award!sotrain515 wrote:2.) I might be crazy but I swear that the text slices in the slice collection editor used to automatically update their widths when you would type in/delete text from them.
It's fixed as of two days ago.
Hmm, probably going to be really hard to track this one down. Has this happened only after actually using the slice editor to edit for a bit, or does it also happen right after entering the collection editor?3.) I can't reliably reproduce this but I've seen a crashing error in custom sometimes when I am in the slice collection editor. It seems to crop up if I zip through the collections really fast (i.e. holding left or right when the slice collection number is highlighted) or when going from 0 left to whatever the highest numbered one is. (I am using etheldreme)
There's no standard function. The closest thing to is is that "append number" has some options to add padding. I nearly added some script commands for padding4.) Is there a "pad string to length" function (with option to supply the padding character)? I checked around in the plotscripting dictionary but did not see it.
So you'll just have to use a script. Pretty easy to write. Do you want me to show you? Do you want left or right padding?
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm
I should be good on the padding script, thanks though!
As for the crashing, I'm not totally sure but it seems to be something that happens shortly after the first time I open up the collection editor. I've never seen it after a while being in the editor. It's either there within the first few "moves" I make with it or it doesn't show up at all.
As for the crashing, I'm not totally sure but it seems to be something that happens shortly after the first time I open up the collection editor. I've never seen it after a while being in the editor. It's either there within the first few "moves" I make with it or it doesn't show up at all.
- Bob the Hamster
- Lord of the Slimes
- Posts: 7658
- Joined: Tue Oct 16, 2007 2:34 pm
- Location: Hamster Republic (Ontario Enclave)
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There could be something helpful in your c_debug_archive.txt file, if it hasn't been filled with lots of other stuff (it has a maximum size). But even if that were the case, the other error messages might be interesting!
c_debug_archive.txt gets appended to either if Custom crashed last time it ran (so didn't clean up its debug log), or if some significant error message was logged to it.
c_debug_archive.txt gets appended to either if Custom crashed last time it ran (so didn't clean up its debug log), or if some significant error message was logged to it.
Last edited by TMC on Fri Feb 09, 2018 8:36 am, edited 2 times in total.
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm
Okay, I will post that stuff next time I see it.
Interestingly, the last few times I saw something like this, custom seemed to kind of freeze for a while on the slice collection menu and I thought "okay, here it comes, get your prntscrn ready" but eventually it came back and then worked normally. Not sure what's going on.
Interestingly, the last few times I saw something like this, custom seemed to kind of freeze for a while on the slice collection menu and I thought "okay, here it comes, get your prntscrn ready" but eventually it came back and then worked normally. Not sure what's going on.
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm
Okay, got the crash again. This time I know exactly what I did.
1.) Opened custom.exe
2.) Loaded the game I'm working on (file named "a_tactics.rpg")
3.) Navigated right to Slice Collection Editor.
4.) In the Collection Editor moved down to the "<- Slice Collection ->" picker part.
5.) Typed "2", "6" as I wanted to navigate right to collection 26.
6.) Custom crashed right out to desktop with no error message.
Here's a copy of c_debug.txt:
Let me know if I can give you any other info.
1.) Opened custom.exe
2.) Loaded the game I'm working on (file named "a_tactics.rpg")
3.) Navigated right to Slice Collection Editor.
4.) In the Collection Editor moved down to the "<- Slice Collection ->" picker part.
5.) Typed "2", "6" as I wanted to navigate right to collection 26.
6.) Custom crashed right out to desktop with no error message.
Here's a copy of c_debug.txt:
Code: Select all
----Starting OHRRPGCE Custom----
02-16-2018 09:36:23
OHRRPGCE etheldreme 20171203.9852 gfx_directx+sdl+fb/music_sdl FreeBASIC 1.05.0 (01-31-2016) x86 Win32 32-bit
exepath: C:\Documents and Settings\msmithjones\Desktop\msmithjones\test, exe: C:\Documents and Settings\msmithjones\Desktop\msmithjones\test\custom.exe
Runtime info: music_sdl, SDL 1.2.15, SDL_Mixer 1.2.12 Windows 5.1.2600 (XP) Service Pack 3
documents_dir: C:\Documents and Settings\msmithjones\My Documents
Initialising gfx_sdl...
SDL: screen size 1280x1024
setvideomode zoom=2 w*h = 640*400
gfx_sdl: created screensurface size=640*400 depth=32 flags=0x0 R=0xFF0000 G=0xFF00 B=0xFF
gfx_sdl "SDL 1.2.15 (0 joysticks) Driver:windib"
music_sdl, SDL 1.2.15, SDL_Mixer 1.2.12
unlock_resolution(320,200)
setvideomode zoom=2 w*h = 640*400
gfx_sdl: created screensurface size=640*400 depth=32 flags=0x10 R=0xFF0000 G=0xFF00 B=0xFF
music_sdl, SDL_Mixer 1.2.12 (22050Hz, Music decoders:WAVE,MODPLUG,NATIVEMIDI,OGG,MP3 Sample decoders:WAVE,AIFF,VOC,OGG)
mersenne_twister seed=7000733.921703041
Working in C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE\working0.tmp
check_ok_to_open...
