a runtime crash error
roba4ever
10 Jan 2007, 18:22ok so im makin a game, and in it i put a script in, i put create object as a object is used.
but when i tested the game once you get to the create object part it will say runtime error or summat and end the game....
no matter how many times i try it it keeps comin up.
it has never happened to me before, hmmmm......
but when i tested the game once you get to the create object part it will say runtime error or summat and end the game....
no matter how many times i try it it keeps comin up.
it has never happened to me before, hmmmm......
Cryophile
10 Jan 2007, 18:27Runtime errors can be rather common. If you are using QDK it may be a bug, and if hand coding you may be missing something very simple. Try enabling logging in Quest and checking the logfile output. It usually has more specific information. Alternatively, you could paste the contents of the .asl here.
roba4ever
10 Jan 2007, 18:38Ok ill check everything up 8)
roba4ever
10 Jan 2007, 18:40this may sound nooby but how do u get to look at the asl thing lol
witch wyzwurd
10 Jan 2007, 19:33Hey Roba,
Runtime errors are caused by mistakes in your code. Also check to make sure Quest isn't sticking on your computer when you ctrl-alt-del. This will eat up drive-space. I found that this also occurs when there's incorrect coding. You can open up your asl file in an editor like WordPad or NotePad, etc (text editor)... When you save your file, save it like (and include the quote marks)... "gamename.asl" to make sure it doesn't save as a text file. You'll have to close out the current version of your Quest game in the QDK-editor and reopen it so you are running the version with the corrections. Also, if you're using 3.53 version, you might find that changes are made by the Editor to take-drop codes you add in... this is being fixed I guess for the newest version, so asl-handcoding becomes imperative to reduce your headaches and create a good game. Once you coorect any errors by hand, then the Editor will display the code as it should be.
Good game making to you :}
Runtime errors are caused by mistakes in your code. Also check to make sure Quest isn't sticking on your computer when you ctrl-alt-del. This will eat up drive-space. I found that this also occurs when there's incorrect coding. You can open up your asl file in an editor like WordPad or NotePad, etc (text editor)... When you save your file, save it like (and include the quote marks)... "gamename.asl" to make sure it doesn't save as a text file. You'll have to close out the current version of your Quest game in the QDK-editor and reopen it so you are running the version with the corrections. Also, if you're using 3.53 version, you might find that changes are made by the Editor to take-drop codes you add in... this is being fixed I guess for the newest version, so asl-handcoding becomes imperative to reduce your headaches and create a good game. Once you coorect any errors by hand, then the Editor will display the code as it should be.
Good game making to you :}
roba4ever
10 Jan 2007, 20:42kk thanks for the help all.
8)
lol
8)



lol
paul_one
10 Jan 2007, 21:14Actually - runtime errors are bugs in Alex's code.
If you could email the file which produces this problem to both Alex and I, it might be helpful for Alex and I might be able to take a look and get back to you.
Alex: alex@axeuk.com
Me: old486whizz@hotmail.com
If you could email the file which produces this problem to both Alex and I, it might be helpful for Alex and I might be able to take a look and get back to you.
Alex: alex@axeuk.com
Me: old486whizz@hotmail.com
witch wyzwurd
12 Jan 2007, 00:01TrOn, I respect your knowledge in ASL code, but my experiences have proven otherwise. When I've received runtime errors, I've peered at my code. After finding a minor error, I'd correct it, then restart the game. After closing the game, I'd never receive the runtime error again. In fact, I haven't received any runtime errors or Quest remaining open after I've eliminated any errors in my code. Which is very pleasing 
I wouldn't want to be the one to provide someone with false info, so if you have a comment concerning my experiences, I'd be interested in why my experiences resulted in this.

