I haven't worked on my game in a few weeks and suddenly now have a crash when opening the MFA. The last change was on 5/10/2021. How can I debug what's going on with the editor?
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I haven't worked on my game in a few weeks and suddenly now have a crash when opening the MFA. The last change was on 5/10/2021. How can I debug what's going on with the editor?
Sorry, I should clarify. The MFA opens fine and I can open a Frame in the editor, but when attempting to go to the event editor, Clickteam Fusion crashes.
If you can send me your MFA I can take a look.
This just as suddenly stopped happening, so I'm not sure if it's specific to my MFA or something else. Wondering if it's something I've done wrong in an extension (I have a handful of simple extensions I've written). Where should I send the MFA? I'd like to keep it private.
You can send it to me by PM (upload it somewhere and send me a link). (I added you to my contacts, so you should be able to send me a PM)
This has started happening to me (again) as well. Running my MFA just crashes to desktop. It's probably not antivirus (I use ESET NOD32, but this happens even when I disable it). I guess it's probably not Windows corruption either, as I've very recently done a fresh install of Windows. Yves, there's no point me sending you my file, as it's basically the same file I sent you last time. I'm using R293.5
Here's what Windows Event Viewer says. I believe the exception code means it's a Memory Access Violation
Faulting application name: edrt.exe, version: 3.0.293.5, time stamp: 0x60edc78b
Faulting module name: ntdll.dll, version: 10.0.19041.1110, time stamp: 0x8a32a22a
Exception code: 0xc0000005
Fault offset: 0x00048215
Faulting process ID: 0x3b30
Faulting application start time: 0x01d7835a9543a104
Faulting application path: G:\SteamLibrary\steamapps\common\Clickteam Fusion 2.5\Data\Runtime\Unicode\edrt.exe
Faulting module path: C:\Windows\SYSTEM32\ntdll.dll
Report ID: 021eb732-5d52-4083-b73b-a6151eeb790f
Faulting package full name:
Faulting package-relative application ID:
PS: it crashes with a 0xc0000005 when I close the command prompt window that opens when you run the game (Debug object? or Surface maybe?), not sure if it's related.
It's a weird quirk of Windows, if a window has a console attached via AttachConsole() and the console window is closed, the main window is forced to close right after that. The console handler has no way to prevent it, and can't refuse the close either.
I'm considering updating DebugObject to not use the built-in Windows console for that reason, and a few others (e.g. Windows console is notoriously slow).
(last two words were a typo above. Phi, I was going to ask you if the Debug object always created command prompts but rephrased the question; but didn't entirely delete my initial question)
Today I'm getting yet a different problem. My MFA hangs (not crashes) every time I run it (R293.1). A few days ago it was working fine, a couple of days ago it was crashing, and now it's hanging. All the same MFA on the same PC. Below is the latest Event Viewer.
The program edrt.exe version 3.0.293.1 stopped interacting with Windows and was closed. To see if more information about the problem is available, check the problem history in the Security and Maintenance control panel.
Process ID: 2180
Start Time: 01d785c998b83ac4
Termination Time: 2724
Application Path: G:\SteamLibrary\steamapps\common\Clickteam Fusion 2.5\Data\Runtime\Unicode\edrt.exe
Report Id: e3ddd773-0dc5-41b8-acbc-4c815d4536f1
Faulting package full name:
Faulting package-relative application ID:
Hang type: Unknown
I've isolated the problem down to the Joystick 2 object (v1.4). I've attached my MFA stripped of all content except for the Joystick 2 object. Frame 1 (pink background) tries to "jump to" Frame 2 (grey background), but hangs. If you remove the Joystick 2 object, it no longer hangs. I've no idea why this has only started happening now, or if it's related to my previous troubles. I've copied xinput_3.dll into the Data\Runtime\Unicode folder and the MFA folder (and the windows\system32 folder, which I've also seen suggested), but it didn't help. It happens whether my gamepad is plugged in or not. I also reinstalled the extension through the Extension Manager.
Thank you. I'm starting to lose my mind with all this.
Apropos that MFA I just uploaded, after I restarted the PC, it [sort of] worked, as I half-suspected. But if I run it a few times, it'll hang again. Sometimes it'll run fine, sometimes it'll hang for a few seconds then successfully load the 2nd frame. Sometimes it'll hang for a long time (seemingly indefinitely, but perhaps it would resolve itself if left long enough). Could it be Joystick 2 having trouble talking with one of my plugged in USB devices, I wonder (keyboard, mouse, macro pads, etc.)?
My Windows version is 10.0.19043 Pro
I have recently changed keyboards. My Corsair K100 keyboard broke, so I've replaced it with another keyboard as well as a number of macropads. I'll test if it's one of them.
I hope Fusion gets a good, native, full featured gamepad object one day. Joystick 2 is just awful :(
Is SDL Joystick object not working out for ya?
SDL is pretty good but check this out:
https://community.clickteam.com/threads/108238-Build-293-1-Release-version?p=766723&viewfull=1#post766723
I haven't tried it yet. I was delighted when I found out that there was a new object, and even more delighted when I discovered that you were taking over the reigns. But still, I've told myself that I won't spend any more time on gamepad stuff until my game is close to being released. I spent so much time wrestling with Joystick 2 back in the day, and I'd rather not do more work now that I may need to undo or redo in the future. I don't know how 'high-level' SDL is compared to Joystick 2 in terms of how it lets you interface with the gamepad (hopefully more so, since Joystick 2 just vomits out raw data that's almost impossible to use on its own). But I suspect that even if SDL is much more high level, there'll still be things that would need to be extrapolated or normalised, for stuff like consistent (and adjustable) deadzones across all joysticks and all gamepads (that can be adjusted and/or bypassed), a simple way to gauge analog joystick strength that's consistent across all angles, easy-to-configure vibration, and so on. Maybe SDL already has all these things in-built (I asked about them on the SDL thread once but no-one answered).
Over the years, I've also seen how new gamepad problems can arise out of the blue (eg. some people couldn't get it to work on Steam at a certain point, then the Steam Controller seemed to add more issues). And when I read NaitorStudios' post (that Edel linked to above) about a problem that sounds quite serious, yet which you can't do anything about because as a 3rd-party developer you don't have access to certain core Fusion processes, it reinforces my view that something as fundamental as gamepad support needs to be done by Clickteam. Maybe they need to pay you or PkR to adapt SDL directly into Fusion. But either way, I think it needs to be integrated into the core engine.