Disposed Window error?

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Mike

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  def create_clock_windows    $game_system.clocks.each_with_index do |args, i|      instance_variable_set("@clock_#{i}", SES::Time::Clock::Window.new(*args))    end  end

Change Line 393 - 396 or 397...

Into

def create_clock_windows $game_system.clocks.each_with_index do |args, i| instance_variable_set("@clock_#{i}", SES::Time::Clock::Window.new(*args)) end end alias yes_we_are_aliasing_post_transfer post_transfer def post_transfer @clock_0.visible = !$game_map.no_clock? yes_we_are_aliasing_post_transfer endyes, basically, you are adding more lines into the script.

Edit:

I forgot the switch check after creation. There you go, the more suitable change:

Code:
def create_clock_windows    $game_system.clocks.each_with_index do |args, i|      instance_variable_set("@clock_#{i}", SES::Time::Clock::Window.new(*args))    end    @clock_0.visible = !$game_map.no_clock?  end    alias yes_we_are_aliasing_post_transfer post_transfer  def post_transfer    @clock_0.visible = !$game_map.no_clock?    yes_we_are_aliasing_post_transfer  end
 
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Supersilver204

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Ran into this on startup. What am I doing wrong now?

I'm assuming I change it to $end. But is that safe?
 
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Mike

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It means that you didn't copy paste correctly lol.

highlight and replace the Scene_Map into the following block:

Code:
#─╫─────────────────────────────────────────────────────────────────────────────# ║ ▼ class Scene_Map#═╩═════════════════════════════════════════════════════════════════════════════class Scene_Map < Scene_Base  alias :ses_time_clock_map_caw :create_all_windows  def create_all_windows(*args, &block)    ses_time_clock_map_caw(*args, &block)    create_clock_windows  end    def create_clock_windows    $game_system.clocks.each_with_index do |args, i|      instance_variable_set("@clock_#{i}", SES::Time::Clock::Window.new(*args))    end    @clock_0.visible = !$game_map.no_clock?  end    alias yes_we_are_aliasing_post_transfer post_transfer  def post_transfer    @clock_0.visible = !$game_map.no_clock?    yes_we_are_aliasing_post_transfer  end  end#═╦═════════════════════════════════════════════════════════════════════════════# ║ ▲ class Scene_Map#─╫─────────────────────────────────────────────────────────────────────────────
 

Mike

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Glad to help. : )
 

Mithran

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Before I close this - are you still logging anything via my Graphical Object Global Reference script after that fix? If so, I'd like to take a look at your project directly. Critical Errors logged by that script cause the Game.exe process itself to become unstable and crash at seemingly random intervals, even if they appear safe because they do not raise Ruby errors.
 

Supersilver204

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No, I got rid of the script after the fix. Should I still let you see the project or..?
 

Mithran

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Yes, please. Even if you are not experiencing crashes anymore, my script looked like it was logging some undisposed sprites which do lead to some Game.exe crashes. These crashes are not the same as normal script errors - they happen at different times with no error message or indication of what actually caused them and they do not happen 100% of the time, making it feel "random" to most people and sending them on a wild goose chase for a fix. I'd like to find and fix as many of these errors as possible as you, anyone who uses the offending scripts, and anyone that plays games with them in them, are susceptible to game crashes.
 

Supersilver204

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Alright, how should I export the project? I'm a bit new to this since I haven't finished my game.
 

Mithran

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Just zip up the project folder and upload it to a file sharing site like mediafire or dropbox and send me the link.
 

Mithran

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Yeah, confirmed you are using a version of Battle Engine Symphony that can cause a Game.exe crash.


A patch is located here:


http://forums.rpgmakerweb.com/index.php?/topic/17400-hidden-gameexe-crash-debugger-graphical-object-global-reference-ace/?p=214759


Alternatively, the error is also fixed the latest version of the script posted on Yami's site, but the patch is probably easier at this point if you have anything configured because I'm not sure if anything else was even changed but that fix.
 

Supersilver204

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Where do I put this

Code:
class Sprite_Battler < Sprite_Base  alias dispose_mith_yamisymphonyfix dispose  def dispose    @charset_shadow.dispose if @charset_shadow    dispose_mith_yamisymphonyfix   endend
 

Mithran

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Install on a new page below the offending script.
 

Supersilver204

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Alright thanks for all the help. It's greatly appreciated.
 
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