I wouldn't want to be the one to provide someone with false info, so if you have a comment concerning my experiences, I'd be interested in why my experiences resulted in this.
roba4ever
12 Jan 2007, 07:29ok i have checked all my code and nothin is wrong with anything, hmmm
i would of got it to you 4 u too look at but i deleted it anyway cause i thought the game had gone bad or summat, anyway thanks 4 help again all
i would of got it to you 4 u too look at but i deleted it anyway cause i thought the game had gone bad or summat, anyway thanks 4 help again all
Elexxorine
12 Jan 2007, 08:24Silly boy, slap slap. I could have had a look at it for you. Just to say, open notepad and use that to open your game, that'll show you the asl codes.
roba4ever
12 Jan 2007, 09:15LOL OK (SORRY BOUT CAPS MY COMP IS STUCK ON THEM)
paul_one
12 Jan 2007, 10:28witch wyzwurd wrote:TrOn, I respect your knowledge in ASL code, but my experiences have proven otherwise. When I've received runtime errors, I've peered at my code. After finding a minor error, I'd correct it, then restart the game. After closing the game, I'd never receive the runtime error again. In fact, I haven't received any runtime errors or Quest remaining open after I've eliminated any errors in my code. Which is very pleasingMy knowledge spans far further than just ASL.
I wouldn't want to be the one to provide someone with false info, so if you have a comment concerning my experiences, I'd be interested in why my experiences resulted in this.
Sure, the major factor creating these errors are the code - but just do a simple "1000*1000" in a numberic variable assignment.. The only error is that you go over the integer limit.
Fixing the code so it doesn't break any of Quest's "rules" is good - but I still think (personally) that the root cause is that these aren't caught by Quest.. Of course, Quest's a big program, and it'll take time to put in all the correct error checking (I understand that Quest 4 has put in quite a bit of resilience).
Alex
12 Jan 2007, 10:56Correct.
Ideally, a run-time error should never happen - no input should be able to crash Quest. Of course, these things do happen, usually because it makes certain assumptions that it shouldn't.
So, if you do get a run-time error, even when it's because you've made a mistake in your code, please let me know and send me the ASL file. I'll then be able to update Quest so it can tell you exactly where you've gone wrong, rather than just crashing.
Ideally, a run-time error should never happen - no input should be able to crash Quest. Of course, these things do happen, usually because it makes certain assumptions that it shouldn't.
So, if you do get a run-time error, even when it's because you've made a mistake in your code, please let me know and send me the ASL file. I'll then be able to update Quest so it can tell you exactly where you've gone wrong, rather than just crashing.
Freak
12 Jan 2007, 13:58You'd be hard pressed to really fix Quest without dumping backwards compatability and rewriting it from scratch.
Elexxorine
12 Jan 2007, 14:31That's the problem with backwards compatability... lol, you're done a great job though Alex, you sohuld be proud.
Freak
12 Jan 2007, 14:38It's not a problem with backwards compatability; it's a problem with poorly thought-out design.
roba4ever
12 Jan 2007, 15:58ok all i shall do just that if i get another strange runtime error 

Alex
12 Jan 2007, 18:06I don't think there's a huge amount wrong with the design, although admittedly there are a number of things I would do differently if I was designing from scratch again.
However this doesn't mean that the run-time errors, where Quest crashes, aren't all fixable.
Quest 4.0 is more resilient in this area. In particular, much of the internal workings of QDK have been rewritten in this new version, which should put a stop to it producing code that Quest can't read.
Of course if you do find QDK is breaking any code, please, please report it to me, and I'll then be able to fix it so it doesn't happen again.
However this doesn't mean that the run-time errors, where Quest crashes, aren't all fixable.
Quest 4.0 is more resilient in this area. In particular, much of the internal workings of QDK have been rewritten in this new version, which should put a stop to it producing code that Quest can't read.
Of course if you do find QDK is breaking any code, please, please report it to me, and I'll then be able to fix it so it doesn't happen again.
witch wyzwurd
12 Jan 2007, 22:00Ok. I see where you are coming from. When I'd get errors, I didn't blame Quest for not catching it. I found it my responsibility to search through and edit the code, which led to great lessons in coding. I think I like this way better anyways, since it causes me to focus on correct coding. I never rely on Quest to report errors to me.
Freak
13 Jan 2007, 04:49Have you ever looked over the whole of Quest? There's very little consistency to it.
witch wyzwurd
12 Feb 2007, 18:48Tr0n wrote:Actually - runtime errors are bugs in Alex's code.Tron, I'll have to concur with you now. I have been receiving an error if I close the Quest window when I have a "wait for player to press key" command not satisfied by the player. In fact, a player cannot even restart Quest under the "Quest" drop-down menu on the upper-bar of the game-window if that command is not satisfied.
Is this and other errors corrected in 4.0?
efgosser
17 Feb 2007, 08:17http://www.textadventures.co.uk/download/ontime.zip
Ontime
Download and open in QDK oooops Crash....
Can you guys tell me why please?
Ontime
Download and open in QDK oooops Crash....
Can you guys tell me why please?
Alex
19 Feb 2007, 13:35The ASL file contains an error - there are two "bless" objects, one in "police" and one in "police2".
The game was not created using QDK, which is why it contains this error (QDK would prevent you from creating two objects with the same name, but Notepad can't!)
If you rename one of the "bless" objects to "bless2" in the ASL code, QDK can load this game correctly.
I've added this to my "to do" list to check when QDK opens a file.
The game was not created using QDK, which is why it contains this error (QDK would prevent you from creating two objects with the same name, but Notepad can't!)
If you rename one of the "bless" objects to "bless2" in the ASL code, QDK can load this game correctly.
I've added this to my "to do" list to check when QDK opens a file.