3d game keeps crashing at splash screen

Bunelee

Member
Hi everyone!
So, I've been working on a 3-D first person shooting game called Humans VS Aliens. (GMS 1.4)
I've been working on this game for almost 11-12 months now, and I've been getting this
weird error.

There is no error message popping up, but the game crashes on the splash screen.
I'm very worried guys. I need help as soon as I can get it.

:D Thanks everyone who helps me with this!
I am very frustrated and I can't get this right on my own :bash:

Compile code :

Compile started: 5:57:12 PM
"C:\Users\user\AppData\Roaming\GameMaker-Studio\GMAssetCompiler.exe" /c /m=win /config="Default" /tgt=64 /obob=True /obpp=False /obru=True /obes=False /i=3 /j=4 /cvm /tp=2048 /mv=1 /iv=0 /rv=0 /bv=1773 /gn="Project2" /td="C:\Users\user\AppData\Local\Temp" /cd="C:\Users\user\Documents\GameMaker\Cache" /sh=True /dbgp="6502" /hip="127.0.0.1" /hprt="51268" /o="C:\Users\user\AppData\Local\Temp\gm_ttt_34820\gm_ttt_50170" "C:\Users\user\Desktop\Project2.gmx-20180811T123131Z-001\Project2.gmx\Project2.project.gmx"
Reading project file....finished.
Compile Constants...finished.
Remove DnD...finished.
Compile Scripts...finished.
Compile Objects...finished.
Compile Timelines...finished.
Compile Triggers...finished.
Compile Rooms...finished.
Compile Extensions...finished.
Global scripts...finished.
Final Compile...finished.
Saving IFF file... C:\Users\user\AppData\Local\Temp\gm_ttt_34820\gm_ttt_50170\Project2.win
Writing Chunk... GEN8
Writing Chunk... OPTN
Writing Chunk... LANG
Writing Chunk... EXTN
Writing Chunk... SOND
*writing audio file gun_sound.ogg...
*writing audio file walk_sound.ogg...
*writing audio file Devastation.ogg...
*writing audio file Reload.ogg...
*writing audio file B_Bird.ogg...
*writing audio file AlienDie.ogg...
*writing audio file BGmusic.ogg...
*writing audio file Suspense.ogg...
*writing audio file explosion.ogg...
*writing audio file sound9.ogg...
*writing audio file Garble.ogg...
*writing audio file cscenesong.ogg...
*writing audio file sound12.ogg...
*writing audio file sound13.ogg...
*writing audio file SCREECH.ogg...
*writing audio file blizzard.ogg...
*writing audio file sgSound.ogg...
*writing audio file wind2.ogg...
*writing audio file walk2.ogg...
*writing audio file Sad.ogg...
*writing audio file expl.ogg...
*writing audio file crash.ogg...
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Writing Chunk... OBJT
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Stats : GMA : Elapsed=42444.8039
Stats : GMA : sp=109,au=22,bk=135,pt=0,sc=54,sh=1,fo=7,tl=0,ob=238,ro=51,da=119,ex=1,ma=2517,fm=0x900093255DFC2DA4
Asset Compile finished: 5:58:53 PM
-----------------------------------------------------------
executing C:\Users\user\AppData\Local\Temp\gm_ttt_34820\gm_ttt_50170\Project2.win
-----------------------------------------------------------
"C:\Users\user\AppData\Roaming\GameMaker-Studio\Runner.exe" -game "C:\Users\user\AppData\Local\Temp\gm_ttt_34820\gm_ttt_50170\Project2.win"
Attempting to set gamepadcount to 12
Compile finished: 5:59:23 PM





(image of a game model for something visually appealing)
Screenshot (306).png
 

Binsk

Member
If a window isn't even opening then have you tried cleaning the project and performing a fresh compile?

If not, what did you change that made this start happening? Try undoing it.

Are you using any external libraries? Those can cause blank crashes as well.

Just a few ideas since it could be a lot of things.
 

Bunelee

Member
Thanks for replying!
So, I have tried cleaning the target, to no avail. I actually don't remember what I did, it just started to crash randomly.
I'm using the p3dc DLL but it never causes crashes for me...

I've checked whether I've closed all my ini files, I use a lot of those, and I have. So it's not one of those memory leak problems.

An interesting thing is that I'm not using gamepads in my code... The compiler says otherwise.

I'm using gmft but that also always works fine. There is actually one room that works - a 3d test room I made just to test terrain climbing or something. It works fine, so maybe I'll try comparing the two rooms' objects' code.
 

Bunelee

Member
I don't think it's a problem with textures. I'm using only one texture page, but that really isn't a problem.

I am going to try commenting out recent code to fix the issue.
 

Bunelee

Member
Hey guys!
So, I figured out that the problem was in the step event, but I don't know what it was.
I replaced a broken 3d object's code with a working 3d object's code (step event) and it worked.
But, with more complicated code, it's difficult.

Here's the step code for a fixed, working 3d camera

direction-=(display_mouse_get_x()-display_get_width()/2)/10;
pitch=clamp(pitch+(display_mouse_get_y()-display_get_height()/2)/10, -80, 80);
display_mouse_set(display_get_width()/2, display_get_height()/2);
if (keyboard_check(vk_escape))
game_end();
var d=degtorad(direction);
xspeed=0;
yspeed=0;
//controller script
//graphics
if(global.LOW_G = true)||(global.HIGH_G = true)||(global.AMAZING_G = true){}else{
global.AWESOME_G = true;
}
if(global.AWESOME_G = true)||(global.HIGH_G = true)||(global.AMAZING_G = true){}else{
global.LOW_G = true;
}
if(global.LOW_G = true)||(global.AWESOME_G = true)||(global.AMAZING_G = true){}else{
global.HIGH_G = true;
}
if(global.LOW_G = true)||(global.HIGH_G = true)||(global.AWESOME_G = true){}else{
global.AMAZING_G = true;
}
//moving with keypad
if(global.AWESOME_G = true){;room_speed = 144;switch(keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*5;
yspeed=-cos(d)*5;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*5;
yspeed=+sin(d)*5;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*5;
yspeed=+cos(d)*5;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*5;
yspeed=-sin(d)*5;
break;

}}
if(global.AMAZING_G = true){;room_speed = 75;switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.14;
yspeed=-cos(d)*2.14;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.14;
yspeed=+sin(d)*2.14;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.14;
yspeed=+cos(d)*2.14;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.15;
yspeed=-sin(d)*2.15;
break;
}}
if(global.HIGH_G = true){room_speed = 60; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.8;
yspeed=-cos(d)*2.8;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.8;
yspeed=+sin(d)*2.8;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.8;
yspeed=+cos(d)*2.8;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.855;
yspeed=-sin(d)*2.8145;
break;
}}
if(global.LOW_G = true){room_speed = 30; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*5.6;
yspeed=-cos(d)*5.6;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*5.6;
yspeed=+sin(d)*5.6;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*5.6;
yspeed=+cos(d)*5.6;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*5.623115;
yspeed=-sin(d)*5.612345;
break;
}}
if(global.LOW_G = true){room_speed = 30;}
//p3dc
if (p3dc_check(world2.collision_player, x+xspeed, y, z+1, world2.collision_map, 0, 0, 0)==false){
x+=xspeed;
}
if (p3dc_check(world2.collision_player, x, y+yspeed, z+1, world2.collision_map, 0, 0, 0)==false){
y+=yspeed;
}
// Gravity
if (keyboard_check_pressed(vk_space)&&z==0){
zspeed=2.25;
}
if (p3dc_check(world2.collision_player, x, y, z+zspeed, world2.collision_map, 0, 0, 0)==false){
z+=zspeed;
} else {
zspeed=0;
z=0;
}
if (z<0){
z=0;
zspeed=0;

if(global.AWESOME_G = true){;room_speed = 144;switch(keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*1.7;
yspeed=-cos(d)*1.7;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*1.7;
yspeed=+sin(d)*1.7;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*1.7;
yspeed=+cos(d)*1.7;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*1.7;
yspeed=-sin(d)*1.7;
break;
}}
if(global.AMAZING_G = true){;room_speed = 75;switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.14;
yspeed=-cos(d)*2.14;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.14;
yspeed=+sin(d)*2.14;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.14;
yspeed=+cos(d)*2.14;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.15;
yspeed=-sin(d)*2.15;
break;
}}
if(global.HIGH_G = true){room_speed = 60; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.8;
yspeed=-cos(d)*2.8;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.8;
yspeed=+sin(d)*2.8;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.8;
yspeed=+cos(d)*2.8;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.855;
yspeed=-sin(d)*2.8145;
break;
}}
if(global.LOW_G = true){room_speed = 30; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*5.6;
yspeed=-cos(d)*5.6;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*5.6;
yspeed=+sin(d)*5.6;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*5.6;
yspeed=+cos(d)*5.6;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*5.623115;
yspeed=-sin(d)*5.612345;
break;
}}
}
zspeed-=0.125;
if (keyboard_check(vk_shift)&&z==0){
pitch -= 20;
}
if (keyboard_check_released(vk_shift)&&z==0){
pitch += 20;
}





