Possible temp fix to PreDraw(); error crash
-
- Posts: 852
- Joined: Thu Oct 25, 2012 5:42 pm
- Location: Click the website link for my Youtube channel
- Contact:
Possible temp fix to PreDraw(); error crash
For the past couple of alphas, some of you may have had this issue: You load a level, but keep getting the error which prevents you from playing the game:
void PreDraw() not found in file: "Data/Scripts/playercontrol.as".
One possible fix is to disable your mods in the main menu, and delete OGMP (if disabling it from the mod menu doesn't fix it). Don't forget to clear your cache afterwards, just in case. I'm not sure why that's the case, but doing this helped for me.
This should be fixed soon. I hope this helps.
void PreDraw() not found in file: "Data/Scripts/playercontrol.as".
One possible fix is to disable your mods in the main menu, and delete OGMP (if disabling it from the mod menu doesn't fix it). Don't forget to clear your cache afterwards, just in case. I'm not sure why that's the case, but doing this helped for me.
This should be fixed soon. I hope this helps.
-
- Posts: 440
- Joined: Fri Oct 18, 2013 5:48 pm
- Location: Somewhere within the Universe... Might take a while to find me though.
Re: Possible temp fix to PreDraw(); error crash
I fixed this issue by deleting all files with "_ogmp" at the end, then using steam, changed to the previous alpha and back again to quickly verify all files. I also had to delete aschar.as and put _aschar.as in its place by deleting the underscore, however I don't remember if this is OGMP related
[EDIT]
hold on, you have a car mod installed?!
[EDIT]
hold on, you have a car mod installed?!
-
- Posts: 852
- Joined: Thu Oct 25, 2012 5:42 pm
- Location: Click the website link for my Youtube channel
- Contact:
Re: Possible temp fix to PreDraw(); error crash
It's a little thingy Gyrth was working on, I haven't been able to get it to work though lel
Only disabling OGMP didn't work for me, but disabling all the mods did somehow.
Only disabling OGMP didn't work for me, but disabling all the mods did somehow.
Re: Possible temp fix to PreDraw(); error crash
That's a nice list of mods
I usually make a /Data/DisabledMods folder and move folders from /Data/Mods into this folder. OGMP and the bow and arrow mod are overriding some scripts. So those are probably the cause of it. I just have to merge the new scripts into my modded scripts so the functions are reachable again. Like PreDraw().
The car was just an experiment. It doesn't work very well. But the code is there if anyone wants to improve it.
I usually make a /Data/DisabledMods folder and move folders from /Data/Mods into this folder. OGMP and the bow and arrow mod are overriding some scripts. So those are probably the cause of it. I just have to merge the new scripts into my modded scripts so the functions are reachable again. Like PreDraw().
The car was just an experiment. It doesn't work very well. But the code is there if anyone wants to improve it.
-
- Project Programmer
- Posts: 125
- Joined: Mon Jan 10, 2011 10:56 am
- Location: Karlskrona, Sweden
- Contact:
Re: Possible temp fix to PreDraw(); error crash
I'm making the modding system a little smarter to minimize these issues in the future.
One thing i'm doing is making the FileCollision warning smarter, meaning it will only warn if an activated mod is colliding with another. I'll also add a check for the declared version of the game, so that untested mods won't continue being activated after updating the game. Requiring manual intervention to reactivate.
As a community we might start to think about a way to make scripting mods more compatible with each other. As a developer i'm open to thoughts and suggestions on this front.
One thing i'm doing is making the FileCollision warning smarter, meaning it will only warn if an activated mod is colliding with another. I'll also add a check for the declared version of the game, so that untested mods won't continue being activated after updating the game. Requiring manual intervention to reactivate.
As a community we might start to think about a way to make scripting mods more compatible with each other. As a developer i'm open to thoughts and suggestions on this front.
Re: Possible temp fix to PreDraw(); error crash
Alrighty, I merged the a255 changes into the OGMP scripts. I hope it's fixed now. I couldn't find PreDraw() though. Must be removed. I tested it and it worked, but if anyone else can test it as well to be sure, that'd be great.
https://github.com/ogmp/ogmp_client
Re: Possible temp fix to PreDraw(); error crash
Did Wolfire give you their time machine?Gyrth wrote:Alrighty, I merged the a255 changes into the OGMP scripts.
-
- Project Programmer
- Posts: 125
- Joined: Mon Jan 10, 2011 10:56 am
- Location: Karlskrona, Sweden
- Contact:
Re: Possible temp fix to PreDraw(); error crash
We don't have a time machine We just work on a two week cycle, so while alpha A is out, alpha B gets frozen and work on alpha C starts. Which is why the numbers can seem like a big jump. It's intended as a way to minimize bugs for the alpha release.