Windows I can't edit New sprite

Moreau

Member
Hello

I'm New in game maker two and i'm vert Bad in englis , so ,sorry if don't understand all . I have a problem Yesterday it worked gain but today , when i try to create a new sprite , a New "section" is created but when i want to put a image in , it write all is good but nothing appear ...

Can you help me please ?
 

Moreau

Member
I can't record video but there is my situation with some picture

1 :first the sprite I want to change upload_2020-2-5_11-41-56.png


2 : I click here for importe my sprite upload_2020-2-5_11-43-20.png

3 : the image i want to import
upload_2020-2-5_11-44-34.png

4 : i accept this
upload_2020-2-5_11-45-18.png

5 : and finally i got that
upload_2020-2-5_11-45-41.png

I don't know why i have that .
 
I did the same thing on my copy of GameMaker Studio and its working on my PC. I have the same version as you.

I don't understand why its not working for you. This is a very standard process.

Can you try to drag and drop the sprite onto Game Maker Studio directly and see if that works?
 

Moreau

Member
Normally yes i open gms2 only with this account on my computer ans , it's the only account I have on my computer ans monday it worked
 
Can you post the details of your "ui.log" file here?

upload_2020-2-5_22-35-11.png
upload_2020-2-5_22-36-23.png

If there is a lot of text, put it inside a spoiler tag. Like this:

Post the contents of ui.log here
 
You can add a spoiler from the menu here.
upload_2020-2-6_6-50-41.png

I haven't seen a "ui1" before.

Check the date of each file. Find the newest ui file and post it here.
 

Moreau

Member
the newest is ui but it is too long for paste the text here
have you got an email or something it's gonna be more easy if I send you the file directly
 
I'd prefer if you post here for now.

Maybe you could just post the last part of the ui.log file? Scroll to the end of it and just copy the most recent couple of pages.
 

gnysek

Member
And if you double click on sprite (top part) and try to paint/load from editor, it's the same ?
 

rIKmAN

Member
Close GMS2.
Zip/Rar those existing ui.log files and then move / delete them.
Start GMS2 and go through the process of adding a sprite to the point that it fails as you explained above, then close the IDE.
You will now have a new ui.log that only contains the log for the actions you performed from starting the IDE until closing it - rather than a huge one from days/weeks of use.

The contents of that should be small enough post in a spoiler tag.

To do that, click the"Insert" button above the textbox you use write your text - it's the 4th button from the right on the toolbar.
Then choose "Spoiler" and paste in the contents of the ui.log file.
 