Here is the code for a broken (not working) camera's code


//gmft_init();
//d3d_enable_texturefiltering();
direction-=(display_mouse_get_x()-display_get_width()/2)/22.5*delta;
pitch=clamp(pitch+(display_mouse_get_y()-display_get_height()/2)/22.5*delta, -80, 80);
display_mouse_set(display_get_width()/2, display_get_height()/2);
if (keyboard_check(vk_escape))
game_end();
var d=degtorad(direction);
xspeed=0;
yspeed=0;
//controller script
//graphics
if(global.LOW_G = true)||(global.HIGH_G = true)||(global.AMAZING_G = true){}else{
global.AWESOME_G = true;
}
if(global.AWESOME_G = true)||(global.HIGH_G = true)||(global.AMAZING_G = true){}else{
global.LOW_G = true;
}
if(global.LOW_G = true)||(global.AWESOME_G = true)||(global.AMAZING_G = true){}else{
global.HIGH_G = true;
}
if(global.LOW_G = true)||(global.HIGH_G = true)||(global.AWESOME_G = true){}else{
global.AMAZING_G = true;
}
//moving with keypad
if(global.AWESOME_G = true){;room_speed = 144;switch(keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*1.55*delta;
yspeed=-cos(d)*1.55*delta;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*1.55*delta;
yspeed=+sin(d)*1.55*delta;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*1.55*delta;
yspeed=+cos(d)*1.55*delta;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*1.55*delta;
yspeed=-sin(d)*1.55*delta;
break;

}}
if(global.AMAZING_G = true){;room_speed = 72;switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.14;
yspeed=-cos(d)*2.14;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.14;
yspeed=+sin(d)*2.14;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.14;
yspeed=+cos(d)*2.14;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.12;
yspeed=-sin(d)*2.12;
break;
}}
if(global.HIGH_G = true){room_speed = 60; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.8;
yspeed=-cos(d)*2.8;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.8;
yspeed=+sin(d)*2.8;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.8;
yspeed=+cos(d)*2.8;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.822;
yspeed=-sin(d)*2.8142;
break;
}}
if(global.LOW_G = true){room_speed = 30; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.6;
yspeed=-cos(d)*2.6;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.6;
yspeed=+sin(d)*2.6;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.6;
yspeed=+cos(d)*2.6;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.623112;
yspeed=-sin(d)*2.612342;
break;
}}
if(global.LOW_G = true){room_speed = 30;}
//p3dc
if (p3dc_check(spworld.collision_player, x+xspeed, y, z+1, spworld.collision_map, 0, 0, 0)==false){
x+=xspeed;
};
if (p3dc_check(spworld.collision_player, x, y+yspeed, z+1, spworld.collision_map, 0, 0, 0)==false){
y+=yspeed;
};
if (p3dc_check(spworld.collision_player, x+xspeed, y, z+1, object203.pro, 0, 0, 0)==false){
};else{
x = xprevious;
};
if (p3dc_check(spworld.collision_player, x, y+yspeed, z+1, object203.pro, 0, 0, 0)==false){
};else{
y = yprevious;
};
/*
if (p3dc_check(spworld.collision_player, x+xspeed, y, z+1, treeobj.t_map, 0, 0, 0)==false){
};else{
x = xprevious;
};
if (p3dc_check(spworld.collision_player, x, y+yspeed, z+1, treeobj.t_map, 0, 0, 0)==false){
};else{
y = yprevious;
};
*/
/*if (p3dc_check(spworld.collision_player, x+xspeed, y, z+1, spider_obj.sp_map, 0, 0, 0)==false){
};else{
x = xprevious;
};
if (p3dc_check(spworld.collision_player, x, y+yspeed, z+1, spider_obj.sp_map, 0, 0, 0)==false){
};else{
y = yprevious;
};
*/
// Gravity
if (keyboard_check_pressed(vk_space)&&z==0){
zspeed=2.22;
};
if (keyboard_check_pressed(vk_space)&&p3dc_check(spworld.collision_player, x, y, z+zspeed, spworld.ter_map, 0, 0, 0)==true){
zspeed=2.22;
};
if (p3dc_check(spworld.collision_player, x, y, z+zspeed, spworld.collision_map, 0, 0, 0)==false){
z+=zspeed;
}; else {
zspeed=0;
z=0;
};
if (p3dc_check(spworld.collision_player, x, y, z+zspeed, spworld.ter_map, 0, 0, 0)==false){
zspeed-=0.25;
}; else {
z+=1;
zspeed=0;
};
if (z<0){
z=0;
zspeed=0;

if(global.AWESOME_G = true){;room_speed = 144;switch(keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*1.7;
yspeed=-cos(d)*1.7;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*1.7;
yspeed=+sin(d)*1.7;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*1.7;
yspeed=+cos(d)*1.7;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*1.7;
yspeed=-sin(d)*1.7;
break;
}}
if(global.AMAZING_G = true){;room_speed = 72;switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.14;
yspeed=-cos(d)*2.14;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.14;
yspeed=+sin(d)*2.14;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.14;
yspeed=+cos(d)*2.14;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.12;
yspeed=-sin(d)*2.12;
break;
}}
if(global.HIGH_G = true){room_speed = 60; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.8;
yspeed=-cos(d)*2.8;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.8;
yspeed=+sin(d)*2.8;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.8;
yspeed=+cos(d)*2.8;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.822;
yspeed=-sin(d)*2.8142;
break;
}}
if(global.LOW_G = true){room_speed = 30; switch (keyboard_key){
case vk_left:
case ord('A'):
xspeed=-sin(d)*2.6;
yspeed=-cos(d)*2.6;
break;
case vk_down:
case ord('S'):
xspeed=-cos(d)*2.6;
yspeed=+sin(d)*2.6;
break;
case vk_right:
case ord('D'):
xspeed=+sin(d)*2.6;
yspeed=+cos(d)*2.6;
break;
case vk_up:
case ord('W'):
xspeed=+cos(d)*2.623112;
yspeed=-sin(d)*2.612342;
break;
}};
};
////////////////////////////
if(distance_to_object(object208)<35){
hp -= 5;
};
if(distance_to_object(object209)<35){
hp -= 5;
};
if(distance_to_object(object210)<35){
hp -= 5;
};
if(distance_to_object(object211)<35){
hp -= 5;
};
if(distance_to_object(object212)<35){
hp -= 1;
};
if(distance_to_object(object213)<35){
hp -= 1;
};
if(distance_to_object(object214)<35){
hp -= 1;
};
if(distance_to_object(object215)<35){
hp -= 1;
};
//////////////
if(distance_to_object(object203)<1000){
x = xprevious;
y = yprevious;
};
if(distance_to_object(treeobj)<1000){
x = xprevious;
y = yprevious;
};
if(global.weapon == 3){
if(ROF = -1){
if(reload < 5){zspeed-=0.25;
if(global.weapon == 1){
if(reload < 17){zspeed-=0.25;
if(gunRecoil>0){
gunRecoil -= 0.25;
}};
if(global.weapon == 2){
if(reload < 25){zspeed-=0.25;
if(gunRecoil>0){
gunRecoil -= 0.25;
}}};
}}}};
if(global.weapon == 1){if(reload<17){
if(gunRecoil>0){
gunRecoil -= 0.2;
};
};
};
if(global.weapon == 2){if(reload<30){
if(gunRecoil>0){
gunRecoil -= 0.2;
};
};
};
if(global.weapon == 3){if(reload<5){
if(gunRecoil>0){
gunRecoil -= 0.2;
};
};
};
if(mouse_check_button_pressed(mb_left)){
if(global.weapon == 1 && reload < 17){
reload += 1;
};
};
if(mouse_check_button_pressed(mb_left)){
if(global.weapon == 2 && reload < 30){
reload += 1;
};
};
if(mouse_check_button_pressed(mb_left)){
if(global.weapon == 3 && reload < 5){
reload += 1;
};
};
scr_gun();





Can anyone see any difference?! I cannot...
Any help is appreciated. Thanks a lot!
Screenshot (306) - Copy.png
 

Joe Ellis

Member
Man thats alot of code, have you written all that or copied from other things? I'm just wondering cus it's really long for one piece of code, its better to break it up with scripts, and ones that can perform multiple functions, and loops and stuff, I'd just hate to have to deal with that much code for one thing.. Thats better for performance, but I don't know about the error,

It sounds like it's just one little thing that's wrong, did you say your using 2 dlls? if anything goes wrong with them they usually just crash the whole game with no error message, which makes me think it's something to do with those....
 

Bunelee

Member
I actually tried disabling gmft(a DLL) but it didn't work... I really don't know what's going on.

As for the code, I have extensions for performance that I got from the marketplace. 60 fps constant, so I don't really worry about that.
And yes, I wrote all the gml code.

I still don't have a solution for the error, any ideas?
 

Bunelee

Member
So I'm going to try commenting out code until I find the problem. I'm super worried and the game already has 70 rooms and 300+ objects. . .
Thanks for all the help. If anyone finds a solution, please do post it here, I'm watching this thread.
 

Bunelee

Member
Can anyone help? I'm trying my best at this. Hopefully someone can help me figure out the problem... I'm really desperate to fix this issue
 
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