RHachicho

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Okay no .. I thought this was over .. But it isn't.

Faulting application name: RPGMZ.exe, version: 1.5.0.0, time stamp: 0x62785cc0
Faulting module name: Qt5Qml.dll, version: 5.12.10.0, time stamp: 0x5fa15be0
Exception code: 0xc0000005
Fault offset: 0x00000000000ea44a
Faulting process ID: 0x3914
Faulting application start time: 0x01d87d3d04053926
Faulting application path: H:\SteamLibrary\steamapps\common\RPG Maker MZ\RPGMZ.exe
Faulting module path: H:\SteamLibrary\steamapps\common\RPG Maker MZ\Qt5Qml.dll
Report ID: 06fb0c7e-ba2e-4dbd-8de4-4db10189d3fd
Faulting package full name:
Faulting package-relative application ID:

This time wasn't when selecting the picture drop down .. This time was when selecting a BGS

Clearly devs too lazy to apply fix for picture drop down to every drop down ..

There goes another hour I won't get back.

And now I'm gone from being scared to press one drop down to being scared to press ANY dropdown.

This kinda of half assed fix just shows how little they care ..

Juuuust when I'd gotten enough trust in me to not save literally every minute .. I feel like I'm being trolled.
 
Last edited:

Ingwer

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Smoothly checking back one day before necroposting this thread.

I had the chance to work more thoroughly on my project these days and from what I can tell, using the picture event commands multiple times in a row, even after having the editor open for a long time and working on multiple other things inside the editor, as well as on my pc in general, did not cause the software to crash anymore. It did not happen for the picture file list, nor for other lists like the tileset database, where I had to basically change all files up again.

So from what I would say, the developers fixed this by reducing the probability (like it is mostly the case). They either sorted it out to be less memory leaky, meaning you need to put more "pressure" on it to actually crash, or sorted out what the problem was for different kind of hardware setups or software environments.

Of course, that means if you still have not enough memory left for some reason, or the software still does not like your setup/environment, it might still say "goodbye" to you. This also may include doing stuff that is not good usage behaviour, like using weird file names - it might not crash always, but support the likelihood of the program just giving up.

I guess the recommendation would still be to investigate this issue, as having crashes like that inside your fundamental editor features is never a good thing. But depending on how present it will be from now on, it is up to the devs to decide if it is something of high priority or not - as mood dampening as it sounds.

I've seen that they are actually asking on twitter what to include in v1.6. I will certainly add this issue as a suggestion to may look into again. For anyone reading this, the tweet takes suggestions up until July 18th, so you may want to check it out (It is the official rpg maker series account, rpgmakerweb should follow it for easy finding).
 

rayminator

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Smoothly checking back one day before necroposting this thread.

I had the chance to work more thoroughly on my project these days and from what I can tell, using the picture event commands multiple times in a row, even after having the editor open for a long time and working on multiple other things inside the editor, as well as on my pc in general, did not cause the software to crash anymore. It did not happen for the picture file list, nor for other lists like the tileset database, where I had to basically change all files up again.

So from what I would say, the developers fixed this by reducing the probability (like it is mostly the case). They either sorted it out to be less memory leaky, meaning you need to put more "pressure" on it to actually crash, or sorted out what the problem was for different kind of hardware setups or software environments.

Of course, that means if you still have not enough memory left for some reason, or the software still does not like your setup/environment, it might still say "goodbye" to you. This also may include doing stuff that is not good usage behaviour, like using weird file names - it might not crash always, but support the likelihood of the program just giving up.

I guess the recommendation would still be to investigate this issue, as having crashes like that inside your fundamental editor features is never a good thing. But depending on how present it will be from now on, it is up to the devs to decide if it is something of high priority or not - as mood dampening as it sounds.

I've seen that they are actually asking on twitter what to include in v1.6. I will certainly add this issue as a suggestion to may look into again. For anyone reading this, the tweet takes suggestions up until July 18th, so you may want to check it out (It is the official rpg maker series account, rpgmakerweb should follow it for easy finding).

to let you know that it's not a memory leak I just gotten a new set of 64gb of ram and it still crashes time to time when adding new images or editing the images
 

Ingwer

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Yeah, that's the risky thing with assumptions. They only narrow down a problem that much, as well.
I would ask what CPU you have, but with so much RAM I don't think you're running around with a toaster hardware-wise.

I think I've also mentioned in an older post that it could be something within the software processes that (can) mess up depending on what you did before.
I did mark that this didn't happen for me anymore, as well as the crash itself, but what I forgot to mention is that I wouldn't be surprised if it would only took longer or would need more "pressure" before it can't handle it anymore.
There are probably even more speculative reasons, and the devs will certainly think about these anyway when trying to narrow it down. But I think at least trying to come up with reasons or directions is better than just "it crashed when I did x".

Now, the best way would be to narrow it down more exactly - for example, with an error report. Some of us already did that, but is it actually that exact? It shows the root file-wise, but that could still mean a lot. It's something and probably helpful to some extent, but it just shows that "random" crashes are a headache to solve most of the time.

But I'm not an expert by a longshot, just thinking around. So feel free to add something if you know better.
 

rayminator

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I use Daz3d and other 3d engines

My system spec are:

Intel Core i9-9900K Desktop Processor 8 Cores 16 threads up to 5.0GHz
ASUS ROG Strix Z390-F Gaming LGA 1151 (300 Series)
G.SKILL Ripjaws V Series 32GB (4 x 16GB)
ASUS GeForce RTX 2060 Overclocked 6G GDDR6 Dual-Fan EVO Edition (Planning to upgrade to 3080 or 4080)
CORSAIR RMx Series RM1000X 1000W 80 PLUS GOLD
Windows 11 pro 64bit
 

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