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Author Topic: Fatal Error question  (Read 8454 times)

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SBOVIS

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Fatal Error question
« on: April 09, 2007, 11:07:01 PM »

Hi,
   Ever since I have updated to 1.7.2 I keep getting these fatal error messages in my WME.script

EXAMPLE:
Fatal: Invalid instruction -557797922 ('scenes\scr\prisoncell\scene_init.script',line 100,IP:0x0)

When I look at this script and error line it refers to a line with a  break; at the end of it.

This never used to be an issue in previous versions of WME, does anyone know what this means?

Many thanks
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Re: Fatal Error question
« Reply #1 on: April 09, 2007, 11:25:01 PM »

Hi SVOBIS

It would really help if you can post the script that generates the error.
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Re: Fatal Error question
« Reply #2 on: April 10, 2007, 12:02:10 AM »

Sorry here is the wme script



Code: [Select]
16:52: ********** DEBUG LOG OPENED 09-04-2007 (Release Build) *****************
16:52: Wintermute Engine ver 1.7.2, Compiled on Mar 11 2007, 17:17:43
16:52: Platform: Windows XP Service Pack 1 (Build 2600)
16:52: DirectX version: 9.0
16:52: BugslayerUtil.dll is bound
16:52:
16:52: Scanning packages...
16:52:   Registered 0 files in 0 package(s)
16:52: Initializing scripting engine...
16:52:   Script compiler 'dcscomp.dll' bound successfuly
16:52: Loading plugins...
16:52: Loading string table...
16:52:   23 strings loaded
16:52: Enumerating Direct3D devices...
16:52: Enumerating DirectSound devices...
16:52: Available video devices:
16:52:   NVIDIA GeForce 7800 GS (accelerated)
16:52:     nv4_disp.dll 6.14.10.9371
16:52: Available audio devices:
16:52:   Primary Sound Driver
16:52:   SB X-Fi Audio [DF20]
16:52:   Modem #0 Line Playback (emulated)
16:52:   SoundMAX Digital Audio
16:52:   [no sound]
16:52:
16:52: User selected:
16:52:   Video: NVIDIA GeForce 7800 GS (accelerated)
16:52:          Windowed:yes  Colors:32bit  T&L:no  Multisample:0
16:52:   Audio: Primary Sound Driver
16:52: Maximum texture size: 4096x4096
16:52: Engine initialized in 203 ms
16:52:
16:53: Fatal: Invalid instruction -557797922 ('scenes\scr\lev3r01\scene_init.script', line 110, IP:0x0)

16:54: Fatal: Invalid instruction -557797922 ('scenes\scr\lev3r02\scene_init.script', line 140, IP:0x0)

16:57: Fatal: Invalid instruction -557797922 ('scenes\scr\innofsinnbar\scene_init.script', line 123, IP:0x0)

17:01:
17:01: Shutting down...
17:01: Shutting down scripting engine
17:01: ********** DEBUG LOG CLOSED ********************************************

and here is one of the scripts that is effected -(scene_init fpr lev3r01)

Code: [Select]
#include "scripts\base.inc"
////////////////////////////////////////////////////////////////////////////////
// setup actor's initial position depending on where he came from
global winCompass;
global BORDER1;
global BORDER2;
BORDER1.Visible = true;
BORDER2.Visible = true;
global TOPBORDER;
global BOTTOMBORDER;
global TOPBORDER2;
global BOTTOMBORDER2;
TOPBORDER.Visible = false;
BOTTOMBORDER.Visible = false;
TOPBORDER2.Visible = false;
BOTTOMBORDER2.Visible = false;
var TB = TOPBORDER.GetImageObject();
var TB2 = TOPBORDER2.GetImageObject();
var BB = BOTTOMBORDER.GetImageObject();
var BB2 = BOTTOMBORDER2.GetImageObject();

winCompass.Visible = true;
var KNOCK = Scene.GetNode("KNOCK");
var MOVIE = Scene.GetNode("MOVIE");
var NPC = Scene.GetNode("NPC");
var NPCRUN = Scene.GetNode("NPCRUN");
var CONVERSATION = Scene.GetNode("CONVERSATION");
global NumVisitsLEV3R01;
if(NumVisitsLEV3R01==null) NumVisitsLEV3R01 = 0;
actor.Active = true;


if(Game.PrevScene=="lev3r02")
{
  actor.SkipTo(184, 346);
  actor.Direction = DI_DOWN;
}

if(Game.PrevScene=="DMMAP")
{
  actor.SkipTo(235, 346);
  actor.Direction = DI_DOWN;
}




