Version 1.2.2

Report bugs and glitches you found
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Lord Ventor
Posts: 24
Joined: Tue Sep 26, 2017 10:02 pm
Location: Michigan, US
Discord: 6509
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Re: Version 1.2.2

Post by Lord Ventor » Fri Dec 22, 2017 8:06 pm

Ooh, looks like I caught a new one. Happened online when I attempted to load PopCar2's "We metroidvania now my friends" (175777). After reopening MMM and attempting to play the level again, it worked fine.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Alarm Event for alarm 0
for object objHTTPControl:

DoAdd :1: undefined value
at gml_Object_objHTTPControl_Alarm_0
############################################################################################
  • Sewer Crisis: 173728

kirkyeehee
Posts: 8
Joined: Tue Jul 18, 2017 5:52 pm
Contact:

Re: Version 1.2.2

Post by kirkyeehee » Fri Dec 22, 2017 8:17 pm

___________________________________________
############################################################################################
ERROR in
action number 1
of Draw Event
for object objMainMenu:

Data structure with index does not exist.
at gml_Object_objMainMenu_Draw_0
############################################################################################

(I also get this error if I abort the above error several times)
Unbalanced surface stack. You MUST use surface_reset_target() for each set.



I have been getting this exact same error ever since I upgraded my PC. I keep getting it whenever I try to either search a level ID, search for a random level, or whenever I try to browse a stage.

For what it's worth I've tried deleting the game and downloading a fresh copy, as well as double checking and re adding the game to my firewall. Still no luck. Whatever is causing this issue seems to have to do with loading some specific asset when searching for a stage.

My specs are:

CPU: Ryzen 7 1800x
GPU: Nvidia GTX 1060 6GB
16 GB DDR4 Ram

I'm also on Windows 10 Pro (64 bit) updated to the Fall creators update (Version 1709)

I've created a video letting my channel know about not being able to play the game and I showcase all the ways this error occurs in the video. I'll post it here in case it's able to help you in any way: (You can skip to 1:10 to start seeing the bug/error.) It's currently uploading, but should be done within the hour. (56kb upload speed... not much I can do about the wait, unfortunately)

This video is from version 1.1.3, but the exact same thing is still happening in 1.2.2
https://youtu.be/ykiTnhqFUVw

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Luigi
Posts: 65
Joined: Thu Dec 07, 2017 4:21 am

Re: Version 1.2.2

Post by Luigi » Sat Dec 23, 2017 9:04 am

If you grab a weapon capsule (the new one which unlocks weapons mid stage), use some of the energy and die before you hit the next checkpoint, when you pick it up on the next life it will persist with the same amount of weapon energy used when you are given the weapon instead of refilling it completely. (Not to mention if you grab weapon energy before grabbing the capsule which is down weapon energy it does NOT refill it considering you don't have it yet)

It makes sense that if you grabbed a new weapon capsule that it would ALWAYS be full instead of remember how much was used on the previous life.

I don't happen to have a recording or gif of it atm but its easily replicable in the editor.

invinible
Posts: 40
Joined: Sat Sep 30, 2017 7:06 pm

Re: Version 1.2.2

Post by invinible » Sat Dec 23, 2017 10:09 am

Luigi wrote:
Sat Dec 23, 2017 9:04 am
If you grab a weapon capsule (the new one which unlocks weapons mid stage), use some of the energy and die before you hit the next checkpoint, when you pick it up on the next life it will persist with the same amount of weapon energy used when you are given the weapon instead of refilling it completely. (Not to mention if you grab weapon energy before grabbing the capsule which is down weapon energy it does NOT refill it considering you don't have it yet)

It makes sense that if you grabbed a new weapon capsule that it would ALWAYS be full instead of remember how much was used on the previous life.

I don't happen to have a recording or gif of it atm but its easily replicable in the editor.
Why not use the "We Play Your Mega Maker Levels LIVE! #20 Part 2" Gigaboots video? The bug is clearly shown off there multiple times.

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Snessy the duck
Posts: 224
Joined: Fri Jul 14, 2017 11:03 am
Location: Denmark

Re: Version 1.2.2

Post by Snessy the duck » Sat Dec 23, 2017 1:28 pm

E-tanks respawn when you retry a stage, but the counter doesn't reset. This means you can farm E-tanks easily.
Image

My Switch friend code: SW-5399-6466-3493

Moleplay
Posts: 14
Joined: Fri Jul 28, 2017 4:16 pm

Re: Version 1.2.2

Post by Moleplay » Sat Dec 23, 2017 1:45 pm

I tryed to upload an level but when the level should start the MegaMan Maker crashes and I get this message.

