O Ilusionista yeah why not and could you also test to see if the "load bug" is still in this version: https://www.mediafire.com/file/qjv351xfy1r9wuk/avengers_test.pak/file
From a quick test, the bug isn't happening, but I am not sure if happened on that version, because its a very old build (4432).msmalik681 said:Just removed the "3" flag from all load commands. So did this version still crash ?
Kratus said:I was able to isolate the bug, I still don't know where the error is in the source code but I know it is related to the "skipselect" or "select" functions when used throughout the gameplay.
First I tried to reproduce the bug and I managed to do it exactly following its instructions, so I saw that it really exists, and it doesn't write anything in the log, exactly as you said.
By the way, I analyzed the following message:
I found that it only appears when the game is loaded in PAK format. After extracting your game and using the data folder, this message is gone. I will do a more in-depth analysis on this, but I can say that it has nothing to do with the bug.Code:FileCaching System Init...... Warning: pak header is too large: 571392 / 524288
After the bug happened, I made a copy of the save to be able to repeat the tests. I was gradually isolating all events that were related to the "Sky Stage" level (before, during and after) and only after removing the lines with the "skipselect" and "select" commands within levels.txt, the game stopped closing and went on. I even removed the "skipselect" function and left only "select", the bug occurred the same way.
I analyzed the previous levels to see what is different from the other levels and realized that they usually have at least 1 event that precedes "skipselect" and "select" respectively. Some have the "next" event and others have the "scene" event.
#----------------------------heliport bonus
z 110 182 0
file data/levels/portobonusgame.txt
next
#--------------------------------------------------#sky stage
skipselect
scene data/scenes/history/scene02m.txt
scene data/scenes/unlock/unlock_namor.txt
select data/select/sel1.txt
#Sky Stage 1
z 60 210 0
file data/levels/sky1.txt
After copying any line of "scene" and pasting it before "skipselect" and between the levels "Sky Stage" and "Maggia", the game proceeded normally. I did the same thing by placing a line with the "next" function in the same place and also proceeded normally, without bugs.
#Sky Stage 1
z 60 210 0
file data/levels/sky1.txt
#--------------------------------------------------#Maggia ship
scene data/scenes/history/test.txt
skipselect
select data/select/sel1.txt
#Maggia pt 1
z 135 220 0
file data/levels/maggia.txt
Therefore, we can understand that:
1) The command "skipselect" may not need to be declared every time a "select screen" is triggered throughout the gameplay, it may be done to be used only on the first "select screen"
2) The "select" command used in levels.txt also has some problems, as it just didn't have any problems when I added a "scene" or "next" event before a "select screen" was loaded
3) This explains why the bug happened in your test after finishing the level "ngreece-ramp", because the select screen comes right after the end of the level, and only after that the cutscene is loaded.
#Greece Ramp
z 840 880 0
file data/levels/ngreece-ramp.txt
skipselect
select data/select/sel1.txt
scene data/scenes/targets/target_ares.txt
#Greece Ares
z 174 220 0
file data/levels/greece1.txt
The point is that I created an empty cutscene (black screen) in gif with 2 frames only and 50ms each (very fast). It was enough for the game not to present the bug, I believe that we can use this technique to circumvent the problem at least until it resolves in the source code. But if you already have a cutscene to put before each select screen, that would also work.
Finally, I had never seen this problem in my game because I have no other "select screen" than the first one. I even use the "skipselect" but only on the first select screen, but it was good to know why I'm going to look for a way to solve this on the engine.
O Ilusionista said:Damon Caskey do you have any info to share about skipselect?
Doing that will keep all the resources on the memory, something I don't want to unless there is no other way.msmalik681 said:Glad you got it fixed still avoid using flag 3 on load it can cause crashes.
O Ilusionista said:Now your power meter does not recover on its own over time, which directly affects the difficulty of the game.
Damon Caskey to be honest, I am no 100% convinced about it yet. From my early tests, this makes the game harder, but opens possibilities for some extra balance - like chars having charge, or recovering more MP per hit.Everything looks awesome except that. O Ilusionista, I get what you are going for but IDK, but no innate recovery always felt illogical and not very heroic to me.
Yeah? how?Note the engine can natively disable charging when enemies aren't around.
O Ilusionista said:Yeah? how?
Oh? Is it in the manual?Damon Caskey said:Note the engine can natively disable charging when enemies aren't around.