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Post by lukaandjelkovic on Feb 23, 2016 21:37:18 GMT
I was just testing Thrive, and set these settings:
1366x768
FSAA=0
Fullscreen=Yes
VSync=Yes
VSyncInterval=1
And i saved a game immediately when cell eaten me.
I had two chloroplast organneles.
Restarted game, and run'd it again.
I pressed Load game.
Now if you pick up chloroplast, game crashes with OpenAL error : Invalid value.
Should be graphics problem.
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Post by Moopli on Feb 24, 2016 16:31:57 GMT
OpenAL is our sound library, that error most likely means that an invalid resource was attempted to be initialized, and since it fails on pickup of chloroplast after a load, chances are that some data pertaining to the powerup sound is saved on game save and reloaded, but no longer refers to a valid openAL object... but I'm not sure that makes too much sense, since we shouldn't be saving sound component state in the save file.
Can you run Thrive through a debugger? I believe the release was built with debug info, maybe you can get a stack trace.
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Post by TheCreator on Feb 24, 2016 16:46:29 GMT
OpenAL is our sound library, that error most likely means that an invalid resource was attempted to be initialized, and since it fails on pickup of chloroplast after a load, chances are that some data pertaining to the powerup sound is saved on game save and reloaded, but no longer refers to a valid openAL object... but I'm not sure that makes too much sense, since we shouldn't be saving sound component state in the save file. Can you run Thrive through a debugger? I believe the release was built with debug info, maybe you can get a stack trace. He's actually talking about a different, broader bug. If you save and load the game, the console just starts spewing OpenAL errors every few frames. Try it.
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Post by Moopli on Feb 24, 2016 16:52:29 GMT
Ah, crud. You're right, thanks. lukaandjelkovic: nevermind, don't bother trying to debug it (unless you want to ).
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Post by lukaandjelkovic on Feb 24, 2016 18:56:20 GMT
OpenAL is our sound library, that error most likely means that an invalid resource was attempted to be initialized, and since it fails on pickup of chloroplast after a load, chances are that some data pertaining to the powerup sound is saved on game save and reloaded, but no longer refers to a valid openAL object... but I'm not sure that makes too much sense, since we shouldn't be saving sound component state in the save file. Can you run Thrive through a debugger? I believe the release was built with debug info, maybe you can get a stack trace. He's actually talking about a different, broader bug. If you save and load the game, the console just starts spewing OpenAL errors every few frames. Try it. No i didn't mean'd that. I said that it Crashed.
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Post by TheCreator on Feb 24, 2016 20:41:40 GMT
He's actually talking about a different, broader bug. If you save and load the game, the console just starts spewing OpenAL errors every few frames. Try it. No i didn't mean'd that. I said that it Crashed....which was caused by the saving/loading OpenAL error.
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Post by lukaandjelkovic on Mar 1, 2016 10:12:22 GMT
No i didn't mean'd that. I said that it Crashed....which was caused by the saving/loading OpenAL error. No matter, the last time i seen that error is in Release 3.3.3, in only one save.
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Post by TheCreator on Mar 1, 2016 16:51:09 GMT
Aware stage?
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Post by crovea on Mar 1, 2016 18:25:31 GMT
I spent a long time on the openAL errors a couple months ago, I thought I fixed the crashing but I couldn't quelch all the error messages. It's quite possible that I only reduced the frequency of the crashes. Moopli suggested switching to a different sound engine which could solve a number of problems.
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Post by Moopli on Mar 2, 2016 0:05:25 GMT
Or introduce an infinite number more !
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