"
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objSpine:

Variable objSpine.startDir(100528, -2147483648) not set before reading it.
at gml_Object_objSpine_Step_0
############################################################################################
"


This error happened after the introduction screen when the level should start.
When I play this level on the MegaMan editor itself the level works without problems.

Is there an option to avoid this bug and upload this level ?
My MegaMaker Level

Take Your Time For The Final Battle Under The Blood Red Skies - ID: 83471
Enter The Electric Funeral - ID: 137848
Rockmans Super Adventure In The Sea Of Madness - ID: 148677

LeonardMan
Posts: 1259
Joined: Sat Jul 15, 2017 11:55 am

Re: Version 1.2.2

Post by LeonardMan » Sat Dec 23, 2017 4:32 pm

My level crashed when I tried to play it outside of the editor. This is the message I got:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objSuzi:

Variable objSuzi.beginStartDir(100511, -2147483648) not set before reading it.
at gml_Object_objSuzi_Step_0
############################################################################################

Judging by the name objSuzi, it must be an Octopus Battery, but WHAT is happening to it? The crash occurs after the introduction screen, but the level plays normally when tested from inside the editor.
Bubble Bobble: 242483

Castle of Illusion:
1: 231053
2: 231057
3: 231059
4: 231062
5: 231064
Final: 231066

Mr. Gimmick:
1: 178176
2: 178177
3: 178178
4: 178181
5: 178192
6: 178198
Final: ??????, Hunt for each digit in the other 6 levels!

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RandomCatDude
Posts: 1222
Joined: Fri Jul 28, 2017 5:55 am
Location: Russia
Discord: Randomcatdude#3702

Re: Version 1.2.2

Post by RandomCatDude » Sat Dec 23, 2017 5:15 pm

LeonardMan wrote:
Sat Dec 23, 2017 4:32 pm
My level crashed when I tried to play it outside of the editor. This is the message I got:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Step Event0
for object objSuzi:

Variable objSuzi.beginStartDir(100511, -2147483648) not set before reading it.
at gml_Object_objSuzi_Step_0
############################################################################################

Judging by the name objSuzi, it must be an Octopus Battery, but WHAT is happening to it? The crash occurs after the introduction screen, but the level plays normally when tested from inside the editor.
"beginStartDir" and "not set before reading it." tells me that objSuzi tried to read the variable "beginStartDir", but that variable wasn't initialised and set to a value before it was read and the game crashed.
I tried to fit Cave Johnson's lemon rant here, but it didn't fit. Stupid 255 character limit...

LeonardMan
Posts: 1259
Joined: Sat Jul 15, 2017 11:55 am

Re: Version 1.2.2

Post by LeonardMan » Sat Dec 23, 2017 7:30 pm

RandomCatDude wrote:
Sat Dec 23, 2017 5:15 pm
"beginStartDir" and "not set before reading it." tells me that objSuzi tried to read the variable "beginStartDir", but that variable wasn't initialised and set to a value before it was read and the game crashed.
Well, that sounds like something that should have already been solved ever since Octopus Batteries were introduced. :| I mean, they ARE already pointing in a direction when you place them in the level, right? It's not like you have to manually tweak the direction of every Octopus Battery every time you place one.
Bubble Bobble: 242483

Castle of Illusion:
1: 231053
2: 231057
3: 231059
4: 231062
5: 231064
Final: 231066

Mr. Gimmick:
1: 178176
2: 178177
3: 178178
4: 178181
5: 178192
6: 178198
Final: ??????, Hunt for each digit in the other 6 levels!

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Mr-Ace
Posts: 69
Joined: Mon Dec 18, 2017 4:35 pm

Re: Version 1.2.2

Post by Mr-Ace » Sat Dec 23, 2017 11:08 pm

Trying to play a level and it gave me this error code.

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

DoAdd :1: undefined value
at gml_Object_objHTTPControl_Alarm_0
############################################################################################

The problem occurred while trying to play a level called "CHRONO CHAOS" (I.D. 177327).
Huzzah!

User avatar
Mr-Ace
Posts: 69
Joined: Mon Dec 18, 2017 4:35 pm

Re: Version 1.2.2

Post by Mr-Ace » Sat Dec 23, 2017 11:11 pm

Uber duber wrote:
Thu Dec 21, 2017 12:36 am
I was playing a level and then . . . . well.


https://imgur.com/a/w4uEx
The reason it looks this way is because there isn't actually floor there. Go back and check.
Huzzah!

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