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Thread: What are some major causes for TGF2 runtim to crash?

  1. #1
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    What are some major causes for TGF2 runtim to crash?

    Self explanatory.
    Any suggestions welcome

    --JimmyTHicks--

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    Can amount of object be a factor?

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    Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleUniversal Windows Platform Export ModuleSWF Export ModuleXNA Export ModuleInstall Creator Pro
    nivram's Avatar
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    Yes, by default it is 500 actives, but this can be changed up to 20,000.

    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    I have raised the cap, but the runtime seemed to crash whenever a new frame was loaded.

    I have a sidesroller where the player moves through frames or 'zones' the size of the window(ie no scrolling), when the players X value equals a certain amount(far right edge of zone) the player is transported to the next frame based on a random number generated at the start of each frame.

    But at first I only had the one frame to work with so when the player got the the edge, I just sent them to the same level number(not restart). I had a ton of objects off-screen in my test frame, so I created a separate frame that only has my global code and objects(Like text boxes, menu boxes, the players body parts, et cetera) and just created any items or enemies I needed from my test frame. But when I started copying the frames to make multiples the editor started crashing.

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    Can you upload your mfa?

    Thanks,
    Marv
    ​458 TGF to CTF 2.5+ Examples and games
    http://www.castles-of-britain.com/mmf2examples.htm

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    Not comfortable with sharing it so publicly, been putting a lot of work into this. I don't think making an isolated instance is possible in this case either.
    Is there any way I can send it directly to you nivram?

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    Check your inbox Marv.

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    I am also having this problem, with crashes upon changing frames. It doesn't happen every time, but often enought that testing is nearly impossible. Any progress on this?

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    Ah, sorry i use MMF2. Maybe your solution will help anyway.

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    No progress, I actually restarted my engine :/

    I think when a new frame is loaded, all the variables and data from the following frame must be loaded before it can actually 'change frames'.

    If there are too many variables contradicting themselves when both levels are in memory the runtime crashes. I had a lot of variables inside objects that were set in-game based on multiple combo-box selections, so when a new level was loaded my varMight, for example, was different in my current frame than its Initial Value in the frame being loaded.

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