Coolie 148 Posted September 14, 2012 (edited) It does, on Line 217. I removed EVERY script I had and tested one by one, it only crashed once Control Text 1.06 was back in the list. I'm thorough with my crash testing. Also, that backtrace script didn't seem to do much, the error still displayed exactly the same way. Is there some other way to bring up that window that was showing in the screen shots? EDIT: The console lists Window_Message:78: SystemStack Error I assume that refers to line 78 of Window_Message., which is this line: @fiber.resume Edited September 14, 2012 by William C Share this post Link to post Share on other sites
Kayzee 4,033 Posted September 14, 2012 (edited) Line 217 only calls process_escape_character, it isn't aliased anywhere in that script. Anyway I will take another look. It should print out a big list of lines like that under that line in the console, which lists the exact path the program takes, it would be helpful if you posted the whole thing, it might show how the stack is getting filled up. Edit: I am really stumped, sorry... it just doesn't crash for me at all. Edited September 14, 2012 by KilloZapit Share this post Link to post Share on other sites
Coolie 148 Posted September 14, 2012 (edited) That is the whole thing. It only outputs one line. Something must be causing it to happen. YEA Message System and your script work flawlessly together, and the Al Bhed script and yours work together just fine in a new project, I tested that for about an hour changing things around. The only scripts I have that directly affect message display are... YEA Message System VE Control Text VE Control Codes Fomar's Al Bhed Window Wrap Now, when I removed each one and tested them alongside yours and the Al Bhed script, Control Text was the only one that caused the stack error to persist. I'm assuming the answer has to lie within that script like I said earlier. Try adding the scripts above and see if that reproduces the error. If not, I'm super stumped. Edited September 14, 2012 by William C Share this post Link to post Share on other sites
Xypher 176 Posted September 14, 2012 i have just tried it, in the exact same order, with the exact same scripts and it still works for me. Share this post Link to post Share on other sites
estriole 326 Posted September 14, 2012 maybe there is different version of the script? or edited script?. if not edited script. try to list the version number with the script too. if edited script. try post the edited script in spoiler tag. perhaps someone could find the answer . Share this post Link to post Share on other sites
Kayzee 4,033 Posted September 14, 2012 Yeah I just cannot get any crashes. :/ I wonder if it's actually possible that you just ran out of ram or something... Share this post Link to post Share on other sites
Coolie 148 Posted September 14, 2012 I'll get to the bottom of this crash bug if it kills me. After work today, I'll start a new project and eliminate each and every script one by one. Share this post Link to post Share on other sites
estriole 326 Posted September 14, 2012 if run out ram maybe the error wouldn't be systemstack error. i think it will be103 error(the same with many undisposed objects)? if systemstack maybe there's something wrong with the aliasing / calling recursive methods. if aliasing try in script editor: ctrl + shift + f. type alias. see if every alias is unique. if not rename them so it's unique. if calling recursive methods you need to check the whole script (duh) and find thing that call himself example: def this(parameter) bla bla bla if bla bla bla bla bla bla else this(parameter) <<< here call it's own self thus make the system stack too deep. need some rescue to stop processing or else error. end end but since nobody have that problem except you... i guess the probability is there is modified script in your project. try redownloading the script you are using and put the 'fresh' script into the project one by one. is it still return error? Share this post Link to post Share on other sites
Xypher 176 Posted September 14, 2012 if all else fails upload your project so someone else can check as well. Share this post Link to post Share on other sites
Coolie 148 Posted September 15, 2012 (edited) I haven't edited any scripts that I've included in the game other than the customization modules included in them, which can be edited freely. Here's a list of the scripts I'm using, in the exact order they are being used. Perhaps someone else can replicate the error, which occurs whenever a "Show Message" event is displayed with the Al Bhed switch (in my case, switch ID 5) set to ON. All scripts are the latest version of each to my knowledge. VE Basic Module VE Anti-Lag VE Custom Hit Formula VE Animated Battle VE Actor Battlers VE State Auto Apply VE Arrow Cursor VE Damage Limit VE Custom Collapse VE Damage Popup VE Passive States VE Loop Animation VE Incapacitate States VE State Toggle VE State Cancel VE Direct Command VE Command Replace VE Skip Battle Log VE Control Text VE Control Codes YEA Core Bugfixes YEA Message System YEA Custom Menu YEA Item Menu YEA Equip Menu YEA Status Menu YEA Shop Menu YEA Save Menu YEA Skill Cost Manager YEA Steal Item YEA Adjust Limits YEA Target Manager YEA Bonus Parameter Growth Craze's Regrowth Options Fomar's Blue Magic Fomar's Al Bhed Moghunter's Monster Book Elemental Crisis' Item Encyclopedia Zerbu's Title Screen Options Ninjamida's Auction House Mr. Bubble's Item Synthesis CSCA Core Scipt CSCA Achievements KilloZapit's Word Wrap Messages Oh one more thing: when the last word on a line (meaning when the word reaches the border of the window and should be wrapped) it will spill over if it's a color coded word, like so: Hello, how are you doing \c[14]today\c[0]? Get it? Edited September 15, 2012 by William C Share this post Link to post Share on other sites
