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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Wed Feb 28, 2007 5:52 pm Post subject: Interpretloop encountered noop |
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I'm getting this runtime script error, Interpretloop encountered noop. The wiki describes this as:
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Yet another sanity-check to watch for missing data. You may see this if your script fails to load, but you try to continue anyway. |
I'm not sure why my script would fail to load, and it only happens seemingly randomly, since I can never reproduce it at will.
The script is always being called, so basically it runs throughout the entire game in an infinite loop waiting for a key to be pressed and is set in the special plotscripts section for on load game, in custom.exe.
I -do- know the script is always loaded up, since the error occurs only when I press the key it's waiting, and then is when it will crash (sometimes!)
Apart from the occasional crashing, the script works fine. This is kind of an obscure problem, but has anyone else dealt with this runtime error before and could possibly help me out? Thanks. |
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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: Wed Feb 28, 2007 10:13 pm Post subject: Re: Interpretloop encountered noop |
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This is almost certainly a bug in the engine. If you can figure out a way to reproduce it consistently, please let us know!
And haver you tried it with the nightly build? |
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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Thu Mar 01, 2007 8:58 pm Post subject: |
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I couldn't seem to get the error to reproduce itself... which I don't know is a good or bad thing, heheh. I'm using the hasta-la-qb+ version, btw (haven't tried a nightly build).
For what it's worth, the error was seeming to occur when a new member joined my party, or when I first entered the script... basically when some variables were being initialized, I guess. If the error happens again though, i'll report it. |
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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: Fri Mar 02, 2007 8:45 am Post subject: |
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| Okay, let us know if you can reproduce it-- but I do suspect it probably wont happen in the nightly builds. The plotscripting code has been cleaned up quite a lot. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Fri Mar 02, 2007 3:09 pm Post subject: |
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A little while ago, I got a noop error in plip-tamer while working on the script debugger. Since it only occurred once out of hundreds of runs, and I didn't actually touch the interpreter, I shrugged it off as freak occurance. _________________ "It is so great it is insanely great." |
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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Tue Mar 06, 2007 1:37 am Post subject: |
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After testing my game out some more, I found the error to occur seemingly when I first access my menu from a new game, before I have saved and loaded up a file to play.
If I save, quit, load up, and replay my actions, the error does not seem to occur. I'm guessing that the "on-load" special plotscript, which my script is set to, is vital to being called, though i'm not sure why.
If it helps, the basic flow structure of the script is:
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while(true) do
(
if(keyIsPressed(key:s) ) then
(
#initialize my stuff
teleportToMap(3, x, y)
while(currentMap == 3) do
(
#do menu stuff
)
)
wait(1)
)
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I haven't tried on the nightly build yet though so that could just fix my problems, which I will try next. |
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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Tue Mar 06, 2007 1:52 am Post subject: |
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Err a few minutes later I just disproved that lol, and now it seems to be random again. It seems to always be a random error that occurs the first time i press the menu key... and if it works that first time it will then always work.  |
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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Tue Mar 06, 2007 2:13 am Post subject: |
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| Trying on nightly build and haven't had error occur so far... |
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Awful Waffle
Joined: 18 Jun 2003 Posts: 73 Location: Canada
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Posted: Sun Mar 11, 2007 7:42 pm Post subject: |
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When I test on the win32 nightly build version, I didn't replicate the error but I did get another runtime error while playing, which was handled by that stupid "Just in time" exception handler which visual studio likes to give me. Is this just something like a memory leak due to instability in the build, as it currently was?
Also, James, when do you plan to release an official version of OHRRPGCE because I might just have my menu accessible at save points opposed to any time, and I think this would definitely fix the problem... though is not as cool hehehe.
It is random as far as I could tell, which means it's out of my hands, so i'll probably change it until a new version release comes along. |
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