Hidden Game.exe Crash Debugger - Graphical Object Global Reference ACE

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Mithran, Aug 26, 2013.

  1. ACECORP

    ACECORP Founder & Entrepreneur Veteran

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    Do you have an MV version of this debug script? I have a game crash problem that only happens on IOS devices - details here  
     
  2. Mithran

    Mithran Global Moderators Global Mod

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    I don't.  I very much doubt this is the same issue, since the symptoms are different and they don't even run off the same base language.
     
  3. nazgul

    nazgul Husband Veteran

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    If my game isn't crashing but in one run through I got a ton of critical objects, is this something I should be worried about? Does this mean it will start crashing?
     
  4. Mithran

    Mithran Global Moderators Global Mod

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    Maybe not ever for you, but sometime, for someone, yes, it will crash.  Anything flagged as a critical issue (outside of the very few false positive cases caused by improper script structure) will be a problem to someone playing, even if it isn't to you right now.  The crashes are generally very sporadic, but sometimes all it takes to make it start crashing consistently is a single sprite created or disposed somewhere that shifts garbage collection.  


    Let me know if you want me to take a look at your log file.
     
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  5. nazgul

    nazgul Husband Veteran

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    Scary stuff I have been working on this over a year. That is sad news. I use so many scripts i feel bad just asking for you to look a this complicated mess. Anyway if you wouldn't mind I would really appreciate your help. I think perhaps I have to many scripts installed. I am willing to scale back some of my ambitious ideas in terms of more stability but some scripts I really can't do without.

    This is a link to my gobj file. Thanks so much for all your efforts Mithran. Don't know what the community would do without you.
    https://www.mediafire.com/?2n5wqklnkd32kga
     
  6. Mithran

    Mithran Global Moderators Global Mod

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    Do you have any other logs?  It looks like just a single Sprite_Afterimage from the script "Visual Effect" is throwing the error.  It is more than likely either being failed to be cleaned up when the scene closes or double created due to a conflict with one of your the scripts overwriting something.  Since it looks like you have a lot of scripts relating to the scene in which it was created, I'll need the project file to see which one has the conflict, but it should hopefully be a simple trace.  You can PM me if you like.
     
  7. Isabella Ava

    Isabella Ava Veteran Veteran

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    Hi @Mithran
    I also have this randomly .exe crash bug recently. I kinda believe it's due to a Doodads script i installed
    (before i installed it & if i disabled it, it's rarely to see a crash happen).
    After i installed your script, after several tests, it hasn't got any crash so far too.
    I tried to look into gobj file and checked another case you solved but...
    i couldn't see anything unusual.
    Can you please help me with it (≧д≦ヾ)
    I attached gobj & doodad script files below, thank you
     

    Attached Files:

  8. Sixth

    Sixth Veteran Veteran

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    If that "doodads" script is my Map Objects script, than I can assure you, these crashes you get are not from my script, at least not directly.

    There is a reason why we need the whole project to fix these crashes from undisposed or not properly disposed objects. My script alone disposes everything properly, but if you use other custom scripts, those may have modified some methods I used in my script. There is no way to tell without the full project.

    I would also appreciate if people wouldn't call my script as "doodads" script. I named it differently for a reason. >.>

    I downloaded your attachment, and it turns out, it is not my Map Objects script. Just saw that you posted in my topic too, and assumed you used my script, sorry. :p
    Regardless, without the full project, if the issue is not from that script alone, no one can solve the problem.
     
    Last edited: Dec 29, 2018
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  9. Isabella Ava

    Isabella Ava Veteran Veteran

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    Hey @Sixth, no it's not yours, it's Doodads's Editor from newold =) So i called it short by "Doodad"
    And thank you for remind me, i will re-attach scripts.rvdata2 too with 2 files above.
    I could upload whole project if it's necessary, it will be over 600mb @.@
     
    Last edited: Dec 29, 2018
  10. Sixth

    Sixth Veteran Veteran

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    I see that that script uses a DLL, so yeah, the whole project with everything setup is the way to go here.

    But I also see that the script doesn't dispose these doodads when the spriteset is disposed.
    You can see this method in that script:
    Code:
      def dispose
        dispose_newold_edit_doodads
      end
    
    That should be this instead:
    Code:
      def dispose
        dispose_doodads
        dispose_newold_edit_doodads
      end
    
    At least I think so, but without the required DLL, I can't test it.
     
  11. Isabella Ava

    Isabella Ava Veteran Veteran

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    @Sixth wow that's actually (likely) did it =@
    I tested 5 times but no crash so far
    i did look into those dispose section several times
    but well.. couldn't figure it out until you helped, thanks Sixth (*⌒▽⌒*)θ~♪
     
  12. Thefirelion

    Thefirelion Veteran Veteran

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    Last edited: Aug 8, 2019
  13. Roninator2

    Roninator2 Gamer Veteran

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    Putting your scripts file into a test project does not give me any errors.
    How do you have your battle set up, or what events are you doing that cause the leak to show up.
     
  14. Thefirelion

    Thefirelion Veteran Veteran

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    I have the battle system set up as it is in the scripts. At the time of the tests I have nothing activated, if it is a parallel event I activate it manually, but what in the maps are events that are activated by action buton o player touch.

    EDIT: I have several events with stepping animation, custom movement and with ADD blending.

    but I don't think it has to do with the alerts it prints, that is, I think it is a problem of the message windows, in the first topic pages I read of a problem similar to this.

    EDIT 2: I have several events scheduled to use the large choices script system, but I don't think, only 1 is activated per common event (using the yahfly menu system and 2 NPCs, but they are also activated at the player's wish.

    EDIT 3: I think it's a problem with the large choices script by Modern Algebra and the Yanfly Message system, I disabled it and I don't have any more errors, Reviewing it, he only wrote a "compatibility" in the position of some things and code.
     
    Last edited: Aug 8, 2019
  15. Roninator2

    Roninator2 Gamer Veteran

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    I see the error pop up when the battle starts.
    You can either Comment out three lines in ATS: Choice Options
    Lines 681-683
    Code:
    #~     self.help_window = Window_Help.new(lines > 0 ? lines : 1)
    #~     help_window.z = self.z
    #~     help_window.hide
    
    This is what I did for my game.

    Or use the code mentioned on the first page like you said.
    Code:
    class Window_Message 
      alias dispose_mith_leak_fix_face_window dispose 
      def dispose   
        @face_window.dispose if @face_window   
        dispose_mith_leak_fix_face_window 
      end
    end
    class Window_ChoiceList 
      alias dispose_mith_leak_fix_help_window dispose 
      def dispose   
        @help_window.dispose if @help_window   
        dispose_mith_leak_fix_help_window 
      end
    end
     
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  16. Thefirelion

    Thefirelion Veteran Veteran

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    The first option worked! Thanks! :thumbsup-right::):thumbsup-right:

    Postdata: @Roninator2 I commented the lines of the same script from 1028 to 1057 because the game interpreter was running a "eval script" on line 1037, so I eliminated the function of creating "help windows" from it.
     
    Last edited: Aug 9, 2019

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