// point the "camera" at the actor
Scene.SkipTo(actor);
  Game.Interactive = true;

//conversations
switch(NumVisitsLEV3R01)
{
  case 0:
Game.Interactive = false;
          winCompass.Visible = false;
       TOPBORDER.Visible = true;
       BOTTOMBORDER.Visible = true;
NPC.Active = true;
actor.SkipTo(872, 265);
  actor.Direction = DI_DOWN;
Sleep(1000);
actor.GoTo(472,350);
actor.TurnTo(DI_LEFT);
actor.TurnTo(DI_LEFT);
 
actor.SetFont("fonts/truetype2.font");
actor.TalkAsync("Ahhh.....at last I find you. Please take this from me I think they are from a friend of yours and he is very, very worried about you and I am a little bit worried myself about being worried about your friend who is worried about you and I am worried about this and I want you to take it so I will not be worried No more!");
CONVERSATION.PlayTheora("cutscenes\worrymiesterdm\npc001.ogg");
while (CONVERSATION.IsTheoraPlaying()) Sleep(1);

CONVERSATION.PlayAnim("vocal spacer.sprite");

Game.TakeItem("THREECOINS");
NPC.Active = false;
NPCRUN.Active = true;
Sleep (1000);

actor.SetFont("fonts/truetype.font");
actor.TalkAsync("Thank you , but who......");
CONVERSATION.PlayTheora("cutscenes\worrymiesterdm\briggs001.ogg");
while (CONVERSATION.IsTheoraPlaying()) Sleep(1);

CONVERSATION.PlayAnim("vocal spacer.sprite");

actor.StopTalking();
Sleep(2000);
NPCRUN.Active = true;
actor.GoTo(472,350);
actor.TurnTo(DI_DOWN);
actor.TurnTo(DI_DOWN);
actor.PlayAnim("actors\briggs\briggs noframe\dontknow\dontknow.sprite");
  actor.GoTo  (0,312);
 actor.TurnTo(DI_LEFT);
 actor.TurnTo(DI_LEFT);
Scene.FadeOut(400);
 TOPBORDER2.Visible = true;
       BOTTOMBORDER2.Visible = true;
       TOPBORDER.Visible = false;
       BOTTOMBORDER.Visible = false;     
   TOPBORDER2.Visible = false;
       BOTTOMBORDER2.Visible = false;
TB.Reset();
TB2.Reset();
BB.Reset();
BB2.Reset();
NPCRUN.Active = false;
NumVisitsLEV3R01 = NumVisitsLEV3R01 + 1;
Game.ChangeScene("scenes\lev3r02.scene");  break;       
 }

////////////////////////////////////////////////////////////////////////////////
// scene state
global Statelev3r01;

// default values
if(Statelev3r01==null) NumVisitsLEV3R01 = 1;
{
 Statelev3r01.Visited = false;
}


if(Statelev3r01.Visited==false)
{
 
    Statelev3r01.Visited = true;
  Game.Interactive = true;
  }



{
  Sleep(100); // wait for 100 milliseconds
}



as you can see at line 110 of this script is a break; which it does not seem to like, it does not show as an error on screen in debug mode though and does not seem to effect the game running.


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Steve Bovis
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Re: Fatal Error question
« Reply #3 on: April 10, 2007, 08:02:08 AM »

this is well known unrepairable bug. It's caused by loops in the case statement.

Easy workaround is to make a function for the loop

function waitforvideo()
{
    while (CONVERSATION.IsTheoraPlaying()) Sleep(1);
}

and in the case replace whiles with

waitforvideo();
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Re: Fatal Error question
« Reply #4 on: April 10, 2007, 09:38:27 AM »

ok thanks,
               This function goes in my Game.Script? and then called in my scene_init scripts? or placed in each scene_init script


Thanks
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Re: Fatal Error question
« Reply #5 on: June 08, 2007, 01:00:56 PM »

This unrepairable bug issue, will it have any effect on the game when compiled and running?
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Re: Fatal Error question
« Reply #6 on: June 08, 2007, 04:13:47 PM »

Not if you fix it by removing the nested loops, as meta suggested.
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