pid_current_exe = \Device\HarddiskVolume1\Documents and Settings\msmithjones\Desktop\msmithjones\test\custom.exe
prev_session.workingdir = C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE\working0.tmp
prev_session.info_file_exists = YES
prev_session.pid = 18944 (exe = \Device\HarddiskVolume1\Documents and Settings\msmithjones\Desktop\msmithjones\test\custom.exe)
prev_session.running = YES
prev_session.partial_rpg = NO
prev_session.fresh_danger_tmp = NO
prev_session.sourcerpg =
prev_session.sourcerpg_old_mtime = 0
prev_session.sourcerpg_current_mtime = 0
prev_session.session_start_time = 2018 Feb 16 09:36:23
prev_session.last_lump_mtime = 0
end_debug: no debug/error messages during startup (skipping rest of startup)
----Loading a game----
02-16-2018 09:36:25
curdir: C:\Documents and Settings\msmithjones\Desktop\msmithjones\test
tmpdir: C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE\
settings_dir: C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE
Editing game C:\Documents and Settings\msmithjones\Desktop\msmithjones\test\a_tactics.rpg ( )
Full game data upgrade...
Last edited by: [[OHRRPGCE etheldreme 20171203.9852 gfx_directx+sdl+fb/music_sdl FreeBASIC 1.05.0 (01-31-2016) x86 Win32 32-bit]]
archinym creation info: OHRRPGCE beelzebufo 20130410
SETVISPAGE(gfx_present) took 106ms
SETVISPAGE() took 214ms
"C:\Documents and Settings\msmithjones\Desktop\msmithjones\test\hspeak.exe" -k > "C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE\temp_stdout.246539.tmp" 2> "C:\Documents and Settings\msmithjones\Application Data\OHRRPGCE\temp_stderr.694814.tmp"
hspeak version '3Tf'
spawn_and_wait "C:\Documents and Settings\msmithjones\Desktop\msmithjones\test\hspeak.exe" -y --include "a_tactics.hsi" "a_tactics-script.txt"
SETVISPAGE(gfx_present) took 100ms
SETVISPAGE() took 201ms
SETVISPAGE(gfx_present) took 144ms
SETVISPAGE() took 290ms
SETVISPAGE(gfx_present) took 219ms
SETVISPAGE() took 438ms
SETKEYS(0) took 11ms
SETVISPAGE(gfx_present) took 70ms
SETVISPAGE() took 142ms
SETVISPAGE(gfx_present) took 126ms
SETVISPAGE() took 253ms
UPDATE_MOUSE_STATE(0) took 24ms
SETVISPAGE(gfx_present) took 94ms
SETVISPAGE() took 188ms
Thanks for the detail. How many slice collections do you have?
Unfortunately this is far from enough information to solve this. But I have a plan; I'm adding a crash handler to the engine. I'll get back to you tomorrow with instructions. Since you're using Etheldreme rather than nightlies (and assuming you don't want to use nightlies), I can easily backport the crash handler to Etheldreme.
Unfortunately this is far from enough information to solve this. But I have a plan; I'm adding a crash handler to the engine. I'll get back to you tomorrow with instructions. Since you're using Etheldreme rather than nightlies (and assuming you don't want to use nightlies), I can easily backport the crash handler to Etheldreme.
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm
OK. Though if you're fond of full spriteset import/export in the spriteset editor you won't want to use the nightlies right now, as those features are temporarily missing. Also the ability to jump straight from certain editors to others (eg Enemy to Attack).
Right, I finally have some working crash logging. (Previously, we would ask people to download gdb and run that to get this information, but that's burdensome) Instructions:
-Either wait at least 15 hours from now and then download the debug nightly build: http://hamsterrepublic.com/ohrrpgce/nig ... -debug.zip or else download this early build I've uploaded here: http://tmc.castleparadox.com/ohr/temp/o ... -debug.zip
-Download https://github.com/jrfonseca/drmingw/re ... 2-win32.7z
If you can't open .7z files, I'll repackage it for you. I'll probably do that anyway.
-Take all the .dll files from the drmingw-0.8.2-win32/bin/ folder in the .7z file and put them in the same folder as game/custom.exe
-Use game/custom normally
-If a fatal error occurs you should see a messagebox pop up, telling you that a crash log was saved to custom-crash-report.txt
Because this build contains extra error checking, it might throw a fatal error earlier than before, possibly somewhere completely different.
Right, I finally have some working crash logging. (Previously, we would ask people to download gdb and run that to get this information, but that's burdensome) Instructions:
-Either wait at least 15 hours from now and then download the debug nightly build: http://hamsterrepublic.com/ohrrpgce/nig ... -debug.zip or else download this early build I've uploaded here: http://tmc.castleparadox.com/ohr/temp/o ... -debug.zip
-Download https://github.com/jrfonseca/drmingw/re ... 2-win32.7z
If you can't open .7z files, I'll repackage it for you. I'll probably do that anyway.
-Take all the .dll files from the drmingw-0.8.2-win32/bin/ folder in the .7z file and put them in the same folder as game/custom.exe
-Use game/custom normally
-If a fatal error occurs you should see a messagebox pop up, telling you that a crash log was saved to custom-crash-report.txt
Because this build contains extra error checking, it might throw a fatal error earlier than before, possibly somewhere completely different.
Last edited by TMC on Mon Feb 19, 2018 6:38 pm, edited 1 time in total.
- sotrain515
- Red Slime
- Posts: 59
- Joined: Wed Dec 26, 2012 3:23 pm