Kayzee 4,033 Posted September 15, 2012 (edited) Oh one more thing: when the last word on a line (meaning when the word reaches the border of the window and should be wrapped) it will spill over if it's a color coded word, like so: Hello, how are you doing \c[14]today\c[0]? Get it? Yeah, it treats escape characters as spaces for the purposes of wrapping, simply because otherwise I would have to strip the control codes to get an accurate count of the size of the next word. I might try doing that, but I am not sure what regex would be fairly universal for both built-in and addon scripts. I guess I should experiment with it a bit. On the other hand stuff like icons make it nearly impossible to get a accurate count like that... I could try processing the next word's characters and then rewinding I guess. Or something... I donno I think it's a tad too minor a problem to worry about... Really I guess making exceptions for color codes and only for color codes would work best. Edited September 15, 2012 by KilloZapit Share this post Link to post Share on other sites
Coolie 148 Posted September 15, 2012 It's not a huge bug, it doesn't break anything. I can always just newline it after I see it spilling over. Share this post Link to post Share on other sites
Xypher 176 Posted September 15, 2012 @william yeah i dont think anyone is going to download 44 different scripts to test it when its working fine for everyone else. Share this post Link to post Share on other sites
Kayzee 4,033 Posted September 15, 2012 Hehe, I just updated it so colorcodes don't break words anymore, and neither do icons! Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 15, 2012 I haven't edited any scripts that I've included in the game other than the customization modules included in them, which can be edited freely. Here's a list of the scripts I'm using, in the exact order they are being used. Perhaps someone else can replicate the error, which occurs whenever a "Show Message" event is displayed with the Al Bhed switch (in my case, switch ID 5) set to ON. All scripts are the latest version of each to my knowledge. Narrow the issue down. Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted September 15, 2012 I'll start a new project and eliminate each and every script one by one. You say you will do it, yet I do not see you doing it. Good luck bro. If all else fails, upload the project so someone can find your error. Still in love with this script. Share this post Link to post Share on other sites
Coolie 148 Posted September 15, 2012 (edited) Didn't realize I was working on your time schedule, Dave. My mistake. @Tsukihime: I DID narrow the issue down. Days ago. Here. Open a new project, add the Victor Engine Basic Module (required for Control Text), Control Text, Fomar's Al Bhed, and KilloZapit's Word Wrap. Create an event with Al Bhed text, speak to NPC. Game crashes with StackError. Just tested in a brand new project AND in my project with EVERY SCRIPT DISABLED except the ones listed above. The minute Control Text is disabled, the Word Wrap+Al Bhed script combo works just fine. There's an incompatibility with Control Text that I brought to everyone's attention days ago. Working: Al Bhed + Word Wrap Working: Control Text + Al Bhed Working: Control Text + Word Wrap NOT Working: Control Text + Al Bhed + Word Wrap Now, I'm not sure which one of the three scripts actually causes the crash to occur, but I would assume it to be Control Text since that's the one that needs to be removed to allow Al Bhed and Word Wrap to work together. IF CONTROL CODES is placed LAST, then there is no longer a StackError, but the Al Bhed script does not function properly (text remains normal and fully translated). EDIT: I am trying to attach the project here, but .rar and .exe are not allowed. Edited September 15, 2012 by William C Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted September 15, 2012 Upload it to mediafire and paste the link. Share this post Link to post Share on other sites
Coolie 148 Posted September 16, 2012 Don't have a Mediafire account and have no interest in creating one. Victor Engine Basic Module: http://victorscripts.wordpress.com/rpg-maker-vx-ace/basic-scripts/basic-module/ Victor Engine Control Text; http://victorscripts.wordpress.com/rpg-maker-vx-ace/windows-scripts/control-text/ Fomar's Al Bhed Translator: http://cobbtocs.co.uk/wp/?p=117 There you go, ace. Pop those in a new project and create an NPC, give it some Al Bhed text, and lemme know how it turns out. StackError occurs when Control Text script is placed above the others. When placed below the others, Al Bhed script no longer functions properly. Share this post Link to post Share on other sites
Xypher 176 Posted September 16, 2012 and i've already told you it works fine when i use those exact scripts in the exact order you gave before. Share this post Link to post Share on other sites
Galv 1,387 Posted September 16, 2012 I tried adding those 3 scripts to a new project also, gave an NPC some text, turned on the al bhed switch and made him speak it. All worked fine for me, too. Added this word wrapping script and still fine. Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 16, 2012 There's probably some extra steps in there that were left out because they were seemingly insignificant and "simply couldn't be the issue" Share this post Link to post Share on other sites
Coolie 148 Posted September 16, 2012 (edited) Hmmm... this one's proving to be tough, but I see what causes it now, and it is in the Victor Engine Control Code script. If the VE_AUTOMATIC_TEXT_CODE module element is set to true, it causes the StackError. When it's set to false, all the scripts behave nicely together. One of you guys set that module element to false and try it out so I know I'm not nuts. Edited September 16, 2012 by William C Share this post Link to post Share on other sites
Kayzee 4,033 Posted September 16, 2012 Hmmm... this one's proving to be tough, but I see what causes it now, and it is in the Victor Engine Control Code script. If the VE_AUTOMATIC_TEXT_CODE module element is set to true, it causes the StackError. When it's set to false, all the scripts behave nicely together. One of you guys set that module element to false and try it out so I know I'm not nuts. That is in the Victor Engine - Control Text script, but anyway I think I figured out what the problem might be in that case... but I am not sure it has anything to do with my script or the al bhed script. Fact is, if VE_AUTOMATIC_TEXT_CODE is true, draw_text will end up calling it's self! I am utterly confused how it even works on it's own... Share this post Link to post Share on other sites
Tsukihime 1,489 Posted September 16, 2012 Fact is, if VE_AUTOMATIC_TEXT_CODE is true, draw_text will end up calling it's self! No it doesn't lol Share this post Link to post Share on other sites