Moreau

Member
I do like you said and there is what I had
[12:09:20:785(d3a4)] ************************************** 02/06/2020 **************************************
[12:09:20:802(d3a4)] Log.Initialise
[12:09:20:803(d3a4)] Doing Validate Folder check... C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp macOS=False
[12:09:20:874(d3a4)] OpenGLCheck : GL_VERSION="4.6.13547 Compatibility Profile Context 25.20.15030.4" GL_VENDOR="ATI Technologies Inc." GL_RENDERER="AMD Radeon(TM) R5 Graphics"
[12:09:20:875(d3a4)] Skin: C:\Program Files\GameMaker Studio 2\GUI\Skins/Dark
[12:09:20:880(d3a4)] GameMakerStudio, Version=2.2.5.481, Culture=neutral, PublicKeyToken=83c29ed24e39e35e
[12:09:20:886(d3a4)] Initialise()
[12:09:20:896(d3a4)] Command line arguments="C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp"
[12:09:20:931(d3a4)] SteamAPI Init returned : False
[12:09:21:3(d3a4)] Loading proxy settings
[12:09:21:17(d3a4)] Proxy set: NONE
[12:09:23:290(d3a4)] Checking network....
[12:09:24:410(d3a4)] Initialise(0.0)
[12:09:25:612(d3a4)] File exception 'Could not find a part of the path 'C:\Program Files\GameMaker Studio 2\user_cache_directory\Styles'.'
[12:09:25:945(d3a4)] Initialise(0.1)
[12:09:26:315(d3a4)] Initialise(0.2)
[12:09:26:320(d3a4)] Initialise(1)
[12:09:26:434(d3a4)] Initialise(1.1)
[12:09:26:566(d3a4)] Default Device: Haut-parleurs (Realtek High Definition Audio)
[12:09:26:604(d3a4)] Found Device: Haut-parleurs (Realtek High Definition Audio)
[12:09:26:604(d3a4)] Initialise(1.2)
[12:09:26:905(d3a4)] Initialise(2)
[12:09:28:56(d3a4)] Initialise(3)
[12:09:28:121(d3a4)] Initialise(4)
[12:09:28:363(d3a4)] Initialise(4.1)
[12:09:28:365(d3a4)] Initialise(4.2)
[12:09:28:441(d3a4)] Initialise(4.3)
[12:09:28:442(d3a4)] Initialise(4.4)
[12:09:28:444(d3a4)] Initialise(4.5)
[12:09:28:444(d3a4)] Check (1)
[12:09:28:446(d3a4)] Check (2)
[12:09:29:831(d3a4)] Initialise(4.6)
[12:09:30:38(d3a4)] Initialise(4.7)
[12:09:30:62(d3a4)] Initialise(4.8)
[12:09:30:128(d3a4)] Initialise(4.9)
[12:09:30:134(d3a4)] Initialise(4.10)
[12:09:30:299(d3a4)] Initialise(4.11)
[12:09:30:301(d3a4)] Initialise(4.12)
[12:09:30:303(d3a4)] Initialise(5)
[12:09:30:305(d3a4)] Initialise(6)
[12:09:30:307(d3a4)] Initialise(7)
[12:09:30:353(d3a4)] Initialise(7.1)
[12:09:30:396(d3a4)] Initialise(8)
[12:09:30:404(d3a4)] Initialise(9)
[12:09:30:407(d3a4)] Initialise(10)
[12:09:30:444(d3a4)] LoadingState: AwaitNetworkConnectivityCheck
[12:09:30:445(d3a4)] Initialise(11)
[12:09:30:465(d3a4)] Initialise(11.5)
[12:09:30:466(d3a4)] Initialise(12)
[12:09:30:602(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:603(d3a4)] //
// Layer Multiply Blend
//
varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform sampler2D gm_BaseTexture2;

void main() { // from OpenGLSL Shading Manual
vec4 source = texture2D(gm_BaseTexture, v_vTexcoord);
vec4 dest = texture2D(gm_BaseTexture2, v_vTexcoord2);

vec4 result = vec4(source.r * dest.r
, source.g * dest.g
, source.b * dest.b
, source.a * dest.a);
result = clamp(result, 0.0, 1.0);

gl_FragColor = mix(dest, result, v_vColour.a);
}
[12:09:30:603(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:604(d3a4)] //
// Simple textured vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

uniform vec2 gm_ScreenSize;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
attribute vec2 in_TextureCoord2; // (u,v)

varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
v_vTexcoord2 = in_TextureCoord2;
}




[12:09:30:605(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:605(d3a4)] //
// Simple textured vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

uniform vec2 gm_ScreenSize;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
attribute vec2 in_TextureCoord2; // (u,v)

varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
v_vTexcoord2 = in_TextureCoord2;
}




[12:09:30:607(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:608(d3a4)] //
// Simple textured vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

uniform vec2 gm_ScreenSize;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
attribute vec2 in_TextureCoord2; // (u,v)

varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
v_vTexcoord2 = in_TextureCoord2;
}




