openbor randomly crashes when playing

  • Thread starter Thread starter doranikofu
  • Start date Start date
D

doranikofu

Guest
I keep having random crashes occurring when I'm testing.
The log does not record any error messages.
It always happens in the middle of fighting, mostly likely pressing attack1 too fast. (not 100% sure but very likely so)
I set a series of freespecials for an attackchain that does not require hitting enemy to continue (7 chained free specials, and other shorter ones connected to runattack, etc).
I don't know if that is some sort of problem...

It is not specific to one enemy, it occurred almost for all the enemies, even for box obstacles. I'm guessing it is something with the player character. But nothing specific I can think of. I used the bind0003 script to show effects, not sure if anyone has seen issues with random crashing before. The other script I used is "shoot" to shoot projectile, but the times openbor crashed I did not use the shoot skill.

use cached bg
Level Loading:  'data/levels/testb.txt'
Total Ram: 4293058560 Bytes
Free Ram: 2673856512 Bytes
Used Ram: 30896128 Bytes

Loading 'jgox_sp' from data/chars/jgox/sp/sp.txt
Loading 'ox_bang' from data/chars/jgox/bang.txt
Loading 'Robotic_Ox' from data/chars/jgox/jgox.txt

Level Loaded:    'data/levels/testb.txt'
Total Ram: 4293058560 Bytes
Free Ram: 2666352640 Bytes
Used Ram: 36376576 Bytes
Total sprites mapped: 460
 
Few things will lead to a true crash and all of them are script related; so if there are no errors that narrows it down quickly.

Mostly likely you are trying to do something to an entity pointer that does not exist or is unassigned. It's also possible there was an attempt to divide by NULL or 0 - that will also result in an instant no error shutdown.

DC
 
from what you are saying I suspect the "killentity" command at the last frame of each effect animation used by the bind0003 script might be the cause?
I heavily use "cancel" to chain attacks. I guess cancel terminates current animation before it ends? Maybe at some time point the bind0003 tries to kill something already killed? Just a guess...will check it after coming back from work but thanks for the info
 
That actually sounds like it could be the culprit. It may not necessarily be the killentity() command, but somewhere in there an attempt to act upon a NULL pointer is happening. One thing you can (and should) do is run Typeof against a variable that might have been messed with before you take further action.

Entities are pointers, and as has been said already, acting on a NULL pointer never ends well. Crashing is actually the best case because at least then you know there's a problem.

DC
 
LMAO
I found the problem was that I set an attack chain 1 2 3
and I don't have attack3 animation defined  loooooool
btw, somehow my attack chain did not work beyond 3 for unknown reason so I switched to freespecial+cancel, then I forgot to change the attack chain back
 
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