Hidden Game. exe Crash Debugger - Graphical Object Global Reference ACE - RGSS3 Scripts (RMVX Ace)Graphical Object Global Reference VX ACE(game. Mithran. NOTICE: This is the VX ACE version of the script. For the VX Version go HEREIntroduction. Well, it looks like VX Ace isn't completely immune from this problem after all. The root cause appears to be the same, but there is at least one other factor in the ACE crash that is yet to be discovered.
Fortunately, fixing the cause will stop the crash. The root cause of this error is not properly disposing of Sprites/Windows/Planes associated with a disposed viewport. There is no RGSS Player error message for this practice, but it can lead to Game.
Graphical Object Global Reference VX ACE (game.exe crash debugger) by Mithran. NOTICE: This is the VX ACE version of the script. For the VX Version go HERE. Free online 3D Game Maker Make your own game online Create Games for Web and Mobile Easy to use. About Me: | Kizi Lyly | Friv 7 | Friv 9 | Friv 1 | Friv4 | Y0 | Y1 | Y3 | Y2 | Y4 | Y5 | Y6 | Y7 | Y10 | Y11 | Friv 3 | Friv 2013 | Friv2014 | Friv 2015 | Friv 2016.
Script creators, please do your part and ensure you properly dispose your graphics objects, before they become an issue. This script can help you locate sprites you may have missed. You may be suffering from this error if you install a custom script then start getting intermittent crashes: "Game. RGSS3 Player has stopped working"This is one of the most frustrating errors to deal with in RPG Maker VX as it seems to come and go at random, only affecting certain people or setups, and the actual cause of the error is hidden to you. If your project is getting even occasional Game.
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Please note that this script can only log and debug game. If you are crashing without custom scripts installed, the source of your crash is something else and this script will not help. This script addresses one specific issue that can cause an unhandled exception leading to an eventual Game. The error is much rarer and harder to expose in VX Ace than VX, but I finally have confirmation that it is happening. This error is caused by a simple scripting mistake that would otherwise throw no error message, so it is at least worth a look. The cause of a given Game. Ruby, but causes an unhandled exception in oneof the 'hidden' classes.
After extensive testing, I was finally able to recreate the circumstances leadingup to one such exception that, if left unhandled, could lead to Game. A "GO" - Graphical Object (Sprite, Window, Plane, or Tilemap) is created. The Graphical Object is assigned a Viewport. The Viewport is disposed, but the sprite is not?? VX ACE Version. There is a yet unknown factor that also needs to happen.
The Graphical Object is claimed by GC (garbage disposal)** - Newly Discovered: attempting to dispose a sprite that has a disposed viewportwill occasionally also crash. Note that this particular crash only seems to occur if screen draws have takenplace (any of the Graphics methods) between the time the viewport is disposedand the sprite disposal is attempted. Due to the way GC is implemented, you are unlikely to see an immediate effectwhen the situation comes up. It could be several scene changes down the linebefore the crash finally happens. To make matters worse, following the exactsame course of action will yield completely different results, making it seemas though the crashes are random. In addition, there is yet another circumstancewhich I have still been unable to pinpoint, but I suspect has something to dowith the order in which assets associated with the Graphical Object are claimedby the GC, or the amount of screen rewdraws that have taken place,that allows the GO to be cliamed without causing an exception andthus making it even harder to find.
In essence: you could be suffering from an unstable game and not even know it. So that is where this little script comes in. This does the following: 1.
Creates a global variable backreference to every Graphical Object created. This prevents them from being marked by the GC so long as the reference exists,circumventing the final condition to cause this version of the crash. Removes reference to the Graphical Object once it has been disposed. This reallows the object to be marked by GC for disposal (once all otherreferences are removed). Since the GO is disposed, condition 3 is no longer metand the object is deemed 'safe'. Report on potential issues to the user.
This allows the user (given limited scripting knowledge) to identify potentialerrors and fix them outright. Prevents further Game. Includes a 'lazy' fix that cleans up offending Graphical Objects when the scenechanges.** v 1. Lazy' fix has been superceeded to prevent crashes caused by disposal ofthese errant sprites. Lazy fix only works if debug criticial disposal hasbeen disabled. Lazy mode is NOT recommended for ACE users.
Version History: v 1. VX ACEDiscovered possibility of crash in RGSS3. Thanks to Galv for bringing theproblem to my attention and supplying a script to use as a test case. Updated logging features to specificially work with VX ACE. RGSS Console mustbe enabled to recieve live updates. Added GOBJ_ABRIDGED_LOG option.
Altered some terms in the log. Specifically changed the term 'non- critical object'to 'Memory Leak' so the term 'Critical Object' can be easily searched in the log. Time in log now refers to creation time of the object, rather than time log was written.
Discovered a new condition for a Game. Updated script to trap and logthis error also. Minor bugfixes, improved logging, added consideration for Plane objects viewport method errorv 1.
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