[12:09:30:609(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:610(d3a4)] //
// Layer Add Blend
//
varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform sampler2D gm_BaseTexture2;

void main() { // from OpenGLSL Shading Manual
vec4 source = texture2D(gm_BaseTexture, v_vTexcoord);
vec4 dest = texture2D(gm_BaseTexture2, v_vTexcoord2);

vec4 result = vec4(source.r + dest.r
, source.g + dest.g
, source.b + dest.b
, source.a + dest.a);
result = clamp(result, 0.0, 1.0);

gl_FragColor = mix(dest, result, v_vColour.a);
}
[12:09:30:612(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:613(d3a4)] //
// Layer Normal Blend
//
varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform sampler2D gm_BaseTexture2;

void main() { // from Bitmap32.cs
vec4 source = v_vColour * texture2D(gm_BaseTexture, v_vTexcoord);
vec4 dest = texture2D(gm_BaseTexture2, v_vTexcoord2);

float a1 = source.a;
float ad = dest.a;

if (a1 >= 0.992156862745098)
gl_FragColor = source;
else if (ad >= 0.992156862745098) {
float a2 = (1.0 - a1);
gl_FragColor = vec4(( ( (a1 * source.r) + (a2 * dest.r)) / 1.0 )
,( ( (a1 * source.g) + (a2 * dest.g)) / 1.0 )
,( ( (a1 * source.b) + (a2 * dest.b)) / 1.0 )
,(ad));
} else {
float a2 = ((1.0 - a1) * ad) / 1.0;
float a3 = a1 + a2;
gl_FragColor = vec4(( ( (a1 * source.r) + (a2 * dest.r)) / a3 )
,( ( (a1 * source.g) + (a2 * dest.g)) / a3 )
,( ( (a1 * source.b) + (a2 * dest.b)) / a3 )
//,( (a1 + ((ad * (1 - a1)) / 1.0))));
,(a3));
}
}
[12:09:30:614(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:614(d3a4)] //
// Simple textured vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

uniform vec2 gm_ScreenSize;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)
attribute vec2 in_TextureCoord2; // (u,v)

varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
v_vTexcoord2 = in_TextureCoord2;
}




[12:09:30:615(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:617(d3a4)] //
// Layer Subtract Blend
//
varying vec2 v_vTexcoord;
varying vec2 v_vTexcoord2;
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform sampler2D gm_BaseTexture2;

void main() { // from OpenGLSL Shading Manual
vec4 source = texture2D(gm_BaseTexture, v_vTexcoord);
vec4 dest = texture2D(gm_BaseTexture2, v_vTexcoord2);

vec4 result = vec4(abs(source.r - dest.r)
, abs(source.g - dest.g)
, abs(source.b - dest.b)
, source.a);
result = clamp(result, 0.0, 1.0);

gl_FragColor = mix(dest, result, v_vColour.a);
}
[12:09:30:618(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:618(d3a4)] //
// Simple textured vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

uniform vec2 gm_ScreenSize;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y)
attribute vec4 in_Colour; // (r,g,b,a)
attribute vec2 in_TextureCoord; // (u,v)

varying vec2 v_vTexcoord;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;
v_vColour = in_Colour;
v_vTexcoord = in_TextureCoord;
}




[12:09:30:619(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:620(d3a4)] //
// Simple flat colour fragment shader
//
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes

void main()
{
gl_FragColor = v_vColour;
}

[12:09:30:620(d3a4)] Error compiling shader:Fragment shader failed to compile with the following errors:

[12:09:30:621(d3a4)] //
// Simple textured fragment shader
//
varying vec2 v_vTexcoord;
varying vec4 v_vColour;


// Uniforms look like they're shared between vertex and fragment shaders in GLSL, so we have to be careful to avoid name clashes
uniform sampler2D gm_BaseTexture;
uniform bool gm_AlphaTestEnabled;
uniform float gm_AlphaRefValue;


void main()
{
gl_FragColor = v_vColour * texture2D( gm_BaseTexture, v_vTexcoord);
}

[12:09:30:624(d3a4)] Error compiling shader:Vertex shader failed to compile with the following errors:

[12:09:30:624(d3a4)] //
// Simple flat colour vertex shader
//
//#define MATRIX_VIEW 0
//#define MATRIX_PROJECTION 1
//#define MATRIX_WORLD 2
//#define MATRIX_WORLD_VIEW 3
//#define MATRIX_WORLD_VIEW_PROJECTION 4
//#define MATRICES_MAX 5


uniform mat4 MATRIX_VIEW;
uniform mat4 MATRIX_PROJECTION;
uniform mat4 MATRIX_WORLD;
uniform mat4 MATRIX_WORLD_VIEW;
uniform mat4 MATRIX_WORLD_VIEW_PROJECTION;

//uniform mat4 gm_Matrices[MATRICES_MAX];


//
// Simple passthrough vertex shader
//
attribute vec2 in_Position; // (x,y,z)
//attribute vec3 in_Normal; // (x,y,z) unused in this shader.
attribute vec4 in_Colour; // (r,g,b,a)
//attribute vec2 in_TextureCoord; // (u,v)

//varying vec2 v_vTexcoord;
varying vec4 v_vColour;


void main()
{
vec4 object_space_pos = vec4( in_Position.x, in_Position.y, 0.0, 1.0);
gl_Position = MATRIX_WORLD_VIEW_PROJECTION * object_space_pos;

