BUG: crash when calling hide() on luabox with sprite

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BUG: crash when calling hide() on luabox with sprite

Postby that guy » 18 Feb 2015, 03:19

title pretty much explains it. I'm trying to make the luabox act as the "physical" object with a sprite being rendered at its location. I get a crash.

attempted script:
Code: Select all
function init(is_sandbox)

img_width=23
img_height=30
base_x=0;base_y=0;c1={0,0,0};c2={237,237,237};c3={217,217,217};c4={253,0,0};c5={174,174,174};c6={41,41,41};
colors={ {c1,9},{c2,3},{c1,19},{c2,5},{c1,17},{c2,2},{c3,3},{c2,2},{c1,16},{c2,1},{c3,1},{c2,3},{c3,1},{c2,1},{c1,15},{c2,1},{c3,1},{c2,5},{c3,1},{c2,1},{c1,14},{c3,1},{c2,7},{c3,1},{c1,14},{c3,1},{c2,7},{c3,1},{c1,13},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c4,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c4,1},{c3,1},{c2,1},{c5,5},{c2,1},{c3,1},{c2,1},{c1,12},{c4,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,12},{c2,1},{c3,1},{c2,7},{c3,1},{c2,1},{c1,13},{c3,1},{c2,7},{c3,1},{c1,2},{c2,3},{c1,9},{c3,1},{c2,7},{c3,1},{c1,1},{c6,1},{c2,4},{c1,9},{c3,1},{c2,5},{c3,1},{c6,4},{c1,1},{c6,2},{c1,10},{c3,1},{c2,3},{c3,1},{c6,3},{c1,4},{c6,2},{c1,4},{c2,1},{c1,4},{c6,1},{c3,3},{c1,8},{c6,2},{c1,2},{c2,3},{c1,3},{c6,1},{c1,12},{c6,2},{c1,1},{c2,4},{c6,1},{c1,1},{c6,1},{c1,13},{c6,2},{c1,2},{c6,6},{c1,13},{c6,3},{c1,1},{c6,2},{c1,18},{c6,5},{c1,18},{c6,4},{c1,19},{c6,4},{c1,19},{c6,4},{c1,19},{c6,3},{c1,21},{c6,1},}

local j = 0
for i=1, #colors do
  local ca = colors[i]

  for n=1, ca[2] do
    local c = ca[1]
    this:set_sprite_texel(base_x + (j % img_width), base_y + img_height-math.floor(j / img_width)-1, c[1]/255, c[2]/255, c[3]/255, (c[4] ~= nil and c[4]/255 or 1.0))
    j = j + 1
  end
end

thisbox = world:get_entity_by_id(this:get_id())

thisbox:hide()
end


run.log:
Code: Select all
            _            _       _       
 _ __  _ __(_)_ __   ___(_)_ __ (_) __ _
| '_ \| '__| | '_ \ / __| | '_ \| |/ _` |
| |_) | |  | | | | | (__| | |_) | | (_| |
| .__/|_|  |_|_| |_|\___|_| .__/|_|\__,_|
|_|                       |_|           
Version: 34. Oct  2 2014/16:44:02
Initializing SDL... OK
Creating window... OK
Initializing GLEW... OK (v1.10.0)
III: GL Info: ATI Technologies Inc./ATI Radeon HD 4200/3.3.11672 Compatibility Profile Context
III: GLSL Version: 3.30
III: Extensions: GL_AMDX_debug_output GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_sample_positions GL_AMD_shader_stencil_export GL_ARB_ES2_compatibility GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_storage GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
GL versions supported: 3.3, 3.1, 3.0, 2.1, 2.0, 1.5, 1.4, 1.3, 1.2, 1.1
III: tproject_init called
III:
Initializing curl... OK v(7.32.0)
Initializing framebuffers == OK
Initializing pipelines... OK
III: resume loading -----------------------------------
III: Unhandled input: 770
III: Window 1 shown
III: Window 1 exposed
warning: The directory C:\Users\That Guy\Principia/lvl already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/lvl/local already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/pkg already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/pkg/local already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache/local already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache/sav already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/sav already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/lvl already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/lvl/db already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/lvl/main already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/pkg already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/pkg/db already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/pkg/main already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache/db already exists. This is fine.
warning: The directory C:\Users\That Guy\Principia/cache/main already exists. This is fine.
III: Textures cache path: C:\Users\That Guy\Principia/textures.cache
Initialzing freetype... OK
III: Successfully read font info from cache at 'C:\Users\That Guy\Principia/fonts.cache'
Initializing audio device... OK
III: >> Audio Device: Speakers (High Definition Audio Device)
III: >> Audio Driver: directsound
Initializing sound effects... OK
III: initial_loader-curl_init locking curl...
III: initial_loader-curl_init locked curl!
III: initial_loader-curl_init unlocking curl...
III: initial_loader-curl_init unlocked curl!
III: mf::init. Current LC_ALL: C
III: mf::init. Current LC_NUMERIC: C
III: mf::init. After LC_ALL: C
III: mf::init. After LC_NUMERIC: C
III: Initializing material factor...
III: init_shaders. Current LC_ALL: C
III: init_shaders. Current LC_NUMERIC: C
III: init_shaders. After LC_ALL: C
III: init_shaders. After LC_NUMERIC: C
Defining shader globals... sb=.15 sao=0 OK
III: Compiling shaders
III: Reading border_ao vertex shader...
III: Compiling border_ao vertex shader...
III: Reading border_ao fragment shader...
III: Compiling border_ao fragment shader...
III: Reading border vertex shader...
III: Compiling border vertex shader...
III: Reading border fragment shader...
III: Compiling border fragment shader...
III: Reading colored vertex shader...
III: Compiling colored vertex shader...
III: Reading colored fragment shader...
III: Compiling colored fragment shader...
III: Reading gem vertex shader...
III: Compiling gem vertex shader...
III: Reading gem fragment shader...
III: Compiling gem fragment shader...
III: Reading cable vertex shader...
III: Compiling cable vertex shader...
III: Reading cable fragment shader...
III: Compiling cable fragment shader...
III: Reading colorbuf vertex shader...
III: Compiling colorbuf vertex shader...
III: Reading colorbuf fragment shader...
III: Compiling colorbuf fragment shader...
III: Reading pv_colored vertex shader...
III: Compiling pv_colored vertex shader...
III: Reading pv_colored fragment shader...
III: Compiling pv_colored fragment shader...
III: Reading bark vertex shader...
III: Compiling bark vertex shader...
III: Reading bark fragment shader...
III: Compiling bark fragment shader...
III: Reading rubberband vertex shader...
III: Compiling rubberband vertex shader...
III: Reading rubberband fragment shader...
III: Compiling rubberband fragment shader...
III: Reading breadboard vertex shader...
III: Compiling breadboard vertex shader...
III: Reading breadboard fragment shader...
III: Compiling breadboard fragment shader...
III: Reading pv_sticky vertex shader...
III: Compiling pv_sticky vertex shader...
III: Reading pv_sticky fragment shader...
III: Compiling pv_sticky fragment shader...
III: Reading pv_textured vertex shader...
III: Compiling pv_textured vertex shader...
III: Reading pv_textured fragment shader...
III: Compiling pv_textured fragment shader...
III: Reading grass vertex shader...
III: Compiling grass vertex shader...
III: Reading grass fragment shader...
III: Compiling grass fragment shader...
III: Reading wheel vertex shader...
III: Compiling wheel vertex shader...
III: Reading wheel fragment shader...
III: Compiling wheel fragment shader...
III: Reading gi vertex shader...
III: Compiling gi vertex shader...
III: Reading gi fragment shader...
III: Compiling gi fragment shader...
III: Reading gi_tex vertex shader...
III: Falling back, failed to read!
III: Reading gi_col vertex shader...
III: Falling back, failed to read!
III: Reading ao vertex shader...
III: Compiling ao vertex shader...
III: Reading ao fragment shader...
III: Compiling ao fragment shader...
III: Reading ao_norot vertex shader...
III: Compiling ao_norot vertex shader...
III: Reading ao_norot fragment shader...
III: Compiling ao_norot fragment shader...
III: Reading ao_clear vertex shader...
III: Compiling ao_clear vertex shader...
III: Reading ao_clear fragment shader...
III: Compiling ao_clear fragment shader...
III: Reading ao_bias vertex shader...
III: Compiling ao_bias vertex shader...
III: Reading ao_bias fragment shader...
III: Compiling ao_bias fragment shader...
III: Reading pv_textured_ao vertex shader...
III: Compiling pv_textured_ao vertex shader...
III: Reading pv_textured_ao fragment shader...
III: Compiling pv_textured_ao fragment shader...
III: Reading textured_ao vertex shader...
III: Compiling textured_ao vertex shader...
III: Reading textured_ao fragment shader...
III: Compiling textured_ao fragment shader...
III: Reading pv_textured_ao_tinted vertex shader...
III: Compiling pv_textured_ao_tinted vertex shader...
III: Reading pv_textured_ao_tinted fragment shader...
III: Compiling pv_textured_ao_tinted fragment shader...
III: Reading textured vertex shader...
III: Compiling textured vertex shader...
III: Reading textured fragment shader...
III: Compiling textured fragment shader...
III: Reading ledbuf vertex shader...
III: Compiling ledbuf vertex shader...
III: Reading ledbuf fragment shader...
III: Compiling ledbuf fragment shader...
III: Reading digbuf vertex shader...
III: Compiling digbuf vertex shader...
III: Reading digbuf fragment shader...
III: Compiling digbuf fragment shader...
III: Reading linebuf vertex shader...
III: Compiling linebuf vertex shader...
III: Reading linebuf fragment shader...
III: Compiling linebuf fragment shader...
III: Reading fluidbuf vertex shader...
III: Compiling fluidbuf vertex shader...
III: Reading fluidbuf fragment shader...
III: Compiling fluidbuf fragment shader...
III: Reading spritebuf vertex shader...
III: Compiling spritebuf vertex shader...
III: Reading spritebuf fragment shader...
III: Compiling spritebuf fragment shader...
III: Reading spritebuf_light vertex shader...
III: Compiling spritebuf_light vertex shader...
III: Reading spritebuf_light fragment shader...
III: Compiling spritebuf_light fragment shader...
III: Reading charbuf vertex shader...
III: Compiling charbuf vertex shader...
III: Reading charbuf fragment shader...
III: Compiling charbuf fragment shader...
III: Reading charbuf2 vertex shader...
III: Compiling charbuf2 vertex shader...
III: Reading charbuf2 fragment shader...
III: Compiling charbuf2 fragment shader...
III: Reading grid vertex shader...
III: Compiling grid vertex shader...
III: Reading grid fragment shader...
III: Compiling grid fragment shader...
III: Reading bg_fixed vertex shader...
III: Compiling bg_fixed vertex shader...
III: Reading bg_fixed fragment shader...
III: Compiling bg_fixed fragment shader...
III: Reading bg_colored vertex shader...
III: Compiling bg_colored vertex shader...
III: Reading bg_colored fragment shader...
III: Compiling bg_colored fragment shader...
III: Reading bg vertex shader...
III: Compiling bg vertex shader...
III: Reading bg fragment shader...
III: Compiling bg fragment shader...
III: Reading shiny vertex shader...
III: Compiling shiny vertex shader...
III: Reading shiny fragment shader...
III: Compiling shiny fragment shader...
III: Reading colored_field vertex shader...
III: Compiling colored_field vertex shader...
III: Reading colored_field fragment shader...
III: Compiling colored_field fragment shader...
III: Reading pv_colored_m vertex shader...
III: Compiling pv_colored_m vertex shader...
III: Reading pv_colored_m fragment shader...
III: Compiling pv_colored_m fragment shader...
III: Reading pv_textured_m vertex shader...
III: Compiling pv_textured_m vertex shader...
III: Reading pv_textured_m fragment shader...
III: Compiling pv_textured_m fragment shader...
+..+..+..+..+..+..+..+..+..+..+..+..III: before bg. Current LC_ALL: English_United States.1252
III: before bg. Current LC_NUMERIC: English_United States.1252
III: before bg after. After LC_ALL: C
III: before bg after. After LC_NUMERIC: C
+..III: before bg after 2. After LC_ALL: C
III: before bg after 2. After LC_NUMERIC: C
III: Done with shaders!

