Runtime error

Posted by Shaddovv
When i set simple mode on true it shows me a runtime error (when i have more then 2 instances open), on false it doesn't. I could work with false mode if only i knew how to sync variables :/

It does show me logged in on the other client until i hit OK and then it logs out again

https://i.gyazo.com/d993604e809f06f36fc8946cf22a6f77.png


Replies (13)

Last message on 10 Oct 2016

Shaddovv (Topicstarter) on 11 Sep 2016, 15:10:08
I notice that this happens when i both have a the players in the GMS object set. (obj_player & obj_other_player). This does not happen when i sync other instances other then the normal players.
Shaddovv (Topicstarter) on 11 Sep 2016, 17:19:17
AH! i found it, it has something to do with depth, i used the false simple mode and did everything manually, then i discovered that the depth causes an issue!
Size43 (Administrator) on 16 Sep 2016, 09:17:57
Glad to hear you managed to fix the issue!
Shaddovv (Topicstarter) on 16 Sep 2016, 20:25:53
By that i mean that when the simple mode syncs the depth it causes an issue sometimes leaving a runtime error.

Is there also a way to have objects sync automatically when they join with other objects when you join the same room? i noticed that it creates the player but until you make an object that you sync everything only gets synced from that point on (x,y, other variables, etc.)
Size43 (Administrator) on 20 Sep 2016, 17:06:56
Ah, I see. Does the error occur when using the all-version as well?

Only instances synced with is_full are sent to other players when changing rooms. Instances synced with is_onetime or is_extended are not stored on the server, so they can't be sent.
Shaddovv (Topicstarter) on 20 Sep 2016, 23:11:35
Well the fact is that its created before the room even switched. And i think its on is_onetime. When i join the game it synced, but then it stops for a second, then it syncs after an object is only created.

Let me show you. https://youtu.be/sgg0L5MAq1I

Here you can see it only syncs when the player objects are synced when the synced object that they make is creating on both clients. How to resolve this?
Shaddovv (Topicstarter) on 20 Sep 2016, 23:50:28
Oops i mean after the room has switched, they are created on command.
Size43 (Administrator) on 26 Sep 2016, 19:34:51
How are those characters synced? Did you set them as the player object, or are they synced using the instance synchronization?
Shaddovv (Topicstarter) on 20 Sep 2016, 23:49:38
The error didnt occur when using All-version, becouse that one doesnt want to work in anny kind of way
Size43 (Administrator) on 26 Sep 2016, 19:34:17
Please make a memory-dump when the game crashes by opening task manager, right clicking on the process, and selecting "Create Dump File". If you mail that file to me I'll be able to see where the game is crashing, and fix it.
Shaddovv (Topicstarter) on 1 Oct 2016, 17:15:12
Sorry that it took a long time to response, send you an email with the including file :)
Size43 (Administrator) on 10 Oct 2016, 18:52:59
No problem :)

I've had an unexpectedly busy week or two, I'm just now catching up.

I'll take a look at the file sometime tomorrow.
Shaddovv (Topicstarter) on 10 Oct 2016, 18:54:11
Okay thanks for your time :)