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#1 Grimzim

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Posted 06 June 2012 - 12:46 PM

I'm currently using GM8.1 and thinking of switching to GM:Studio. However, I'm currently using an old lighting engine (http://gmc.yoyogames...howtopic=247336) and during Studio Beta I had some issues with getting it to run. As the Beta is now over I can no longer try it our so I'm unsure if the compatibility problems have been solved (or if the L3S Lighting Engine still does not work). Has anyone tried to use this in the current GM:Studio or can someone with a license try it out? Note: The L3S engine is pure GML ...
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#2 OldSkoolGamer

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Posted 06 June 2012 - 05:28 PM

I'm currently using GM8.1 and thinking of switching to GM:Studio. However, I'm currently using an old lighting engine (http://gmc.yoyogames...howtopic=247336) and during Studio Beta I had some issues with getting it to run. As the Beta is now over I can no longer try it our so I'm unsure if the compatibility problems have been solved (or if the L3S Lighting Engine still does not work). Has anyone tried to use this in the current GM:Studio or can someone with a license try it out? Note: The L3S engine is pure GML ...


I'll give it a try in studio when I get home later & post my results back here for you unless someone else beats me to it.

EDIT:

Well, it seems to work OK, only had to remove the obselete function show_info() & had a duplicate object named obj_SC_crate, i renamed one to obj_SC_crate2

Here's a photo:


[IMG=http://img854.imageshack.us/img854/4922/phoenixl3s.png][/IMG]

Uploaded with ImageShack.us

Edited by OldSkoolGamer, 07 June 2012 - 01:45 AM.

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#3 Grimzim

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Posted 07 June 2012 - 08:42 AM

Great news! Many thanks for trying this out for me, helps a lot!
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#4 OldSkoolGamer

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Posted 07 June 2012 - 02:25 PM

Great news! Many thanks for trying this out for me, helps a lot!


Be aware that I only really ran the included demo, don't know if there's anything else in there that might potentially cause issues. i did a check all scripts, none returned with errors though.
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#5 Grimzim

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Posted 07 June 2012 - 05:36 PM

I bought GM:Studio nevertheless, unfortunately my game does not run. I tried the L3S engine demo (like you did), corrected the double object as well as the obsolete show_info() but all I get is the error below. Did you change anything else?

Maybe someone has an idea what causes this kind of error - is this VMError stuff a normal error message or something special?


Update: Not sure what I did but it does run now... Any know bug that cause this issue?


___________________________________________
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object obj_SLC_area1:

############################################################################################
VMError!! Occurred - Push :: Execution Error - Variable Get LS_num
at gml_Script_L3S_mesh_update (line 36) - other.LS_num+=1
############################################################################################
############################################################################################
Local Variables :
100041( i ) = 5.000000
100059( LS_imax ) = 5.000000
100060( LS_i1 ) = 0.000000
100061( LS_i2 ) = 0.000000
100087( LS_num ) = 0.000000
Self Variables :
100050( LS_z ) = 50.000000
100053( LS_bump_map1 ) = 2.000000
100054( LS_bump_map2 ) = 3.000000
100055( LS_bump_rng ) = 2.000000
100056( LS_type ) = 0.000000
100024( LS_spec_map ) = 1.000000
100025( LS_mat_map ) = 9.000000
100027( LS_glow_map ) = -1.000000
Global Variables :
100032( LS_bloom_map ) = 3.000000
100033( LS_bloom_quality ) = 0.500000
100034( LS_bloom_threshold ) = 1842204.000000
100035( LS_bloom_height ) = 300.000000
100036( LS_bloom_width ) = 400.000000
100037( LS_bloom_type ) = 1.000000
100038( LS_bloom_amount ) = 8.000000
100040( LS_bloom_intensity ) = 1.000000
100045( LS_MST_sshadow ) = 4.000000
100000( LS_ambient ) = 1315860.000000
100001( LS_mod ) = 2.000000
100002( LS_spec ) = 0.000000
100003( LS_glow ) = 0.000000
100004( LS_bloom ) = 0.000000
100005( LS_light ) = 0.000000
100006( LS_shadow ) = 1.000000
100007( LS_lightmap ) = 2.000000
100008( LS_ds ) = 0.000000
100009( LS_dsx ) = 9.000000
100010( LS_dsy ) = 10.000000
100011( LS_dsz ) = 11.000000
100012( light_renders ) = 0.000000
100015( LS_MST_light ) = 5.000000
100019( LS_MST_shadow ) = 2.000000
100021( LS_MST_dshadow ) = 3.000000
100023( LS_MST_specobject ) = 6.000000
100026( LS_MST_speclight ) = 7.000000
100027( LS_glow_map ) = 4.000000
100028( LS_glow_quality ) = 0.500000
100029( LS_glow_type ) = 1.000000
100030( LS_glow_amount ) = 5.000000
100095( mouse ) = 0.000000
stack

Edited by Grimzim, 07 June 2012 - 05:40 PM.

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#6 OldSkoolGamer

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Posted 08 June 2012 - 12:16 PM

Maybe try unchecking the option for "Compile to Virtual Machine" or something like that in the preferences? See if that helps. I think I may have mine unchecked by default, but I honestly canot remember, at work right now so cannot check it either.
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#7 rwkay

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Posted 08 June 2012 - 12:50 PM

The version currently out has removed the Compile to Virtual Machine but did not remove the use of it in the code - basically this should never have been seen outside of the dev team an oversight menat that everyone saw it and changed the default setting.

