OFFICIAL GMS2 Version 2.2.1 (FULL RELEASE)

Discussion in 'GameMaker Studio 2 Community Tech Support' started by rmanthorp, Dec 5, 2018 at 4:12 PM.

  1. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    Release Notes

    Runtime Release Notes


    This topic is for the discussion of issues relating to the update of GameMaker Studio 2. However, this does not replace our normal bug reporting system and you should report all bugs as normal using https://accounts.yoyogames.com/contact-us

    You should post here if:
    • Something has changed between the previous version and this one, breaking your game (ie: code that worked previously now does not)
    • Something reported as fixed in the release notes is not actually fixed
    • You are having IDE or system issues related to something new in this update
    • You are having issues with new features introduced in this version
    • You are having issues updating to this version
    • Everything works and you want to tell us we are great (seriously, let us know if it all works correctly for you)
    When reporting issues, please try to add as much information as possible, for example:
    • If the issue is with the IDE, then please give a screenshot if you can to help illustrate the problem
    • If there are error windows, then a link to the "ui.log" file found in the ProgramData folder for GMS2
    • If it is a code issue, then link to or attach a YYZ showing the most basic project possible which exhibits the behaviour
    • If you receive any error dialogues, please screenshot them
    • If it is a system issue (like compiling to a specific target) then please provide details of the PC being used as well as the software versions involved
    Again: posting a comment in these release threads is not a replacement for filing a bug!
     
  2. kupo15

    kupo15 Member

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    Is something wrong with the desktop version of both release note pages? Nothing is being shown but the mobile version seems to work
     
  3. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    does Shift+F5 fix things?
     
  4. kupo15

    kupo15 Member

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    Nope, also the older versions is messed up for me. The arrow expands when hovering over but shows nothing. I've tried with both Chrome and Firefox

    upload_2018-12-5_11-40-52.png
     
  5. breakmt

    breakmt Member

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    Is "Getter Functions" in Roadmap = Code Editor: Added new DnD nodes for "Get Draw Font" and "Get Text Alignment" ?
     
  6. rmanthorp

    rmanthorp YoYo Games Staff Admin YYG Staff

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    Oh odd... What browser/OS version are you on?
     
  7. kupo15

    kupo15 Member

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    The latest Chrome browser and an HP Wind 10 laptop. No one else experiencing this?
     
  8. Dan

    Dan YoYo Games Staff YYG Staff

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    Can you confirm if the site has been loaded using http:// or https:// - I wonder if https:// works properly for you. We have recently updated the release notes page to support this, as Chrome seems to enforce https now.

    Other than that, it must be a caching issue as the release notes propagate through our servers and should be fixed automatically soon.
     
  9. kupo15

    kupo15 Member

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    Forgot to mention that, I did notice those pages were unsecure. It used http http://gms.yoyogames.com/release-notes-runtime.html

    Changing it to https:// doesn't do anything either. I just tried it on IE which I've never used on this computer and same issue
     
  10. Dan

    Dan YoYo Games Staff YYG Staff

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    Okay, that's actually good. Certainly, if I view that page just now I see 2.2.1.287 content with http and https.

    As Ross mentioned, refresh the page periodically and this should soon fix.
     
    kupo15 likes this.
  11. immortalx

    immortalx Member

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    Just tried it on Firefox and it works. It's a bit weird that the arrow changes to "expanded" on hover and the cursor remains like its hovering text and not a link.
    But the actual content is expanded when clicked. Also there's no protocol prefix in the address bar, the address just starts with "gms"
     
  12. kupo15

    kupo15 Member

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    Works for me now too!
     
  13. BlueScarf

    BlueScarf Member

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    Hey everyone, I've had a few problems with the latest release, in regards to code breaking. I do not know if these are considered IDE Bugs or General Bugs, so if you can tell me after I explain my problems, I can report them accordingly.

    In the previous version of GMS2 on Steam, GMS2 would ignore conflicting data types and use the newest assignment of that type. For example, I had set several variables as strings initially, and changed them to integers later. It wasn't a huge deal because I went in and made sure they were all the same data type consistently, and it worked.

    But I have another problem. When starting a path, and selecting the endaction as "path_action_reverse" the path no longer reverses. It instead resets, and begins at the beginning of the path.

    "path_action_reverse"
    Example: Point A to B to C
    Last version: Point A to B to C to B to A (would loop)
    This version: Point A to B to C to A to B to C (loops but doesn't reverse, it just resets)

    Is there a change in how "path_action_reverse" works? Is it a new endaction to have what I had previously? My game heavily relies on paths, and this messed me up quite a bit. Is there any solution?

    Thank you for your time!
     
  14. JeffJ

    JeffJ Member

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    I've noticed two minor but strange things with this update (or may have been in between, as I'm coming directly from 2.1.5.246 - so quite a ways back)

    1: When showing the debug overlay, the FPS shown seems to be synced to my monitors refresh rate, showing a constant 60 (no v-sync enabled). However, if I then manually change room_speed for just a step, it seems that updates the info shown by the debug overlay, resulting in the usual realfps result. I can't help but wonder that maybe this is somehow linked to the refresh rate monitor bug?

    2: Doing a build exe with YYC now also spits out a data.win like the VM option does, where this wasn't the case before. Is this intended? I didn't see that change anywhere in the release notes, but again, may have been in an update before this one that I skipped. Just wanting to check, since as far as I know, data.win has always been for VM builds only.
     
    Last edited: Dec 5, 2018 at 8:17 PM
  15. Bruchpilot

    Bruchpilot Member

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    This came up during the beta, there's already a bug # assigned to it: https://bugs.yoyogames.com/view.php?id=30259
     
  16. JeffJ

    JeffJ Member

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    Hmm, as far as I can see from that report, that's for games using v-sync - mine isn't. Nor is it enabled on my monitor or via the Nvidia panel options.
    The problem also isn't as described in the report (that it drops when game loses focus). The problem is that it seems to be capped at 60 until I manually make a change for a frame using game_speed=x.

    Could still be related, but I feel the difference is important to point out.
     
    Last edited: Dec 5, 2018 at 9:18 PM
  17. Satori

    Satori Member

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    I just upgraded to the latest release, and now I'm getting the following error when I exit from my inventory screen:
    ___________________________________________
    Unbalanced surface stack. you are trying to pop a surface that has not been set.​

    It does this with both YYC and VM, and the problem did not exist in the previous release. Here is the code for the Draw GUI event:
    Code:
    if !surface_exists(surf)
        surf = surface_create(surfwidth, surfheight);
      
    var xoffset = floor((view_wport[0]-surfwidth)/2);
    var yoffset = floor((view_hport[0]-surfheight)/2);
    
    surface_set_target(surf);
    draw_set_color(c_black);
    draw_rectangle(0, 0, surfwidth, surfheight, false);
    
    var startx = (surfwidth - (gridsize*gridspace))/2;
    var starty = (surfheight - (gridsize*gridspace))/2;
    
    for (var i = 0; i < gridsize; i++)
    {
        for (var j = 0; j < gridsize; j++)
        {
            var xx = startx + (i*gridspace);
            var yy = starty + (j*gridspace);
            var ij = (j*gridsize)+i
            draw_sprite(spr_inv_slot, 0, xx, yy);
            if global.inventory[# ij, 0] != item.none
            {
                draw_sprite(spr_item, global.inventory[# ij, 0], xx+4, yy+4);
                draw_set_color(c_orange);
              
                // TO DO: draw_text
            }
            if ij == selected
                draw_sprite(spr_inv_select, 0, xx, yy);
        }
    }
    
    surface_reset_target();
    draw_surface(surf, xoffset, yoffset);
    The variable surf is initialized to noone in the Create Event, and the surface is freed in the object Destroy Event.

    EDIT: I switched back to runtime version .261 and the error no longer occurs.
     

    Attached Files:

    Last edited: Dec 5, 2018 at 7:41 PM
  18. JeffJ

    JeffJ Member

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    You should read this:
    https://www.yoyogames.com/blog/493/using-surfaces

    Basically, you need to properly manage your stack with surface_reset_target().
    This is a change that was introduced in the most recent version, but not a bug, so you'll have to adapt your code.

    But, as far as I can see, the code you posted looks just fine in this regard, so it's likely something that's happening somewhere else.
     
  19. Carnivius

    Carnivius Member

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    Never had this particular error before. The "P1ease" bit unsettles me somewhat.
     

    Attached Files:

    Cloaked Games likes this.
  20. Satori

    Satori Member

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    THANK YOU! I was being overly diligent and I had surface_reset_target() both at the end of the Draw GUI event and in my Destroy event. I removed the one in the destroy event and now it works fine with runtime .287. Even so, it would have been nice if the error message had given more information about where the error was occurring. Thanks again!
     
    JeffJ likes this.
  21. Satori

    Satori Member

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    Now that my little surface issue has been resolved, I must say the new runtime seems to run noticeably faster and smoother than the previous one. Nice job, guys! Now all we need is for the runtime to automatically distribute the workload of different object instances to different processor cores instead of running everything on one core. That would give most games a huge performance boost.
     
  22. napredator

    napredator Member

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  23. Spasman

    Spasman Member

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    I'm curious about this too, my players like to poke their noses in the data.win file if there is one and I'd like to avoid that for the time being in my current project, if possible. If it has anything to do with increasing the optimization then I'd much prefer that in any case.
     
    Last edited: Dec 6, 2018 at 12:34 AM
  24. psyke

    psyke Member

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    Jun 21, 2016
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    It's so sad, I would really like to update my Game Maker to that version, but when I tried to import my project, it said something about views being duplicated (root being duplicated, I don't know what that means), I clicked "YES" to Game Maker try to repair it, but when it finished doing the repair, all the folders disappeared from my project :(

    roots.jpg

    folders.jpg
     
    Last edited: Dec 6, 2018 at 4:44 AM
  25. Jumanj1

    Jumanj1 Member

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    I found that checking if there is a surface being set before reseting the target fixes the problem too:
    if(surface_get_target()!=-1){
    surface_reset_target();
    }
     
  26. Andrey

    Andrey Member

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    Jun 21, 2016
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  27. Petr Skornok

    Petr Skornok Member

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    I was so happy while downloading new GMS macOS build yesterday and reading that it fixes macOS build crashes. Well, so far it has fixed the previous crashes but new one appeared:

    macOS Mojave 10.14.1
    Mono JIT compiler version 5.12.0.226
    GMS IDE: 2.2.1.375
    GMS Runtime: 2.2.1.287

    Code:
    System.AggregateException: One or more errors occurred. ---> System.IO.IOException: Too many open files
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string)
      at System.IO.File.OpenText (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at GMAssetCompiler.GMAssets+<>c. (System.String ) [0x00088] in <0a2172c8acea479888e75bc35af88306>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass30_0`2[TSource,TLocal].<ForEachWorker>b__0 (System.Int32 i) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[TLocal].<ForWorker>b__1 () [0x0020b] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvokeWithArg (System.Threading.Tasks.Task childTask) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task+<>c__DisplayClass178_0.<ExecuteSelfReplicating>b__0 (System.Object <p0>) [0x00086] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
       --- End of inner exception stack trace ---
      at System.Threading.Tasks.Task.ThrowIfExceptional (System.Boolean includeTaskCanceledExceptions) [0x00011] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.Wait (System.Int32 millisecondsTimeout, System.Threading.CancellationToken cancellationToken) [0x00043] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.Wait () [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel.ForWorker[TLocal] (System.Int32 fromInclusive, System.Int32 toExclusive, System.Threading.Tasks.ParallelOptions parallelOptions, System.Action`1[T] body, System.Action`2[T1,T2] bodyWithState, System.Func`4[T1,T2,T3,TResult] bodyWithLocal, System.Func`1[TResult] localInit, System.Action`1[T] localFinally) [0x001ab] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal] (TSource[] array, System.Threading.Tasks.ParallelOptions parallelOptions, System.Action`1[T] body, System.Action`2[T1,T2] bodyWithState, System.Action`3[T1,T2,T3] bodyWithStateAndIndex, System.Func`4[T1,T2,T3,TResult] bodyWithStateAndLocal, System.Func`5[T1,T2,T3,T4,TResult] bodyWithEverything, System.Func`1[TResult] localInit, System.Action`1[T] localFinally) [0x00057] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel.ForEachWorker[TSource,TLocal] (System.Collections.Generic.IEnumerable`1[T] source, System.Threading.Tasks.ParallelOptions parallelOptions, System.Action`1[T] body, System.Action`2[T1,T2] bodyWithState, System.Action`3[T1,T2,T3] bodyWithStateAndIndex, System.Func`4[T1,T2,T3,TResult] bodyWithStateAndLocal, System.Func`5[T1,T2,T3,T4,TResult] bodyWithEverything, System.Func`1[TResult] localInit, System.Action`1[T] localFinally) [0x00026] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel.ForEach[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Action`1[T] body) [0x0001c] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at GMAssetCompiler.GMAssets. (System.String ) [0x00040] in <0a2172c8acea479888e75bc35af88306>:0
      at GMAssetCompiler.GMAssets. (Newtonsoft.Json.JsonTextReader , System.String , System.Boolean ) [0x004e2] in <0a2172c8acea479888e75bc35af88306>:0
      at GMAssetCompiler.GMAssets. (Newtonsoft.Json.JsonTextReader , System.String ) [0x0032f] in <0a2172c8acea479888e75bc35af88306>:0
      at .. (System.String ) [0x00061] in <0a2172c8acea479888e75bc35af88306>:0
      at .. (System.String ) [0x0026b] in <0a2172c8acea479888e75bc35af88306>:0
      at GMAssetCompiler.Program. (System.Collections.Generic.List`1[T] ) [0x000a0] in <0a2172c8acea479888e75bc35af88306>:0
      at GMAssetCompiler.Program. (System.String[] ) [0x002c0] in <0a2172c8acea479888e75bc35af88306>:0
    ---> (Inner Exception #0) System.IO.IOException: Too many open files
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string)
      at System.IO.File.OpenText (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at GMAssetCompiler.GMAssets+<>c. (System.String ) [0x00088] in <0a2172c8acea479888e75bc35af88306>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass30_0`2[TSource,TLocal].<ForEachWorker>b__0 (System.Int32 i) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[TLocal].<ForWorker>b__1 () [0x0020b] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvokeWithArg (System.Threading.Tasks.Task childTask) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task+<>c__DisplayClass178_0.<ExecuteSelfReplicating>b__0 (System.Object <p0>) [0x00086] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0 <---
    
    ---> (Inner Exception #1) System.IO.IOException: Too many open files
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string)
      at System.IO.File.OpenText (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at GMAssetCompiler.GMAssets+<>c. (System.String ) [0x00088] in <0a2172c8acea479888e75bc35af88306>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass30_0`2[TSource,TLocal].<ForEachWorker>b__0 (System.Int32 i) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[TLocal].<ForWorker>b__1 () [0x0020b] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvokeWithArg (System.Threading.Tasks.Task childTask) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task+<>c__DisplayClass178_0.<ExecuteSelfReplicating>b__0 (System.Object <p0>) [0x00086] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0 <---
    
    ---> (Inner Exception #2) System.IO.IOException: Too many open files
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.IO.FileOptions options, System.String msgPath, System.Boolean bFromProxy, System.Boolean useLongPath, System.Boolean checkHost) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare,int,System.IO.FileOptions,string,bool,bool,bool)
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize, System.Boolean checkHost) [0x00067] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Text.Encoding encoding, System.Boolean detectEncodingFromByteOrderMarks, System.Int32 bufferSize) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path, System.Boolean detectEncodingFromByteOrderMarks) [0x0000d] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.IO.StreamReader..ctor (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at (wrapper remoting-invoke-with-check) System.IO.StreamReader..ctor(string)
      at System.IO.File.OpenText (System.String path) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at GMAssetCompiler.GMAssets+<>c. (System.String ) [0x00088] in <0a2172c8acea479888e75bc35af88306>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass30_0`2[TSource,TLocal].<ForEachWorker>b__0 (System.Int32 i) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Parallel+<>c__DisplayClass17_0`1[TLocal].<ForWorker>b__1 () [0x0020b] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvoke () [0x0000f] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task.InnerInvokeWithArg (System.Threading.Tasks.Task childTask) [0x00000] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0
      at System.Threading.Tasks.Task+<>c__DisplayClass178_0.<ExecuteSelfReplicating>b__0 (System.Object <p0>) [0x00086] in <0f9df4881040473f9da7cf6c2e2cb8c3>:0 <---
    
    -----------------------------------------------------------------------------
    EXCEPTION FILE - /var/folders/x5/k2gv05hx0k71w9mk9cv5vcnw0000gn/T/8744f82074f148c08aa3366dbae57882.yyg.saencryptedreport
    -----------------------------------------------------------------------------
    WARNING: The Carbon driver has not been ported to 64bits, and very few parts of Windows.Forms will work properly, or at all
     
  28. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    169
    For both of you, if you haven't already, can you file a ticket and attach the project in question - Petr, we also need that exception file, please.
     
    Petr Skornok likes this.
  29. Qlak

    Qlak Member

    Joined:
    Thursday
    Posts:
    2
    After new update several things stopped working for me, I couldn't even start the project that was working fine earlier.

    Main things that I encountered:

    +When creating moving parallax backgrounds, depending on the player movement (camera movement):

    Code:
    if(instance_exists("Backgrounds_WMountain")){   
        layer_x("Backgrounds_WMountain", x/2);
    }
    if(instance_exists("Backgrounds_BMountain")){ 
        layer_x("Backgrounds_BMountain", x/4);
    }
    if(instance_exists("Background_room0")){ 
        layer_x("Background_room0", x/-8);
    }
    and I get this error:

    +When using puddle scripts (that make a puddle of given rgb colour) despite of writing
    Code:
    make_color_rgb(255, 189, 7)
    the colour is blue (should be orange). Same goes for red etc, everything is in blue tint.
    The script itself was bought on GMS:Marketplace and worked perfectly till the new update.

    I'm not sure what I can do about these things now, is it only a new bug and I should wait untill it gets fixed or I should somehow rewrite everything in the game that uses things I mentioned and probably other errors that I will encounter, since I did not dig much yesterday.
     
  30. vortexvt

    vortexvt Member

    Joined:
    Mar 11, 2017
    Posts:
    22
    path_start with path_action_reverse is broken, it reset path to star and do not go backwards
     
  31. Caroline Anderson

    Caroline Anderson Member

    Joined:
    Sep 22, 2016
    Posts:
    5
    Hi all, I'm getting the following error:

    W:\com.kippie.pni\src\main\java\com\kippie\pni\Gamepad\MogaDevice.java:40: error: cannot find symbol
    Gamepad.msMogaDevice = this;
    ^
    symbol: variable msMogaDevice
    location: class Gamepad
    W:\com.kippie.pni\src\main\java\com\kippie\pni\Gamepad\MogaProDevice.java:43: error: cannot find symbol
    Gamepad.msMogaDevice = this;
    ^
    symbol: variable msMogaDevice
    location: class Gamepad

    I can't compile for Android at all now because of this error, and I can't choose not to use a gamepad because that option is removed.
     
  32. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    3,405
    You are passing a string into instance_exists, it takes an object_index or an instance id.
    That looks like it's using BGR rather than RGB, so B = 255 which si why everything is tinted blue.
    Try swapping the red and blue values around, so instead of (255, 189, 7) use (7, 189, 255) and see if the colour is correct.

    @Caroline Anderson
    Try cleaning your project with the brush icon at the top of the IDE with the Android target selected.
     
    Toque and Caroline Anderson like this.
  33. Qlak

    Qlak Member

    Joined:
    Thursday
    Posts:
    2
    I saw that approach earlier in tutorials and it worked, even yesterday it worked perfectly, something changed now, but I managed to get it to work by changing:
    Code:
    if(instance_exists("Backgrounds_WMountain")){   
        layer_x("Backgrounds_WMountain", x/2);
    into:
    Code:
    if(instance_exists(asset_get_index("Backgrounds_WMountain"))){   
        layer_x("Backgrounds_WMountain", x/2);


    But sadly, this does not change anything, I even tried to use c_red instead of creating rgb, but it still appears as blue. I believe it must be something inside the Dynamic Puddles script itself, but I can't find what might it be. Worked perfectly yesterday.
     
  34. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    3,405
    As I mentioned, some GMS functions use BGR instead of RGB, so it sounds like maybe the script is using one of these when it should be using the other.

    Have a look in the script to see where this swapping of the order may be occurring, or get in touch with the author of the script and they should be able to push out a fix pretty quickly.
     
  35. Arashi

    Arashi Member

    Joined:
    Feb 6, 2017
    Posts:
    114
    Still no fix for bug with camera loosing position after calling draw_clear() function.

    Back to 2.1.5.246 runtime.
     
  36. Caroline Anderson

    Caroline Anderson Member

    Joined:
    Sep 22, 2016
    Posts:
    5
    Worked, thank you!
     
    Last edited: Dec 6, 2018 at 4:30 PM
    rIKmAN likes this.
  37. jackquake

    jackquake Member

    Joined:
    Aug 17, 2016
    Posts:
    61
    Just wanted to take the time to post a note of appreciation to you guys--overall this is a fantastic Christmas gift from YoYo Games fixing many issues and making GMS2 a better product. Congratulations and thank you for all you do!
     
  38. kupo15

    kupo15 Member

    Joined:
    Jun 20, 2016
    Posts:
    672
    Does the Gamepad Async Event work differently on startup? I immediately got an error related to my controls after switching to the new version. I'm not sure if this happened before (can't imagine it did due to this sudden error) but it seems like the async fires off twice regardless if two controllers or no controllers are plugged in? I tested the same code in 1.4 and it only fired off depending on the number of controllers plugged in
     
  39. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    169
    Sorry, fixed the missing info in the report now. 2.2.2 for that one.

    Report it as a bug and attach a sample, and we'll investigate. We don't have any existing reports for this, so if you have been aware of this for a while, please do ensure you send a ticket for bug submissions, not just comment on the GMC.

    You might get two events if there is an issue with the pad turning on, or something, but you shouldn't be getting any gamepad events if no pads are plugged in. Which platform is this? We might need a small sample of your gamepad code.

    Worked, thank you![/QUOTE]

    Thanks @rIKmAN for your support.
    @Caroline Anderson Glad you got it sorted.

    Awww, fanks... :D
     
    Andrey likes this.
  40. kupo15

    kupo15 Member

    Joined:
    Jun 20, 2016
    Posts:
    672
    hmm, something seems to be different. I just tried a simple "show message" code in the system event with nothing plugged in. 1.4 didn't fire the event at all and 2.x in a blank project fired it once. Not sure why my game file fired it twice. This is for Windows Target. I had to add that "exit" line in there to prevent crashes from unnecessary firing of the second joystick

    Code:
    // find number of gamepads connected
    
    var pad = async_load[? "pad_index"]; // get the slot the controller is plugged into
    var player_index = noone;
    
    switch (async_load[? "event_type"])
        {
        case "gamepad discovered":
        gp_count += 1;
        gp_id[pad] = true;
        
        for(i=1;i<3;i++)
        if player_stats[i,1] = noone // if player isn't assigned a controller slot
            {
            if player_stats[i,1] = -1 // if player in inactive
            player_stats[i,3] = 0; // default character
            
            player_stats[i,1] = pad; // assign a controller slot
            gamepad_set_axis_deadzone(pad,deadzone);
            
            player_index = i; // record the player that received the controller
            break;
            }
        break;
        
        case "gamepad lost":
        gp_count -= 1;
        gp_id[pad] = noone;
        
        for(i=1;i<3;i++)
        if player_stats[i,1] = pad // if assigned to the controller that was unplugged
            {
            player_stats[i,1] = noone; // set to keyboard
            player_index = i; // record the player that lost the controller
            break;
            }
        }
        
    if player_index = noone
    exit;
    
    // reapply controls to the player that received or lost the controller
    ini_open("control_slot"+string(player_index)+".ini");
    ini_menu_map(player_index);
    ini_game_map(player_index);
    ini_close();
     
  41. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    169
    Reproduced - https://bugs.yoyogames.com/view.php?id=30291
     
  42. napredator

    napredator Member

    Joined:
    Jun 25, 2017
    Posts:
    2
    it looks like i was able to fix my font problem, previously the width of my characters was 5 so i doubled all of it and moved them all back to the far left, i had to set the seperation in font_add_sprite_ext to 0, is there a way i can include this information in the bug report i did?
     
  43. chmod777

    chmod777 Member

    Joined:
    Aug 26, 2016
    Posts:
    157
    I have sent a ticket but I have a noticeable difference between Windows and HTML5 when using audio_start_recording() and the sample from (HTML5 seems to record but outputs the sound in a really unexecpted way):
    https://bugs.yoyogames.com/view.php?id=28481
     
  44. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    169
    We'd need a proper project, not just a single code snippet, so if you're confident this is a bug, please submit a ticket and attach a yyz. However, your curly braces seem out of sync for both for() loops and should you not have a break; at the end of the gamepad lost case also? I suspect that this might be 1.4 allowing you to get away with code issues (but it might have been wrong in-game) whereas GMS2 is now much more accurate/strict to what you actually coded.
     
  45. rIKmAN

    rIKmAN Member

    Joined:
    Sep 6, 2016
    Posts:
    3,405
    If you login at https://help.yoyogames.com and view My Activities you should be able to add info to your ticket or create a follow up using the link at the bottom of the report.
     
    napredator and Dan like this.
  46. Dan

    Dan YoYo Games Staff YYG Staff

    Joined:
    Apr 15, 2016
    Posts:
    169
    You beat me to it...
     
    rIKmAN likes this.
  47. D1Project

    D1Project Member

    Joined:
    Aug 23, 2016
    Posts:
    22
    Hello,

    There is an issue with immobile Persistent Objects.
    They don't collide anymore when the game goes to the next room.
    Moving them allows objects to collide with them again.
    I've reproduced the bug on the simplest project possible (2 rooms and 2 objects), so it shouldn't be my project.
    Also, this bug didn't exist in the previous version.

    A support ticket was created.
    Just wanted to share with the community in case others have encountered this issue.
    It would be great if this could be fixed in the next patch.

    Thanks
     
  48. squarebit

    squarebit Member

    Joined:
    Jun 20, 2016
    Posts:
    26
    I've found that my fonts have a lot of vertical padding added to them. In my case I have very little vertical space normally so this absolutely wrecks everything text-related as there is about as much vertical space as there is actual text. I've submitted a bug report on the issue. Seems to happen with string_get_height() and the automatic line breaks of draw_text_ext(). The fonts look like intended in other software. Rolling back to 2.2.0 fixes the issue.
     
  49. Tryzna

    Tryzna Member

    Joined:
    Jul 9, 2016
    Posts:
    6
    Hello guys, not sure if related but i waited since 2.2.0 release if problem will resolve itself somehow. Had to modify the code a bit with 2.2.1 release as well, however i still have to reaply the camera after i draw to surface to make it work. Is it supposed to work like that now or? Or can somebody tell me if i missunderstood surfaces and doing something wrong? Code attached. Thx.

    surface.png
     
  50. flykidsblue1

    flykidsblue1 Member

    Joined:
    Jul 6, 2017
    Posts:
    35
    The IDE crashes everytime I try to import sprite textures into a sprite. It also happens when I try to import icons for a specific build. I don't know why this hasn't been fixed or if there is something wrong with my gamemaker. It happens every so often and it's been happening since 2.1...
     

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