9.4 GS Viewer Crashing
Dizko
Member Posts: 498
Hello,
I've installed the new viewer for 9.4 and the game loads up well enough, but when I get into the levels (more complicated scenes) the viewer just dumps out on me.
Is this been a common problem or is it just me? Solution?
I'm going to rebuild the viewer in the morning and see if that helps.
EDIT: Also, I noticed that the export to the viewer is significantly faster than before.
I've installed the new viewer for 9.4 and the game loads up well enough, but when I get into the levels (more complicated scenes) the viewer just dumps out on me.
Is this been a common problem or is it just me? Solution?
I'm going to rebuild the viewer in the morning and see if that helps.
EDIT: Also, I noticed that the export to the viewer is significantly faster than before.
Comments
Like I said, I still need to rebuild the viewer and see if that fixes it. Until then, maybe someone knows something I don't.
did you - at any time of your creation process - merge scenes from other GS projects?
Yesterday, I ran into the same problem, and it even had my creator crash on the Mac. It was caused by "New Actors" that had no prototype in the project, but were created when you pulled a scene over from another project. If one of those actors is present in a scene and you change to another scene, the 0.9.4 viewer as well as the 0.9.4 creator will crash.
In that case, you have to delete these "New Actors" from the scene and replace them by actors that actually exist as a prototype in your project.
Hope this helps!
Thomas
Thanks for the help guys!
I also rebuilt and installed the latest view.
Unfortunately it crashes still. I'm going to double check, but I don't see anything wrong with the rules.
Let me ask the stupid question, am I supposed to make a new provision profile everytime we update the viewer? I did it for 0.9.3 only because it was expiring anyway, I didn't do it this time.
EDIT: everything works like a dream in the normal preview, it just goes bad in the device viewer. I'm also planning to try and ad-hoc build.
This is where debugging tools would be handy... is there anything that would be considered common offenders?
As far as knowing which part of it is broken, trial and error with removing game components is the best option. Behaviors may be toggled off now, that can help speed process.
I changed that to a game.attribute and it works like a charm.