I decided to make this topic, so I dont need to always explain to everyone why Project C isnt released and to ask for tips. Basically, after round 20, map does infinite loop, whether Im killing zombies with Sliquifier or running zombies around. When infinite loop happens, it starts printing out this:
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count: 1, var usage: 1, endon usage: 0 @ 607646 count: 1, var usage: 1, endon usage: 0 @ 607902 count: 1, var usage: 2, endon usage: 0 @ 607999 count: 1, var usage: 1, endon usage: 0 @ 608082 count: 1, var usage: 2, endon usage: 0 @ 608325 count: 1, var usage: 5, endon usage: 0 @ 608416 count: 1, var usage: 6, endon usage: 0 @ 608869 count: 2, var usage: 10, endon usage: 0 @ 609181 count: 1, var usage: 2, endon usage: 0 @ 610878 count: 1, var usage: 2, endon usage: 0 @ 611005 count: 1, var usage: 2, endon usage: 0 @ 611128 count: 1, var usage: 11, endon usage: 0 @ 611305 count: 1, var usage: 11, endon usage: 2 @ 614457 called from: @ 613439 called from: @ 613277 ******************************** var usage: 37635, endon usage: 2066
ent type 'entity'... count: 391, var usage: 9107 ent type 'hudelem'... count: 23, var usage: 91 ent type 'pathnode'... count: 18, var usage: 36 ent type 'vehiclenode'... count: 0, var usage: 0 ********************************
It prints it a lot, and there are few freezes before it finally crashes, whether its WaW not responding or showing this error: I also noticed that with T4M, it crashes at early rounds of 20 and without it crashes at about 27.
Now question is, why does it print all that, just before map crashes and not all the way before? And if it prints something like this, does it mean, that it lets infinite loop run a bit before deleting it?
Now question is, why does it print all that, just before map crashes and not all the way before? And if it prints something like this, does it mean, that it lets infinite loop run a bit before deleting it?
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count: 7996, var usage: 31988, endon usage: 3
it doesn't have to be an 'infinite loop' so maybe the game is not killing it at all. Could just as well be a 'valid loop' that keeps creating new var's untill there's too many..
Have you got any clue to what's causing it, and have you tried temporary removing scripts or w/e to determine where it's comming from? Any scripts being activated around round 20, or something like that?
it doesn't have to be an 'infinite loop' so maybe the game is not killing it at all. Could just as well be a 'valid loop' that keeps creating new var's untill there's too many..
Have you got any clue to what's causing it, and have you tried temporary removing scripts or w/e to determine where it's comming from? Any scripts being activated around round 20, or something like that?
I have been commenting out a lot of scripts/checking, if I have used them in other maps. None of the scripts are being activated especially after round 20 and how I play my map, I have everything done in map by round 15 approx. How can one loop create new var's everytime it runs? Sounds weird to me
I've seen this before when my hudhintstring script was coupled with trems bank script. It was calling a function repeatedly that had a while loop in it, and once you got to higher rounds, it would do that. Sooner if you used the bank alot. That is what happened in sevengpluke's asylum map the first release.
So if your using my hudhintstring gsc or anything like it, that may be called often like trems hintstring update in his bank script, it could be causing it.
Last Edit: December 08, 2015, 07:34:34 pm by MakeCents
As I have said in other topic, it would take ages to get those working in my map, so yeah ._.
No it wouldn't. Half an hour if you know what your doing and the map doesn't have an insane amount of problems.
But developer and developer_script would tell you why. Would also let you see where the loop that is causing the infinite loop is located with log file set.
All you need to do for "developer 1" and "developer_script 1" to work is add a second zone and then go to _debug.gsc and remove Thread debug_character_count(); level thread debug_show_viewpos();
Even without doing that if you load your map with "developer 1" "developer_script 1" and "logfile 1" a text file called "console.log" will be put into your raw/mods/mapname folder and it will list the script and functions those var errors are coming from regardless of the other errors in your map.
As I have said in other topic, it would take ages to get those working in my map, so yeah ._.
I had your map running in developer a while back when looking at the gersch issue, but i guess a ton of stuff changed since then.. Shouldn't be too hard to get working again though, and guessing where this come's from is like looking for a needle in a haystack so perhaps dev-mode would be your best option
All you need to do for "developer 1" and "developer_script 1" to work is add a second zone and then go to _debug.gsc and remove Thread debug_character_count(); level thread debug_show_viewpos();
Even without doing that if you load your map with "developer 1" "developer_script 1" and "logfile 1" a text file called "console.log" will be put into your raw/mods/mapname folder and it will list the script and functions those var errors are coming from regardless of the other errors in your map.
Still need to fix all of the developer errors... Alright, I will try to make it, so map runs in developer and developer_script. Ech
I've seen this before when my hudhintstring script was coupled with trems bank script. It was calling a function repeatedly that had a while loop in it, and once you got to higher rounds, it would do that. Sooner if you used the bank alot. That is what happened in sevengpluke's asylum map the first release.
So if your using my hudhintstring gsc or anything like it, that may be called often like trems hintstring update in his bank script, it could be causing it.
Only thing Im using with hintstrings is Trems hintstring thing and in scripts _setHintstring, nothing else Double Post Merge: December 08, 2015, 10:28:06 pmEdit: Fixed that, more errors that I need to fix first, going to update later Double Post Merge: December 09, 2015, 01:40:00 amOkay, so this happened, like I feared. I finally got the game to run with developer 1 and developer_script 1. Then I put logfile 2 and r_logfile 1. I get in-game, but after every kill I get notification Cannot Cast undefined to bool, run very bad FPS and worst of all, no logfile in mods folder
Last Edit: December 09, 2015, 01:40:00 am by HitmanVere
Would be nice to know what cannot cast undefined to pool means, so I can fix other stuff as well
that a var inside an if statement is undefined? it seems that the var is set inside default _zombiemode_powerups at the begining of the script, maybe you removed it
Last Edit: December 09, 2015, 12:48:26 pm by jjbradman
it would be a good idea, but make sure why it isnt defined, by default it should be set in zombiemode_powerups
"Casting" or "Type Casting" is the process of converting one data type to another. The reason it can't do that in this instance is simply because the variable isn't defined.
That zombie var is declared in the init function in the _zombiemode_powerups script. Should look like this: