Anyone whos ever used TGF knows what this is; for seemingly no reason your program pretty much flat crashes. The sounds will keep repeating, and the frame will get all jerky. On a standalone .exe game, you will need to restart it, and if you are in the TGF editor, you'll actually need to reboot the entire editor or it will just occur as soon as you restart your program.
Well I've been doing some studies into it, to figure out what exactly this is. When it runs, it basically NEVER causes a direct crash. You never get a box that appears and tells you there was an error. Instead it simply keeps repeating those .wav files and reduces ur game to standstill.
So heres some things I noticed:
Using Windows 95 Compatability mode, on your .exe file, will reduce the # of this glitch by about 95%. You will almost never get it. (this is assuming you are in windows XP). So you should always do this with a TGF standalone game.
Next thing I noticed is, the glitch is very peculiar. When it happens, the program will entirely stop running, EXCEPT for when there is input from the Keyboard/Mouse. Essentially, it will stop running events, until you either press a keyboard key or hit a mouse key. It doesn't even matter if any of your events reference the keyboard/mouse. It can be the "H" key, but by repeatedly tapping it, you'll notice your game will run as if it were fine.
Try simply rotating the mouse wheel; you'll be back up to 50 FPS until you stop.
I still, however, cannot find a cure for this. I have a fairly epic sized game, and I'm afraid that having it crash every 20 minutes or so, might put some people off it. Its not nice to crash just before a save point, and many people might stop playing if this happened. So if anyone knows a good way to stop it, I'd like to know.
I've noticed that a "STOP ALL SAMPLES" event doesn't stop the lag, but does stop the looping samples.
I have MMF and can recompile it, but I've noticed that a myriad of my extensions are TGF only. So I intend to just keep it in TGF.
Or at the least, the extensions I use need some retooling when converting; attempting to run the game in MMF simply crashes it on the spot.
Possibly. From what I can tell, something happens, involving .wav file overload, that causes the runtime to stop refreshing events.
It simply stops running through your events like it normally does. I figure this isn't some mystical unfixable problem, but rather some bug that could probably be quite easily fixed if someone figured out what it was. Once triggered, events will only be checked when there is input from the keyboard or mouse. Thats all I've figured out so far.