Initializing textures... OK
Initializing materials+..+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+..+.+.+.............+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+..+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+.+..OK
III: Model cache path: C:\Users\That Guy\Principia/models.cache
III: Checking if we want to use cache...
III: Initializing models... (cache)
Uploading models... OK
error: Error opening tilemap at data-shared/tiles/nomad_hideout_0.txt
error: Error opening tilemap at data-shared/tiles/nomad_hideout_1.txt
Initializing linebuffer  OK
Initializing textbuffer... OK
Initializing spritebuffer... OK
Initializing fluidbuffer... OK
Initializing game framebuffers +++>==+-+...+...+...+...+...+...+...+...+....OK
Compiling shaders...OK
Loading graphs...OK
Loading camera...OK
Initializing GUI +-.+.++++++++++++++++++++.*.III: num verts 24 num indices 132
III: num verts 24 num indices 126
.........+.++ OK
III: Number of objects in menu: 214
+III: Current percentages: 0.26/0.08
III: Desired percentages: 0.25/0.03
III: New percentages:     0.25/0.07
III: Current percentages: 0.34/0.08
III: Desired percentages: 0.45/0.20
III: New percentages:     0.45/0.10
III: crc base read: 33bbb25d
III: crc sum read: bdbefc45
III: check_version_code locking curl...
III: check_version_code locked curl!
III: get_featured_levels locking curl...
III:          Initialize atlases: 10
III:            Initialize fonts: 47
III:       Initialize more fonts: 121
III:          Loading GUI+Sounds: 209
III:          Initialize workers: 3
III:              Load materials: 606
III:           Allocating models: 35
III:              Loading models: 11
III:                      Unused: 2
III:            Uploading models: 10
III:            Loading tilemaps: 2
III:        Initializing buffers: 6
III:                  Init world: 35
III:                   Init game: 139
III:               Init game GUI: 94
III:                      Unused: 10
III:                      Unused: 1
III:    Load shared menus assets: 1
III:                  Init menus: 128
III:               Load progress: 10
III:               Save settings: 2
III:                       Total: 1482
III: pause loading
III: check_version_code unlocking curl...
III: check_version_code unlocked curl!
III: get_cookie_data locking curl...
III: get_cookie_data locked curl!
III: get_cookie_data unlocking curl...
III: get_cookie_data unlocked curl!
III: get_featured_levels locked curl!
III: USERNAME REFRESHED ---------------
III: diff: 552 < 181?
III: USERNAME REFRESHED ---------------
III: diff: 350 < 181?
III: get_cookie_data locking curl...
III: get_featured_levels unlocking curl...
III: get_featured_levels unlocked curl!
III: loading contest stuff..
III: Num getting started links: 7
III: get_cookie_data locked curl!
III: get_cookie_data unlocking curl...
III: get_cookie_data unlocked curl!
III: USERNAME REFRESHED ---------------
III: diff: 350 < 181?
III: diff: 350 < 181?
III: diff: 350 < 181?
III: Unhandled input: 770
III: Window 1 exposed
III: diff: 350 < 181?
III: OPEN
III: world init PAUSE
III: Opening level: C:\Users\That Guy\Principia\lvl\local/.autosave
III: read file of size: 17816
III: setting bg to 1
III: Background ID 1, adding entity.
III: chunk window set seed to 0
III: zuncompress success
III: Uncompression status: Old: 1257. New: 13784. Total: 10.97
III: load buffer[10BE2FF8]: (id mod: 0, displ: 0.000000 0.000000)
III: num groups 0, num entities 2, num connections 0, num_cables 0
III: Item id=51 from string 51;0;1;8
III: Item id=0 from string 51;0;1;8
III: Item id=1 from string 51;0;1;8
III: Item id=8 from string 51;0;1;8
III: feet joint: 0.00 to 0.45. 0.00/1.00
III: scale: 1.00
III: scale: 1.00
III: chunk window set seed to 0
III: setting bg to 1
III: Background ID 1, adding entity.
III: Item id=51 from string 51;0;1;8
III: Item id=0 from string 51;0;1;8
III: Item id=1 from string 51;0;1;8
III: Item id=8 from string 51;0;1;8
III: Window 1 exposed
III: Window 1 exposed
III: Unhandled input: 771
III: Playing
III: Saving (1)
III: fill buffer (v.29, id mod:0, displ: 0.000000 0.000000): groups:0, entities:2, conns:0, cables:0
III: Size before: 30343
III: zcompress success
III: Compression status: Old: 13784. New: 1255. Total: 0.09
III: saving level: C:\Users\That Guy\Principia\lvl\local/.autosave
III: with name: 'TURRET.'
III: size: 17814
III: playing level 0, type 0
III: world init PLAY
III: Opening level: C:\Users\That Guy\Principia\lvl\local/.autosave
III: read file of size: 17814
III: setting bg to 1
III: Background ID 1, adding entity.
III: chunk window set seed to 0
III: zuncompress success
III: Uncompression status: Old: 1255. New: 13784. Total: 10.98
III: load buffer[10BE2FF8]: (id mod: 0, displ: 0.000000 0.000000)
III: num groups 0, num entities 2, num connections 0, num_cables 0
III: feet joint: 0.00 to 0.45. 0.00/1.00
III: scale: 1.00
III: scale: 1.00
III: completion score: 0
III: last score: 0
III: num plays: 338
III: chunk window set seed to 0
III: setting bg to 1
III: Background ID 1, adding entity.
III: Item id=51 from string 51;0;1;8
III: Item id=0 from string 51;0;1;8
III: Item id=1 from string 51;0;1;8
III: Item id=8 from string 51;0;1;8
III: init widgets -------------------
III: SIGSEGV
WARNING
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that guy
 
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