Basically you need to exit GameMaker:Studio and then start regedit then make sure that HKEY_CURRENT_USER\Software\GMStudio\Version 1.0\Preferences]\5tudioCompileToVM and make sure it is set to 0

NOTE: This needs to be done when GameMaker:Studio is NOT running.

This should clear up any issues associated with having Compile To Virtual Machine set incorrectly.

In the next version we have removed the use of the registry entry completed...

Russell
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#8 Wolf Dreamer

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Posted 08 June 2012 - 02:51 PM

The version currently out has removed the Compile to Virtual Machine but did not remove the use of it in the code - basically this should never have been seen outside of the dev team an oversight menat that everyone saw it and changed the default setting.

Basically you need to exit GameMaker:Studio and then start regedit then make sure that HKEY_CURRENT_USER\Software\GMStudio\Version 1.0\Preferences]\5tudioCompileToVM and make sure it is set to 0

NOTE: This needs to be done when GameMaker:Studio is NOT running.

This should clear up any issues associated with having Compile To Virtual Machine set incorrectly.

In the next version we have removed the use of the registry entry completed...

Russell

Its already set to zero. So that's not the problem.
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#9 rwkay

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Posted 08 June 2012 - 03:54 PM

In that case then file a bug and I will take a look, ensure you add an example project with the bug as error messages do not really help.

This may be a different issue to the one I was thinking it was.

Russell
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#10 Wolf Dreamer

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Posted 08 June 2012 - 04:11 PM

In that case then file a bug and I will take a look, ensure you add an example project with the bug as error messages do not really help.

This may be a different issue to the one I was thinking it was.

Russell


Load up Demo4. No alterations at all, and ii has the problem, unable to do anything, some objects not loading up, and locking up the browser.
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#11 allex24

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Posted 09 June 2012 - 02:31 AM

Basically you need to exit GameMaker:Studio and then start regedit then make sure that HKEY_CURRENT_USER\Software\GMStudio\Version 1.0\Preferences]\5tudioCompileToVM and make sure it is set to 0


hmm...i didn't find 5tudioCompileToVM entry in registry
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#12 Grimzim

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Posted 12 June 2012 - 06:02 PM

While my game did run perfectly for the last days I do have the same error (as stated in my post above) again after todays update to 1.0.240:

___________________________________________
 FATAL ERROR in
 action number 1
 of Alarm Event for alarm 0
 for object obj_SLC_area1:

 ############################################################################################
 VMError!! Occurred - Push :: Execution Error - Variable Get LS_num
 at gml_Script_L3S_mesh_update (line 36) - other.LS_num+=1
 ############################################################################################

I also checked 5tudioCompileToVM - it was set to 1 (but as my game ran it does not seem to be the source of the problem). Nevertheless I set it to 0, without any effect. I switched back to 1.0.231 - game runs fine again. Is there anything I'm missing (i.e. any temp files or other stuff that might cause this issue)?

I tried to register to the bug tracker, however while the web form for says I'll get an e-mail, nothing arrived as of yet (more than an hour ago ...).

Edited by Grimzim, 12 June 2012 - 06:15 PM.

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#13 Grimzim

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Posted 13 June 2012 - 05:31 PM

Update:

I did several tests today to find out why this VMError keeps showing up for me. Here's what I found out so far:

1.0.231
* Changing skins in Studio is part of the issue as well as the 5tudioCompileToVM: I had the VMError while 5tudioCompileToVM was set to 0 and after changing skins it was gone. Looking at the registry it seems that a skin change somehow also causes that the 5tudioCompileToVM is set to 1 again.

1.0.240
* I could not get my game to work with the new Studio version (the VMError keeps showing up regardless of 5tudioCompileToVM settings). It seems that even with 1.0.240 the 5tudioCompileToVM is set to 1 when changing skins however.


Here's a test scenario for the strange 5tudioCompileToVM change:
1. Close Studio
2. Set 5tudioCompileToVM to 0 in the registry
3. Start Studio and change the skin
4. The 5tudioCompileToVM gets changed to 1 immediately (Studio does not even need to be restarted)


I'm somewhat frustrated that I can not install 1.0.240 because of these strange VMError problems and I still can not file a bug report as I never get any E-Mail from the BugTracker - I've even tried to use my alternative e-mail addresses to no effect. I hope that someone from YoYo may read this and either check what's up with the Bug Tracker registration or has any solution for this directly ...
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#14 Grimzim

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Posted 21 June 2012 - 05:21 PM

Update:

It seems there is a difference between GM 8.1, GM:Studio <= 1.0.231 and newer versions regarding the handling of scripts.

The code below is an example script that does no longer work in GM:Studio > 1.0.231. The reason is the declaration of the local variable v at the very end. If the declaration is done at the beginning it will not work even in GM 8.1, however the L3S script I'm using had (unfortunately) used this on various places. I agree that this is a somewhat strange code, still it is very confusing that it works with GM:Studio <= 1.0.231

v = 50

with(o_test_2)
{
    show_debug_message(string(other.v))
}

var v; 

Edited by Grimzim, 21 June 2012 - 08:17 PM.

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#15 rwkay

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Posted 21 June 2012 - 08:28 PM

File a bug (Help -> Report a bug) and attach a simple example project that exhibits the problem and we will take a look (use a GMZ, File -> Export Project).

Russell
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