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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Sun Jul 23, 2006 5:39 pm Post subject: Script Compiling Failure |
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I've talked with Rinku, and he can't figure it out either.
I'm using version Trig~ on WinXP (Well, there's your problem right there, Komera!).
I've recently discovered that two of the scripts I had written no longer exist, but this is no biggy since I probably just forgot to send Rinku the scripts so when he imported his scripts, my two scripts were accidentally excluded. However I didn't seem to save the two scripts so they were missing from my files as well. Again, no biggy since the two scripts weren't very long. I typed them from memory and attempted to import the compiled scripts into Wingedmene. Except that they didn't.
I decompiled the script to see if the two new scripts were in there, on the basis that this would tell me where the problem lay. The new scripts were NOT in there, telling me at least that the problem was not with custom. I checked the 'master' !hs file to see if somehow the include file names had been corrupted, but they were identical to the real file names. I even checked to see if the files were read-only (not that it would prohibit compiling), but they weren't. Therefore the problem is with the compiler. Dispite telling me otherwise, the compiler had in fact NOT done it's job.
Suggestions? Help? _________________ LJ.Art
SD - Ten creatures remaining. |
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sun Jul 23, 2006 5:44 pm Post subject: |
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Read only on maybe? Check to be using the latest version? Check to make sure it's the right file? I usually find problems like these is because I overlooked something. Hopefully it is the same thing for you. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Sun Jul 23, 2006 6:04 pm Post subject: |
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Onlyoneinall wrote: | Read only on maybe? |
Komera wrote: | I even checked to see if the files were read-only (not that it would prohibit compiling), but they weren't. |
Onlyoneinall wrote: | Check to be using the latest version? |
This is even after going to Hamster Republic and downloading the Trig compatable compiler. (I haven't the slightest clue if Hasta-la-QB even comes with one since I haven't downloaded it.)
Onlyoneinall wrote: | Check to make sure it's the right file? |
By which I presume you mean check to see if I was stupid enough to try and import a file with a similar but not correct name? Unfortunately that is not the case because with three differently named hs's to choose from, it's rather difficult to choose the wrong one (_zelda.hs, tutorial.hs... I really need to delete that from the folder, and winged1.hs). But if you mean did I try compiling from the wrong file, that is also not the case since I would get errors from compiling from the wrong file (I know this from experience). _________________ LJ.Art
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Onlyoneinall Bug finder
Joined: 16 Jul 2005 Posts: 746
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Posted: Sun Jul 23, 2006 7:01 pm Post subject: |
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The scripts are very simple, correct? I don't see why it wouldn't work.. maybe you should post the scripts that won't compile and hope Mike or James can help. Have you tried compiling with maybe a different script to see if it works then (meaning see if it will compile other scripts)? Sorry, I hope you can solve your problem soon. _________________ http://www.castleparadox.com/gamelist-display.php?game=750 Bloodlust Demo 1.00
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 24, 2006 8:19 am Post subject: Hasta |
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Komera wrote: | ...(I haven't the slightest clue if Hasta-la-QB even comes with one since I haven't downloaded it.) |
Any special reason why? Hasta-la-qb is a pretty good release. It is more stable than Tirgoviste. |
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Mon Jul 24, 2006 8:35 am Post subject: |
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Because I don't want to be left high and dry in the extremely unlikely event that Hasta-la-qb winds up having some features that future windows versions won't have. _________________ LJ.Art
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Mon Jul 24, 2006 10:25 am Post subject: |
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Komera wrote: | Because I don't want to be left high and dry in the extremely unlikely event that Hasta-la-qb winds up having some features that future windows versions won't have. |
Put away your fears. Hasta contains absolutely no features that will not be present in future versions. |
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Thu Jul 27, 2006 2:09 pm Post subject: |
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SOLVED! (Thank you, Rinku!)
James, I think you should put it in your FAQs that there's a length script names need to be UNDER. _________________ LJ.Art
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Bob the Hamster OHRRPGCE Developer

Joined: 22 Feb 2003 Posts: 2526 Location: Hamster Republic (Southern California Enclave)
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Posted: Thu Jul 27, 2006 3:27 pm Post subject: |
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Komera wrote: | SOLVED! (Thank you, Rinku!)
James, I think you should put it in your FAQs that there's a length script names need to be UNDER. |
Ummm. There is a limit on the length of script names? What is the limit? |
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Thu Jul 27, 2006 3:28 pm Post subject: |
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I don't know the exact length, but apparently it's between "cl to overworld" and "cummulous loft to overworld". _________________ LJ.Art
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Thu Jul 27, 2006 6:15 pm Post subject: |
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I don't. Apparently it just fails to compile. Period. Rinku suggested I shorten the name, and that's the only change to the file I made. And now it works so I assume excessively long names make the compiler not compile and say it did. _________________ LJ.Art
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Thu Jul 27, 2006 6:57 pm Post subject: |
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Hmm... that's beyond bizzare. There is nothing deliberately limiting the length of a script name... and if there was, it would give an error message...
*after trying to make a script file with a long time*
Code: | include, plotscr.hsd
define script(1, really long script name to try and bug out hspeak, none)
script, really long script name to try and bug out hspeak, begin
#blah
end |
This compiles fine, and imports fine. So... clearly, there's something else going on here...
Edit: Ok... that's wierd. It didn't not compile, but it did truncate the name of the script, leaving off the last four characters, giving an upper limit of 36 characters.
However, this is not a built in limit, as doing a search of hspeak's file for the number "36" doesn't turn up any results... Hmm... _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
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Komera

Joined: 07 Feb 2003 Posts: 711
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Posted: Thu Jul 27, 2006 7:11 pm Post subject: |
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That makes even less sense since my original names were 24 characters long. _________________ LJ.Art
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Mike Caron Technomancer

Joined: 26 Jul 2003 Posts: 889 Location: Why do you keep asking?
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Posted: Thu Jul 27, 2006 7:22 pm Post subject: |
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Ok, trying some Voodoo Debugging, I had it print out the name of each script as it was writing the final .HS file. This caused it to print out the full name, which was 40 characters long. Thus, the 36 character limit is in Custom.
However, the limit appears to only be in the name of the script, nothing else. On a hunch, I tried this:
Code: | include, plotscr.hsd
define script(1, really long script name to try and bug out hspeak 1, none)
script, really long script name to try and bug out hspeak 1, begin
#blah
end
define script(2, really long script name to try and bug out hspeak 2, none)
script, really long script name to try and bug out hspeak 2, begin
#blah
end |
That compiles fine, and the full names show up. But, in custom, they both show up as "reallylongscriptnametotryandbugouths". It still imports them both ("2 scripts imported"), and all the menus where you can pick plotscripts work fine, just the name of the script is truncated. All in all, not a big deal, really.
So, I think that you must have changed something else in your plotscript to cause it to compile properly. _________________ I stand corrected. No rivers ran blood today. At least, none that were caused by us.
Final Fantasy Q
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Official OHRRPGCE Wiki and FAQ |
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