COWCAT
Member
When I compile a game which reports a fatal error, I get the lines numbers which make it easy to debug. For example :
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object controller_:
ini_write_real argument 3 incorrect type (string) expecting a Number (YYGR)
at gml_Script_saveslotwritereal (line 17) - ini_write_real("save", thename, theval);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_saveslotwritereal (line 17)
called from - gml_Script_savegamefile (line 207) - saveslotwritereal(thefile, "VAR_PC01_STORY110_EXPLANATION", global.VAR_PC01_STORY110_EXPLANATION);
called from - gml_Script_PC_init (line 23) - savegamefile(1);
called from - gml_Script_PC02_ (line 12) - PC_init();
called from - gml_Script_roomcreatestart (line 35) - case "PC02" : PC02_(); break;
called from - gml_Script_roomcreate (line 16) - roomcreatestart();
called from - gml_Room_PCroom2_Create (line 1) - roomcreate();
But when the same code is packaged (as .zip or an install file on Windows), the stacktrace is reduced to this :
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object controller_:
ini_write_real argument 3 incorrect type (string) expecting a Number (YYGR)
at gml_Script_saveslotwritereal
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_saveslotwritereal (line -1)
gml_Script_savegamefile
gml_Script_PC_init
gml_Script_PC02_
gml_Script_roomcreatestart
gml_Script_roomcreate
gml_Room_PCroom2_Create
I use the VM compiler. I believe this is the normal behavior and it's done for performance and/or obfuscating - but is there any way to change this for testing phase?
I *think* I remember seeing something about this a long time ago in the manual but maybe I just dreamt it?
I'm going to start sending builds to testers and it'll be quite annoying if I can't see enough detail to fix the bugs.
Any idea?
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object controller_:
ini_write_real argument 3 incorrect type (string) expecting a Number (YYGR)
at gml_Script_saveslotwritereal (line 17) - ini_write_real("save", thename, theval);
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_saveslotwritereal (line 17)
called from - gml_Script_savegamefile (line 207) - saveslotwritereal(thefile, "VAR_PC01_STORY110_EXPLANATION", global.VAR_PC01_STORY110_EXPLANATION);
called from - gml_Script_PC_init (line 23) - savegamefile(1);
called from - gml_Script_PC02_ (line 12) - PC_init();
called from - gml_Script_roomcreatestart (line 35) - case "PC02" : PC02_(); break;
called from - gml_Script_roomcreate (line 16) - roomcreatestart();
called from - gml_Room_PCroom2_Create (line 1) - roomcreate();
But when the same code is packaged (as .zip or an install file on Windows), the stacktrace is reduced to this :
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Create Event
for object controller_:
ini_write_real argument 3 incorrect type (string) expecting a Number (YYGR)
at gml_Script_saveslotwritereal
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_saveslotwritereal (line -1)
gml_Script_savegamefile
gml_Script_PC_init
gml_Script_PC02_
gml_Script_roomcreatestart
gml_Script_roomcreate
gml_Room_PCroom2_Create
I use the VM compiler. I believe this is the normal behavior and it's done for performance and/or obfuscating - but is there any way to change this for testing phase?
I *think* I remember seeing something about this a long time ago in the manual but maybe I just dreamt it?
I'm going to start sending builds to testers and it'll be quite annoying if I can't see enough detail to fix the bugs.
Any idea?
Last edited: