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node

Newbie
Game Developer
Sep 16, 2017
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hey is it me or is this game super unstable? every map so far has crashed on me multiple times and keeps forcing me to save basically every turn
hell map 2 crashed on turn 1 twice in a row
For some it's rock solid, for others it's crashing basically immediately. Can I get one of your saves? That might help me figure out what's going on.
 

ssk54321

New Member
Jan 6, 2019
5
2
104
Personally the crashes don't bother me that much. The game restarts quickly and I just have to save often. However less crashes are of course always better.

My only other experience with SRPG studio is in playing some Vestaria Saga, which runs fairly smoothly, so I can't really comment on it's base stability.

I noticed particular many crashes when going through the slew of cutscenes after chapter 11, so I recorded this 24 min. video, showcasing a series of crash tests for that part of the game. It may or may not help you, but 2 ways of making crashes happen seem relatively consistent.

The save file from which I'm starting the runs is attached. It was created in your 0.4.0 version, but the recorded tests are run using the 0.4.1 version.

The video of my runs (due to the nature of the scenes it's highly NSFW!): (1.5 GB filesize, I'll leave it up for at least a couple of weeks)

There are 3 batches of tests, each consisting of 5 runs. Each batch uses a slightly different methodology (see below). My System is Windows 11 Pro.

The runs with relevant timestamps:

Code:
Batch 1 - Here I just click through the scenes normally albeit at a relatively fast pace

0:00 Starting run 1 of batch 1
3:11 Starting run 2 of batch 1
4:04 Random crash
4:20 Starting run 3 of batch 1
7:56 Starting run 4 of batch 1
10:55 Starting run 5 of batch 1
12:23 Random crash

Batch 2 - Here I speed through the scenes by holding down CTRL
The game seems to always crash when trying to reload the save after this (i.e. after using a lot of CTRL "speedup").

12:41 Starting run 1 of batch 2
13:44 Reliable crash when trying to reload from the save (btw. the only time the error log gets written to, among the crashes featured here, seems to be after this type of crash)
14:17 Starting run 2 of batch 2
15:12 Reliable crash when trying to reload from the save
15:33 Starting run 3 of batch 2
15:54 Random crash (i.e. not the aforementioned reliable one)
16:23 Starting run 4 of batch 2
17:19 Reliable crash when trying to reload from the save
17:46 Starting run 5 of batch 2
18:39 Reliable crash when trying to reload from the save

Batch 3 - Here I skip the scenes by quickly tapping space
The game seems to always crash at some point during this, and when it does the error message appears repeatedly.

18:58 Starting run 1 of batch 3
19:14 Crash with repeated error messages
19:42 Here I made a small editing cut to remove potentially personal information
20:06 Starting run 2 of batch 3
20:27 Crash with repeated error messages
21:08 Starting run 3 of batch 3
21:22 Crash with repeated error messages
21:50 Starting run 4 of batch 3
22:09 Crash with repeated error messages
22:42 Starting run 5 of batch 3
22:58 Crash with repeated error messages
-----

Separately from the crashes, one possible bug I encountered is e.g. at 1:15 and 5:48 where you need to wait an unusually long time before you can progress the scene by clicking. For the first occurrence I force progress by tapping CTRL at 1:35 and for the second occurrence I continuously click until the game lets me progress naturally again at 6:13 (i.e. 25 seconds later).
Since the game disables progressing by clicking while a sound effect is playing, I suspect that an unintendedly long sound effect is played here (it could of course also be something else).
 
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node

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Sep 16, 2017
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I noticed particular many crashes when going through the slew of cutscenes after chapter 11, so I recorded this 24 min. video showcasing a series of crash tests for that part game. It may or may not help you, but 2 ways of making crashes happen seem relatively consistent.
Thank you, this is really helpful! I can reliably generate the first type of crash that you're seeing.

There definitely seems to be a vulnerability in the engine when it comes to loading images. The animations are probably making that vulnerability a lot worse, since each is 30-45 images in a loop.

I wonder if the large data.dts file is behind the c0000005 issues. It's a lot bigger than most SRPG studio games.
 

node

Newbie
Game Developer
Sep 16, 2017
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Aha! Unbinding the image files stops the crashes during ctrl-based speed-throughs.

Can Addictions or someone else that's having the c0000005 bug let me know if this lets you play normally?
 

Stormfellow

New Member
Oct 8, 2021
4
2
45
Yes, that seems significantly more stable. Or at least it got through two full missions and subsequent cutscenes without crashing which would definitely not have happened with 0.4 or 0.4.1.
 
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Addictions

Member
Jan 5, 2018
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Aha! Unbinding the image files stops the crashes during ctrl-based speed-throughs.

Here's an updated version. Can Addictions or someone else that's having the c0000005 bug let me know if this lets you play normally?

Seems to work, haven't had any crashes for three levels.

EDIT: ran through the campaign from 1 to 10, no crashes. Seems resolved.

Though I did get this in the 5th chapter (Best in the middle) while doing Edict of Death:
1766449636996.png
you can't perform that attack there.
 
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UnDeaD_CyBorG

Well-Known Member
Apr 6, 2018
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A good ending to the first act.
Some exposition, some light foreshadowing, and a bit of mystery.
The balancing is still very tilted towards save scumming; at least I did that regularly. I don't think there is another way to play, it swings between the enemy missing 3 times in a row and getting back to backcrits.

And yes, at least in this last battle, tsume combines poor accuracy and average damage with low defence and low health.
Overall, I'd like to see a bit more resource management, which is to say, more resources for the player, and more choices for equipment and consumables, even if those would be individually weaker. It just feels good to have choices.

Also, may I ask for act 2 to finally allow a "load" feature in combat?
Restarting the game twice per combat turn just to not be rolled by some freak RNG gets old.
 

UnDeaD_CyBorG

Well-Known Member
Apr 6, 2018
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You can enable the load command for the in-mission menu in the config submenu, it should be the 5th option from the bottom.
Huh.
You know, I hadn't actually figured out that the config menu could scroll. Shame on me. That makes the whole thing somewhat more bearable.

Maybe a bug report: Changing Tsume's clothes after the last mission will remove the choice to get her back into the latest set.
Also, the "Memories" only contain the latest two, that got added in version 0.4.
Everything else is apparently locked, and also stays locked when I replay them from an earlier save.
 
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node

Newbie
Game Developer
Sep 16, 2017
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Overall, I'd like to see a bit more resource management, which is to say, more resources for the player, and more choices for equipment and consumables, even if those would be individually weaker. It just feels good to have choices.
Zarina'll be bringing some goodies at the end of the next map.

The shopping experience overall is a difficult balance to strike. Base FE design has equipment break on the regular so you get the thrill of constantly buying new gear, but I personally find that really annoying. I'm aiming to give the option of: breakable gear with interesting abilities, more expensive base gear, and consumables. It just takes time to stagger the introduction of each of those.

That's not touching the bonus points, which so far don't do anything.
 
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