Possible corruption in non-scripts?

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IceSage

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So, since you're used to people not troubleshooting their scripts, removing them, checking them on fresh games, etc... Let me make this perfectly clear. I do not believe the issue is with a script. I've disabled all scripts, used the same script as I will mention in a moment, by itself, in another game, with no other scripts... it works fine. The only time I have a noticeable issue is in this one, particular game I've been working on for awhile. Maybe the problem could be solved modifying the script, but i don't believe it's "causing" it.

Essentially, here's my issue. I have a game I've been working on... it has / had a lot of scripts in it, that work perfectly fine with each other. Everything is going perfectly, actually. I've played my own game over a hundred times... Nothing out of the ordinary. However, without making any modifications to the scripts (or even the game itself really) I'm finding a really weird bug that only "sometimes" occurs.

i'm finding when the game is displaying text in the game, it "sometimes" decides not to draw it, ignore the rest of the message box, and move on to the next one. Sometimes I'll play the game from the very beginning, no save files, and the text will display as it should.

Other times, it just stops, mid message box, randomly. 

The one and only pattern I noticed is that it does this when a new line is made in the Event Editor. (Or at least, that's the only pattern I can see.)

The thing is, I'm having a hard time imagining how this could "sometimes" happen. Exposed to the same conditions multiple times, it sometimes displays all the text... sometimes not.

If I don't have any scripts in the game, it does in fact display normally. However, if I use Yanfly's Message script to display the text, the bug is noticeable. (But I wouldn't go as far to say it "occurs" with the script, as the script has worked hundreds of times perfectly before... and it works flawlessly in a new project under the same / similar conditions.)

The only difference is the games.

I even went as far as deleting and replacing the Scripts file with a fresh one, and only inserting any messaging scripts.

If I use ONLY Yanfly's Message system, the message box seems to be missing a row sometimes. So the message box will be a singular row displaying text. Other times, it'll be 3 rows... or 4.

If I use an additional script for formatting, the box appears as it should (since the additional script is forcing it to be that way) only the sentence stops midway.

I'm thinking somewhere in my project it's causing this... but nothing I can actually change in Yanfly's Messaging Script. (Or at least, nothing I can change to "Correct" the issue.)

Any help on this would be MUCH appreciated. Here's an example and screenshots.

The line in the first image, "once again the" ends in the Event Editor. (I know it's cut off, I had no reason prior to this to keep it within the margins.)

\n<Daemon Internet>So... you made it after all. You're too late though. I will be reborn. Once again the 

flow of information will be mine to shape and guide. I will recompile the lot of you 

as my throne in the City of Anonymity, beyond the uncanny Valley of Censored 

and behind Mount Censored.

 

(Actual dialog isn't censored, just not appropriate for public forums.) The only recognizable pattern that I can see is it refuses to show the rest of the message after a "line" in the message box ends. For example, in the first line from the above pasted box, it "sometimes" bugs out at "Once again the" then won't display anything else. Other times, it WILL display everything else, up until the next line break (IE. "lot of you")

 

Please don't tell me the solution is simply "Well, don't use that particular script" -- It doesn't help. The script works fine. It used to work fine. It works fine in other projects. It's not working fine now. Something else outside of it is causing this.

 

Unless this bug has ALWAYS existed and in my entire playthoughs of my game, it just NEVER happened, ever, until now, spontaneously.

textcut_1.jpg

textcut_2.jpg

textcut_3.jpg

textcut_4.jpg

textcut_5.jpg
 
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Engr. Adiktuzmiko

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did you write it continuously without pressing enter? It might just be that it takes it as one whole line since you didn't do a manual line break, so the result is that anything after the limit per line won't show...


now if it really happened just out of nowhere, you can maybe try to port everything to a new project (create new one, then copy paste the Data folder from this project to the new one) and see if it works.
 
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Andar

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There are two things that you should check:


1) Yanfly's message system allows you to define the textbox size by variables. If those variables have accidantally been assigned multiple functions, then the effect can easily be a random change in the message system, depending on what the other use of the variables does.


You should check all script configurations and compare them to your list of used variables and switches.


2) You've written the text command beyond its regular limits. This also might cause problems, so I suggest you try if the effect also happens if you limit the text strings to their regular size.
 

Engr. Adiktuzmiko

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oh right, number 1 could be an issue. there was a thread a few months back in which someone had a problem with the system because he accidentally used the same variables used by Yanfly's scripts on some of his events...
 
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IceSage

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I can try to play around with the options and double-check all variables. Though, I would imagine if I'm starting a fresh new game and the variables haven't been assigned yet... and I'm only using this one script... Yanfly's Message script would have exclusive access to those variables, right? It's not like I started changing variables at the beginning of the game. There aren't any assigned variables at the beginning during the screenshots I provided. (They're either nil or 0.)

If it was an issue with Yanfly's Script and the settings were doing something because it wasn't setup properly... I'm entirely unsure why a fresh, entirely new game.. (Or an older version of my game, or even another game I'm working on that uses the same script with the same settings) works perfectly fine yet my game does not.

I have another game that I've played multiple times that use the same settings as the first one. It's text is 100% the same all the time.

I'll play around with it, but in the mean time anymore ideas would be helpful.

oh right, number 1 could be an issue. there was a thread a few months back in which someone had a problem with the system because he accidentally used the same variables used by Yanfly's scripts on some of his events...
I've done this. I created a new project, and simply copied the contents as needed over. 

There are two things that you should check:

1) Yanfly's message system allows you to define the textbox size by variables. If those variables have accidantally been assigned multiple functions, then the effect can easily be a random change in the message system, depending on what the other use of the variables does.
You should check all script configurations and compare them to your list of used variables and switches.

2) You've written the text command beyond its regular limits. This also might cause problems, so I suggest you try if the effect also happens if you limit the text strings to their regular size.
Writing contents off the limits of the text box has always worked fine. All it does normally (no scripts) is move it beyond view of the screen. It does this with Yanfly's Message System as well. Another addon I use, modern algebra's formatting / message system... Allows for large strings of text to be included in a message box, and it formats it accordingly.

It has always worked fine in the past. Like I said, it just "randomly" started doing this now. And only sometimes.
 
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Engr. Adiktuzmiko

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If it was an issue with Yanfly's Script and the settings were doing something because it wasn't setup properly... I'm entirely unsure why a fresh, entirely new game.. (Or an older version of my game, or even another game I'm working on that uses the same script with the same settings) works perfectly fine yet my game does not.
Then clearly something that has changed between those working versions and this one is causing it... Like you might have accidentally edited a default script or something... so you would really need to backtrack whatever changes you have done so far in between
 
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Shaz

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Please add links to your scripts if you want people to actually look at them.


This certainly sounds interesting:

1) Yanfly's message system allows you to define the textbox size by variables. If those variables have accidantally been assigned multiple functions, then the effect can easily be a random change in the message system, depending on what the other use of the variables does.


You should check all script configurations and compare them to your list of used variables and switches.
Even though you THINK it's working fine, did you actually go into the script and check what variables it's using for that? Did you look at your game and see if you're using those variables for something else? Did you play it and check the debug screen (F9) when the message works, and again when it doesn't, to see if those variables have different values?


I suggest you do this - no matter how well you think you know what's going on. The number of times people have repeatedly been told to check something, and they've refused on the basis that they "know that bit is working properly", then eventually DID go and check it only to discover that's EXACTLY what the issue was ...
 

IceSage

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Please add links to your scripts if you want people to actually look at them.

This certainly sounds interesting:

Even though you THINK it's working fine, did you actually go into the script and check what variables it's using for that? Did you look at your game and see if you're using those variables for something else? Did you play it and check the debug screen (F9) when the message works, and again when it doesn't, to see if those variables have different values?

I suggest you do this - no matter how well you think you know what's going on. The number of times people have repeatedly been told to check something, and they've refused on the basis that they "know that bit is working properly", then eventually DID go and check it only to discover that's EXACTLY what the issue was ...
I'm just going to say I over-reacted, and am I a complete moron. While I did read the advice, (and even thought of it before i made this post, double and triple checking it wasn't the case before I made this post)  I was 100% sure nothing was changing anything. I had made sure no variables were conflicting with Yanfly's Message System's variables. I was, like, 100% sure.

I completely overlooked the fact that I...

...Added a variable to the beginning of the game which uses Yanfly's Message Rows default variable, 21... in an event in some obscure part of the map I forgot about.

Which, coincidentally... Generates a random number between 1 and 4.

In variable #21.

..

This is, a huge sigh of relief. I'm glad I had a derp moment.

Resolved, lock requested. Gonna crawl into a corner now...
 
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Shaz

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haha! Ya gotta love it :D And don't worry - we all have those moments.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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