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GMLive.gml

Livecoding for GameMaker: Studio / GameMaker Studio 2 · By YellowAfterlife

[Fixed in 1.0.48+] Error stack when starting a live room.

A topic by Artillex created Apr 28, 2021 Views: 268 Replies: 6
Viewing posts 1 to 4
(1 edit)

Hey YAL,  love the extension, big help for my workflow.  Recently started trying to use it for rooms instead of just code, but I can't seem to get it working.  I'm using the latest version of GMLive, with the lastest IDE; 2.3.2.560, Runtime 2.3.2.426.  I followed the documentation closely, setting up the blank object and blank room and all the rest of the steps.   I immediately get this error stack when the game launches; 

___________________________________________

############################################################################################

FATAL ERROR in Room Creation Code for room rm_blank

Variable <unknown_object>.__enumParams__(103481, -2147483648) cannot be resolved.

 at gml_Script_gml_std_haxe_enum_tools_setTo (line 86) -               var l_vp=l_v.__enumParams__;

############################################################################################

gml_Script_gml_std_haxe_enum_tools_setTo (line 86)

gml_Script_gml_seek_idents_proc (line 1063) -                      gml_std_haxe_enum_tools_setTo(l_q,gml_seek_eval_value_to_node(gml_const_val.h_get(l_s),l_d));

gml_Script_gml_node_tools_seek (line 2164) -                      l_r=l_c(l_l_a,l_st)||l_c(l_l_b,l_st);

gml_Script_gml_seek_idents_proc (line 1095) -        return gml_node_tools_seek(l_q,l_st,gml_program_seek_func);

gml_Script_gml_node_tools_seek (line 2150) -                             if(l_c(l_w[l_i],l_st))break;

gml_Script_gml_seek_idents_proc (line 1095) -        return gml_node_tools_seek(l_q,l_st,gml_program_seek_func);

gml_Script_anon_gml_program_gml_GlobalScript_GMLive_program_2551_gml_program_gml_GlobalScript_GMLive_program (line 93) -                      if(l_scrNode!=undefined&&l_f(l_scrNode,l_w))break; else l_i++;

gml_Script_anon_gml_program_gml_GlobalScript_GMLive_program_3150_gml_program_gml_GlobalScript_GMLive_program (line 104) -               if(self.h_seek(gml_seek_idents_proc,true))return true;

gml_Script_gml_program (line 252) -        if(self.h_check()){

gml_Script_live_room_loader_run_cc (line 9)

gml_Script_live_room_loader_run_yy_inst_cc (line 43) -               if(l_rcc!=undefined&&l_rcc!="")live_room_loader_run_cc(l_rcc,l_rname+":Properties");

gml_Script_live_room_loader_run_impl2 (line 248) -               live_room_loader_run_yy_inst_cc(ds_map_find_value(live_room_loader_inst_map_gml,l_id),l_qinst);

gml_Script_live_room_start (line 314) -               live_room_loader_run_impl2(l_rm2);

gml_Room_rm_blank_Create (line 1) - live_room_start();



.... Any ideas what might be causing this or how to fix it?

Developer

Are you using pointer_null or pointer_invalid as your variable value per chance? Someone has recently discovered that these cause issues and I have fixed this for the next version. A workaround is to assign either into a global variable prior so that you are not referencing the values directly.

Any other ideas what might be causing this?  Does the fix that is due in the next version just work in the case of using those variables? or does it fix this issue in general?

Developer

Please send me a sample project that reproduces this to be sure

The issue doesn't replicate in a small sample project I just created for it.   We have a very large 3D project with a lot of moving parts and I'm sure it is something in our code or one of the other extensions we use clashing with it.  I can give you access to our repository so that you can take a look.  Will that work?

No, I don't use those anywhere in the project.

Developer

This should be fixed in the new version (and sorry for delays)