HELP!!! Game always crashes after specific intervals!!!

Rafael20

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I absolutely don't know what's the matter and I’m fighting since 2 days with it! I'm using RPG maker MV and my game is not complete now. Actually it’s “only” the first version which I wanted to publish but I was working on it for 6 months and it is huge and I put maaaany effort and thousands of hours in it!!!

My game's focus is rather the story with very ambitious high quality render pics from Daz Studio. I got already about 950 HD render pics in my img/pictures folder and my events consist almost entirely of images with dialogues with some choice options (switches and variables) which influence the further story. I got an intro at the beginning of the game with the option to skip it.

So here is the problem: if I start the game with the intro (I simply run fast through the dialogues and pics – there are maaaany of them!). Then the intro ends (after about 200 various pics (all together about 500) – I jump for that from map to map cause you can only use 100 images per event!) and the game really starts. Then the game goes on without issues but at about event number 38 after the intro, the game simply crashes, together with the developer tool, without an error massage or anything! So I’ve tried it few times and it crashes always at the same dialogue place. If I skip the long intro with all the pics and dialogues then the game goes further than this event number 38 but crashes at about event 50 after intro. And also always at the same dialogue place! I got 11 yanfly plugins and all updated and exactly with the same order like he shows in his video with the dummy -----------.js plugin to separate them! And 1 extra plugin. I thought it could be cause of a script issue of one plugin. So I’ve tried to start the game with all plugins disabled. Nevertheless the game crashes at the same places! So the plugins can’t be the problem I guess!

But here comes the strange thing: if I save before that event and then after the game crashed load the game again then it pass the same event without crashing and I can play further. But then it crashes at a special event again and it’s about the same interval like from the intro to the first crash! And here the same: if I load the game before the crashing event the game goes on again without issues! So, there can’t be a problem with the events either!

I have even updated the rpg maker mv version to the actual 1.5.0 one. But nevertheless, the same problem!

So, I’m really disappointed cause these crashes simply ruin the game! Even though you can load and play further! But there must be a reason for these “interval crashes”!!!

What I suspect is that rpg maker has problems with so many looong image events and simply crashes after some time cause of maybe memory space or something! I really hope that this is not the problem cause then I probably need to buy another game developing software and need to start from the beginning!

I hope somebody has an idea what I could do and what could be the reason for that annoying trouble!
 
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bgillisp

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I've moved this thread to MV Support. Please be sure to post your threads in the correct forum next time. Thank you.


How big are the images? Are you using erase event after each image is done? If not, then it will crash, as you have all of those images in memory, which is probably more than the memory of your CPU if you have 200 or so in memory!
 

Rafael20

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How big are the images? Are you using erase event after each image is done? If not, then it will crash, as you have all of those images in memory, which is probably more than the memory of your CPU if you have 200 or so in memory!
Sorry, this is my first thread here and thanks for the fast reply

Actually I ALWAYS erase all the image numbers at the end of every event again (otherwise they would be on the screen all the time)! My events are actually perfect ordered and hundred times reviewed and tested!
My system is: CPU: i7 7700K
RAM: 32 GB
GPU: 2 x Geforce GTX 1080 ti
System: Windows 10 64 bit
So, I think this can't be the problem for the crashes...

Maybe any other ideas?
 

bgillisp

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Still need the image sizes though. Also are you erasing each picture when you are done using it? Not at end of event, but when done using it? If not it is still in memory. And you can have more than 100 images on a map, all the show picture ID is doing is handling where the picture is on the z axis. So if you never need more than one image on at a time in theory you could assign them all to 0 (or alternate between 0 and 1 to reduce flicker as it erases and draws the new image).

Also when are you erasing each picture? Is it before or after the transfer event to the next map? If it is after, it is not actually being called, as transfer event ends the event for most purposes (I've gotten show text to still work, but the rest is pretty much invalid as the map id is not the same anymore).
 

Rafael20

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My biggest image is 2 MB and my smallest is 1 MB. So the average image size is 1,5 MB. All together 938 of them but I plan at the end of the game to have over 10.000!
I'm doing it in the following way:
my hero walks from event to event and all these events are autorun events which looks like this: First he just cause the event and I delete the day pic which is shown all the time besides the image events (that's the first event page). Then I make a self switch A and the next page is autorun with all the images, dialogues, bgs, bgm etc. Every new image get a new number so a bigger event has about 70-90 images on the autorun page. At the end of this 2nd autorun page I fade out the screen, erase in a row image 1 - x (so all used ones on this event page), put switch off and on for the next event, transfer the player to a map position, wait few frames, fadein screen and enable auto switch B for the third completely empty page.
For every day I copy all the maps (suburb map, house 1st floor, 3rd floor all the rooms, all the city maps etc.) and paste again, delete every events and call it "day 2" for example... and so on.

I don't really understand what you mean with erase picture after I'm done using with it. I use the "Erase Picture..." function and delete all the image numbers I've used in every event! I often use about 20-50 different pics so I give every image an own number (from 1 - 50, 51, 52 ... etc. for example). And every new event has completely new images again! And at the end I use the "Erase Picture..." function like Erase Picture : #1, Erase Picture : #2, Erase Picture : #3 ... etc.
So is this wrong? Does it not clear the image cache? Should I maybe delete all the events of the maps after I'm done with the map? Is there a different way to delete all the images I don't need anymore?
 

bgillisp

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First, I hope you know that if you do 2 MB pictures with 10,000 of them your game will be 2 * 10,000 / 1024 or 19.53 GB just by itself. Something to keep in mind.

What you stated should in theory work, can you post an image of the first such event so we can see?
 

Rafael20

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So, this is an example of a rather smaller event. The principle is the same for every event (for bigger and smaller ones).
Event Page 1.png Event Page 2 Beginning.png Event Page 2 End a.png Event Page 2 End b.png Event Page 3.png
 

Rafael20

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I don't know if I get a further answer here at all but I solved the problem myself!
I tested the game with open task manager and the memory grew till 1,7 GB and the game crashed.

How I solved it? I've only updated RPG maker mv but not my project. So I did it and installed additionally a special plugin which deletes the cache.
Now it works perfectly and the memory always decreases again and stays between 400 and 800 MB!
 

Andar

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Additionally, I suggest you rename all your pictures.

Spaces are illegal in filenames under networking rules even if Windows allows them, and you will get problems on deployment if your filenames contain spaces or other restricted characters.
 

bgillisp

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Right, the newer version has more memory management to avoid that problem. Now just be careful of the fact that your planned game will be about the size of The Witcher 2 in terms of download size.
 

Rafael20

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@Andar Really? I wanted to rename some filenames anyway but I didn't know that spaces are illegal! Why???!!!
So this is not allowed: blah blah blah.png
But this is allowed: blah_blah_blah.png
Oh god!!! Then I need to rename about 1000 files!!!!!!!
 

bgillisp

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They have always been illegal, it's just windows used to work around it. So best to fix it, else you will get a lot of "Your game doesn't work" posts when you release it.
 

Rafael20

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@bgillisp lol I'll try! And I didn't know about these file rules. Thanks!
 

Andar

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And even Windows only allows spaces for AS long AS you're local.
Activate network access on a folder name with spaces, and Windows will ask you to enter a network directory name and not allow spaces in that viele...
 

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