v_vColour = in_Colour;
}



[12:09:30:971(d3a4)] LoadingState: StartUp
[12:09:31:218(d3a4)] LoadingState: Languages
[12:09:32:502(d3a4)] LoadingState: UserLanguages
[12:09:32:582(d3a4)] LoadingState: BeginUserLogin
[12:09:32:659(d3a4)] LoadingState: UserLogin
[12:09:32:850(d3a4)] Current assembly revision is 2.2.5.481
[12:09:32:857(d3a4)] Update found - got 40 items
[12:09:32:859(d3a4)] Latest revision 2.2.5.481 found
[12:09:32:860(d3a4)] We do NOT need to update
[12:09:34:146(d3a4)] LoadingState: Preferences
[12:09:34:171(d3a4)] Creating temp directory C:\Users\Proprietaire\AppData\Local\GameMakerStudio2\GMS2TEMP
[12:09:34:399(d3a4)] LoadingState: CheckingRSS
[12:09:34:799(d3a4)] LoadingState: DownloadManual
[12:09:34:803(d3a4)] LoadingState: InitDnD
[12:09:34:894(d3a4)] DnD: Installing gadgets from IDE
[12:09:35:268(d3a4)] Discarding document cfa55424-2501-4f00-90d7-c6cf2eb9b3d0.gml
[12:09:36:0(d3a4)] LoadingState: UserDNDLanguages
[12:09:36:229(d3a4)] LoadingState: Plugins
[12:09:39:523(d3a4)] Limitation API : l'assembly '' a déjà été chargé à partir d'un emplacement différent. Il ne peut pas être chargé à partir d'un nouvel emplacement au sein du même appdomain.
[12:09:39:790(d3a4)] Failed to load keyboard definitions file:C:\Users\Proprietaire\AppData\Roaming/GameMakerStudio2\theo76460_2160597\input.json
[12:09:39:791(d3a4)] LoadingState: Devices
[12:09:39:835(d3a4)] Splash screen: loading devices...
[12:09:39:836(d3a4)] ...initialising device manager
[12:09:39:837(d3a4)] Device Manager Load Failed: file not found
[12:09:39:838(d3a4)] ...loading workers
[12:09:39:839(d3a4)] ...moving to welcome page end
[12:09:39:839(d3a4)] LoadingState: WaitOnWelcomePageEnd
[12:09:39:840(d3a4)] ...done!
[12:09:39:881(d3a4)] LoadingState: CheckLaunchProject
[12:09:39:928(d3a4)] LoadingState: VerifySkinning
[12:09:39:974(d3a4)] LoadingState: End
[12:09:40:215(d3a4)] Reading help from zip file
[12:09:41:483(d3a4)] Setting ProjectFullFilePathMacro to 'C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp'
[12:09:41:484(d3a4)] Setting ProjectDirMacro to 'C:\Users\Proprietaire\Desktop\proto 2'
[12:09:41:484(d3a4)] Setting ProjectNameMacro to 'proto 2'
[12:09:41:690(d3a4)] Loading project layout from: C:\Users\Proprietaire\AppData\Roaming/GameMakerStudio2\theo76460_2160597\Layouts\proto 2\proto 2\3997f83b-0d2b-4190-a310-ebf077adf036.xml
[12:09:42:10(d3a4)] Failed to load demos file:${user_directory}\Marketplace\Demos.json
[12:09:42:24(d3a4)] Loading project 'C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp'
[12:09:42:990(d3a4)] Caught exception for gadget of type 'window' and style 'window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:43:150(d3a4)] Caught exception for gadget of type 'window' and style 'window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:43:324(d3a4)] Caught exception for gadget of type 'window' and style 'window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:43:424(d3a4)] Caught exception for gadget of type 'window' and style 'window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:43:484(d3a4)] Caught exception for gadget of type 'window' and style 'window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:44:760(d3a4)] Caught exception for gadget of type 'window' and style 'layer_view_window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:44:779(d3a4)] Caught exception for gadget of type 'window' and style 'layer_properties_window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:44:813(d3a4)] Caught exception for gadget of type 'window' and style 'room_properties_window'- Error: The scale to fit option has been selected on a gadget with no parent, try removing the scale to fit option
[12:09:49:725(d3a4)] Load project took 00:00:07.6995379
[12:09:50:52(d3a4)] Creating FolderWatcher at 'C:\Users\Proprietaire\Desktop\proto 2'
[12:09:50:413(d3a4)] Failed to open document for edit: ${project_dir}\scripts\scr_joueur_parle\scr_joueur_parle.gml - File Error FileNotFound
[12:09:59:692(d3a4)] IDE: SaveProjectIncremental()
[12:09:59:693(d3a4)] Setting FolderWatcher 'C:\Users\Proprietaire\Desktop\proto 2' to False
[12:09:59:699(d3a4)] Saving project to: C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp
[12:09:59:703(d3a4)] Saving project at 'C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp'
[12:09:59:736(d3a4)] Saving 19 resources
[12:10:23:271(d3a4)] Save project took 00:00:23.5668634
[12:10:23:273(d3a4)] Setting FolderWatcher 'C:\Users\Proprietaire\Desktop\proto 2' to True
[12:11:36:579(d3a4)] Attempting OpenFileDialog on main thread: True
[12:11:46:311(d3a4)] IDE: SaveSelectedResources()
[12:11:46:311(d3a4)] Setting FolderWatcher 'C:\Users\Proprietaire\Desktop\proto 2' to False
[12:11:46:316(d3a4)] Saving project resources to: C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp
[12:11:46:317(d3a4)] Saving project at 'C:\Users\Proprietaire\Desktop\proto 2\proto 2.yyp'
[12:11:46:322(d3a4)] Saving 5 resources
[12:11:47:147(d3a4)] Save project took 00:00:00.8302358
[12:11:47:148(d3a4)] Setting FolderWatcher 'C:\Users\Proprietaire\Desktop\proto 2' to True
[12:11:52:212(d3a4)] FileModifications: 'C:\Users\Proprietaire\Desktop\proto 2\sprites\spr_ennemie\9c56b9a0-a1cf-4aec-b560-e00122c6eaa6.png' is not part of the project, alteration ignored
[12:11:52:213(d3a4)] FileModifications: 'C:\Users\Proprietaire\Desktop\proto 2\sprites\spr_ennemie\layers\9c56b9a0-a1cf-4aec-b560-e00122c6eaa6' is not part of the project, alteration ignored
[12:11:53:561(d3a4)] Saving project layout to: C:\Users\Proprietaire\AppData\Roaming/GameMakerStudio2\theo76460_2160597\Layouts\proto 2\proto 2\3997f83b-0d2b-4190-a310-ebf077adf036.xml
[12:11:54:283(d3a4)] ResourceManager resources have been cleared
[12:11:54:888(d3a4)] starting cmd /c subst Z: "C:\Users\Proprietaire\AppData\Local\GameMakerStudio2\GMS2TEMP"
[12:11:55:256(d3a4)] elapsed time 00:00:00.3690910s for command "cmd" /c subst Z: "C:\Users\Proprietaire\AppData\Local\GameMakerStudio2\GMS2TEMP" started at 02/06/2020 12:11:54
[12:11:55:262(d3a4)] Deleting temp directory Z:/
[12:11:55:272(d3a4)] starting cmd /c subst Z: /d
[12:11:56:165(d3a4)] elapsed time 00:00:00.8972286s for command "cmd" /c subst Z: /d started at 02/06/2020 12:11:55
[12:11:56:939(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.MyAccountModule)
[12:11:56:947(d3a4)] Discarding document ${project_dir}\scripts\scr_obj_muet\scr_obj_muet.gml
[12:11:56:951(d3a4)] Discarding document ${project_dir}\scripts\scr_joueur_parle\scr_joueur_parle.gml
[12:11:56:954(d3a4)] Discarding document ${project_dir}\scripts\scr_deplacement_passif\scr_deplacement_passif.gml
[12:11:56:957(d3a4)] Discarding document ${project_dir}\scripts\scr_obj_parle\scr_obj_parle.gml
[12:11:56:977(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:15(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:30(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:45(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:59(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:80(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:95(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:111(d3a4)] Discarding document ${project_dir}\objects\obj_slash_curseur\Create_0.gml
[12:11:57:112(d3a4)] Discarding document ${project_dir}\objects\obj_slash_curseur\Step_0.gml
[12:11:57:167(d3a4)] Discarding document ${project_dir}\objects\obj_slash_anim\Step_0.gml
[12:11:57:241(d3a4)] Discarding document ${project_dir}\objects\obj_slash_anim\Create_0.gml
[12:11:57:260(d3a4)] Discarding document ${project_dir}\objects\obj_panneau\Draw_0.gml
[12:11:57:263(d3a4)] Discarding document ${project_dir}\objects\obj_panneau\Create_0.gml
[12:11:57:287(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:315(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:340(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:363(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:398(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:414(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.SpriteEditor.SpriteEditorModule)
[12:11:57:428(d3a4)] Discarding document Output
[12:11:57:442(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.OutputWindows.DefaultOutputWindow)
[12:11:57:444(d3a4)] Discarding document SearchResults
[12:11:57:452(d3a4)] Error: trying to deactivate an unregistered module.(type of YoYoStudio.Plugins.CorePlugins.OutputWindows.SearchOutputWindow)
 

