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  #21  
Old 08-19-2011, 10:01 AM
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jbob182 jbob182 is offline
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Without seeing the code i am not sure why it would crash, but i suggest trying my player debug function:

Code:
function debug.player(functionname) -- a nice debugger for the player which outputs any errors of functions to a text file called "ErrorLog.txt"
    f,vrf=pcall(functionname)
    if not f then
        savevariable("ErrorLog.txt",variabletype(vrf))
    end
end

function savevariable(file,variable) -- this will save variables to a file
    CodeOutput = io.open(file,"w");
    CodeOutput:write(variabletype(variable));
    io.close(CodeOutput);
end

function variabletype (o)
    if type(o) == "number" then
        return tostring(o)
    elseif type(o) == "string" then
        return string.format("%q", o)
    else
        return tostring(o)
    end
end
If that doesn't help, how big this the file you want to load, because I know how to load files in chunks and then put it together once all loaded.


Quote:
- could that be problem with reading speed of player?
- or file size of loaded file?
- or path is too deep?
- or folders should be only written only CAPSIZED?
It is not that the path is deep ( I have used much deeper)
It is not that folders should be written in CAPIZED ( I use lower case folders, look at Pingus)
I doubt its the reading speed of the player, after seeing how far i can push pingus on the player, I highly doubt you could reach that limit.

Last edited by jbob182; 08-22-2011 at 09:36 AM.
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  #22  
Old 08-22-2011, 03:50 AM
delirius delirius is offline
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Thanx jBob, it helped a lot. I didn't know about pcall function. Now i know what the problem is i am getting message "not enough memory" shortly before crash.
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  #23  
Old 08-22-2011, 09:41 AM
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jbob182 jbob182 is offline
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Quote:
Thanx jBob, it helped a lot. I didn't know about pcall function. Now i know what the problem is i am getting message "not enough memory" shortly before crash.
Ah mermory overloads We had to make so many optimizations in Pingus to avoids them, you could try our loading system, when leaving the main menu, unload all the resources and load the ones needed for the level. Also make sure you ALWAYS include these line of code:
Code:
screen.clear();
collectgarbage()
They help clear unneeded memory.

If you have any large tables make them weak!

Code:
setmetatable(sometable, {__mode = "v"}) -- make table week
By doing this, all the values will avoid taking up ram until that value is called.

I hope some of these tips help

P.S. Find our loading system in initialize.lua ( in the functions preload and another load function)

Last edited by jbob182; 08-22-2011 at 09:46 AM.
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  #24  
Old 08-31-2011, 03:20 PM
cormellion cormellion is offline
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Default Truelly Awesome

I'd even pay for this

Keep on Truckin. I've been hoping such a agme would come out.

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  #25  
Old 09-01-2011, 06:25 AM
delirius delirius is offline
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I just updated my Gui library. I added few new components that i currently need in Hypogeum.

New components are:
- checkbox
- textbox
- container
- canvas (which is scrollable container. I think i will rename it later)
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  #26  
Old 09-19-2011, 05:09 PM
delirius delirius is offline
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I managed to finish campaign module selection screen with new gui components.
I am collecting and editing graphics for jungle areas.
I have started programming map editor in Java. I work with LuaJ library for loading and exporting maps from lua tables to format editable in java and back to lua.
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  #27  
Old 10-19-2011, 09:06 AM
delirius delirius is offline
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I am taking some time off from this project. Don't expect updates anytime soon.
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  #28  
Old 02-05-2012, 01:26 PM
delirius delirius is offline
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I just finished basic work on item enchantments. There could be two enchantments on item. Prefix and suffix enchantment with different powers and strengths.

Ps.: on picture you can see new gui component, slider. (on the right side)
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  #29  
Old 02-09-2012, 07:35 PM
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datallboy datallboy is offline
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this looks promising
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I wUz he3R
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  #30  
Old 04-23-2012, 05:26 PM
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©reative ©reative is offline
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Is this still in development? I don't mean to be pushy, just curious if you're still working on it.
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  #31  
Old 04-25-2012, 02:45 AM
delirius delirius is offline
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Quote:
Originally Posted by ©reative View Post
Is this still in development? I don't mean to be pushy, just curious if you're still working on it.
Still working on it. I am currently developing gui library on Arcomage. It has simpler gui screens to debug .
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  #32  
Old 05-04-2012, 12:34 PM
Jolien Jolien is offline
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Wow... This looks really great!!!!!!!!!
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  #33  
Old 05-07-2012, 05:06 PM
delirius delirius is offline
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I have finished Gui library update (for now anyway).

I have finished skill tab in party screen. It works now.
You can upgrade you skills here if you have enough of skill points.

And I reworked dialog screen and dialog system so talking party character can be switched in the dialog. Depending on which party member is talking, dialog options can change.

Here are some screens.
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  #34  
Old 03-12-2013, 02:34 PM
delirius delirius is offline
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Project is not dead jet, but i have no time and strength to develop, because of work.
And i am thinking about switching to Love2d from zen x-fi2 lua.
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