Amon

Member
Are you using a custom skin for GMS2? If you are try using the default skin and see if that fixes it.
 
You have a lot of shader compiler errors on start up.

My ui.log at the same place says:

Code:
[21:04:12:816(ff0a)] Shader 'standard_flat_shader' loaded.
[21:04:12:823(ff0a)] Shader 'layer_normal_blend_shader' loaded.
[21:04:12:826(ff0a)] Shader 'standard_shader' loaded.
[21:04:12:830(ff0a)] Shader 'layer_add_blend_shader' loaded.
[21:04:12:835(ff0a)] Shader 'layer_multiply_blend_shader' loaded.
[21:04:12:839(ff0a)] Shader 'layer_subtract_blend_shader' loaded.
If the basic shaders are having problems compiling, perhaps thats why nothing is displaying in GMS 2. GMS 2 probably uses them for displaying sprites in the IDE at a guess.

What are your PC specifications?

What graphics card (GPU) are you using?

You could try:

(1) Use the Mesa (software) graphics driver/renderer. Instructions are here:

https://help.yoyogames.com/hc/en-us/articles/115004943807-How-to-apply-the-Windows-software-renderer-if-your-GPU-does-not-support-GMS2



(2) Uninstalling and Reinstalling GMS 2 if (1) doesn't work.
 
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