When you say without log, did you mean openborlogs didn't mention the error message?
yes, thats exactly what i'm saying. openbor doesn't produce a log. or if it does produce it, i'm unable to find it.
Sounds like you've disabled alot of stuffs. Isn't there any stuff (aside of background, music, wait and grouping) which works without crashing?
Also is data/levels/br_st2c.txt the only problematic level?
well, yes and no. when i leave some enemies, i just beat them up and beat the level.
yes - i disabled alot of stuff, and when i start reenabling enemies piece by piece, the crash creeps back in. it's not a simple case of "this enemy breaks the game", but the crash happens in the middle of the beating.
no - i dont know if it's the only problematic level, but given that it's the sixth level - its the first one that given me problems.
then i uncomment more of them, and i get this weird crash
sometimes. I'm unable to pin down the repro steps.
so far it's been the only problematic level... i'm thinking i should just get rid of the level and see what comes down the line. maybe something is corrupted in it and i'm unable to track it down, maybe more problematic levels come my way in which case it might be best to explore other games whether they have this behaviour.
the crash is not even consistent. sometimes i beat the level with this shrunken set of enemies. sometimes i get the crash before i kill the first enemy or the first batch.
That game was made over
@Kratus SORX and dunno if this code is the same on that version, but if so, I am using the same rain code on my game and it slows downs even the windows build.
the rain code is garbage, for now i'm just keeping the "big rains" in several places and got rid of all the droplets and that nets you a tremendeous speedup.
Ideally, i'd like to refactor the rain code so that instead of spawning five big rains with 4-5 droplets each, i just spawn one big rain with maybe 2-3 droplets that follow the player.
but the droplets seem to be very expensive yet don't yield anything, their cost simply severly outweights their benefit as they're a rather small, unimportant detail on the level.
because the "rain code" just spawns one big rain and 8 droplets on every 600 pixels. so 9 animations times 3 'screens' is 27 rain-related actors that just unnecessarily hog performance, when it's just the big rains that set the whole mood and atmosphere.
EDIT: i'll tinker with it, but if i'm unable to figure out the root cause, i'll just try commenting out the whole level from the levels.txt and see if i get a crash on some other level. if i end up beating the whole game without crashing then screw that one level. if the crash happens on later levels then i'll really need to figure out where the logs end up being created so i can get an idea of whats causing it. maybe it's corrupted memory, maybe it's a script error, maybe it's some other who-knows-what.
for now, i'm using this:
```
background data/bgs/Br02/back03.gif #1 1 0 0 0 0 1 1 1 6
panel data/bgs/Br02/pn03.gif none none
frontpanel data/bgs/Br02/Front03.gif
#frontpanel data/bgs/st1/fpn02.gif
#frontpanel data/bgs/st1/fpn02.gif
#frontpanel data/bgs/st1/fpn03.gif
order a
music data/music/Lv2b.ogg
settime 99
scrollspeed 0.5
stagenumber 2
spawn1 191 17 300
spawn2 242 5 300
spawn3 239 26 300
spawn4 190 35 300
#########################################################################################
light 128 -128
at 0
shadowcolor 2
at 0
shadowalpha 6
at 0
spawn St1_Rain
flip 1
coords 1 200
at 0
#spawn St1_Drop1
#flip 1
#coords 100 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 140 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 180 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 220 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 260 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 300 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 340 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 400 240
#at 0
#--------------------------------
spawn St1_Rain
flip 1
coords 638 200
at 0
#spawn St1_Drop1
#flip 1
#coords 738 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 778 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 818 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 858 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 898 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 938 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 978 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 1038 240
#at 0
#-------------------
spawn St1_Rain
flip 1
coords 1275 200
at 0
#spawn St1_Drop1
#flip 1
#coords 1375 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 1415 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 1455 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 1495 240
#at 0
#spawn St1_Drop1
#flip 1
#coords 1535 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 1575 250
#at 0
#spawn St1_Drop1
#flip 1
#coords 1615 260
#at 0
#spawn St1_Drop1
#flip 1
#coords 1675 240
#at 0
#########################################################################################
Wall -32 275 10 0 131 189 30 124
Wall 1705 200 -40 0 424 434 30 192
#########################################################################################
spawn Rio
flip 1
coords 0 4
at 0
spawn Box
coords 595 242
at 0
spawn Box
coords 699 263 0
at 0
spawn Donovan_Wait4
flip 0
coords 500 270 0
at 301
spawn gneiss_wait0
Alias Gneiss
coords 500 240 0
at 301
group 4 4
at 400
wait
at 400
spawn Jack0
flip 1
coords -5 270 0
at 400
spawn Mic
Map 2
flip 1
coords 600 270 0
at 400
spawn Billy1
Alias Billy
map 1
flip 1
coords 600 270 0
at 400
spawn Gneiss
flip 1
coords 600 270 0
at 400
spawn Rubby
Map 1
flip 1
coords 600 270 0
at 400
#2pspawn Elmer1
#alias elmer
#flip 1
#coords 600 270 0
#at 400
#
#2pspawn miC
#flip 1
#coords 600 270 0
#at 400
#
#3pspawn Mic
#flip 1
#coords 600 270 0
#at 400
#
#
#3pspawn BasicX0
#flip 1
#coords 600 270 0
#at 400
#
#spawn Rio
#flip 1
# coords 0 4
# at 401
#
#spawn Drum
# coords 1070 246
# at 401
#
#spawn Drum
# coords 1009 246
# at 401
#
#spawn Billy1
#alias Billy
#flip 1
#coords -20 270 0
#at 500
#
#
#spawn Rubby1
#map 2
#flip 1
#coords 600 270 0
#at 500
#
#group 1000 1000
#at 600
#
#wait
#at 600
#
#spawn Gneiss
#flip 1
#coords -40 270 0
#at 600
#
#spawn BasicX0
#flip 1
#coords -30 270 0
#at 600
#
#2pspawn Mic
#map 2
#flip 1
#coords 600 270 0
#at 600
#
#2pspawn BasicX1
#flip 1
#coords -50 270 0
#at 600
#
#3pspawn Billy1
#map 2
#flip 1
#coords 600 270 0
#at 600
#
#
#3pspawn BasicX0
#flip 1
#coords -100 270 0
#at 600
#
#
#spawn Biker_bomb
#flip 1
#coords 428 192 0
#at 601
#
#spawn Biker_bomb
#flip 1
#coords 555 192 0
#at 601
#
#spawn Biker_bomb
#flip 1
#coords 826 210 0
#at 601
#
#spawn Gneiss
#Map 2
#flip 1
#coords -40 270 0
#at 700
#
#spawn Gneiss
#flip 1
#coords -30 270 0
#at 800
#
#2pspawn BasicX0
#flip 1
#coords 600 270 0
#at 900
#
#2pspawn Mic
#flip 1
#coords -50 270 0
#at 900
#
#3pspawn BasicX0
#flip 1
#coords 600 270 0
#at 900
#
#
#3pspawn Billy1
#flip 1
#coords -100 270 0
#at 900
#
#spawn Elmer0
#Alias Elmer
#coords 600 265 0
#at 1500
#
#spawn Billy0
#alias Billy
#coords 600 260 0
#at 1500
#
#spawn Billy1
#alias Ryuji
#map 6
#coords -10 250 0
#at 1500
#
#2pspawn BikerX
#coords 600 260 0
#at 1500
#
#3pspawn Billy0
#coords 600 260 0
#at 1500
#
#4pspawn BikerX
#coords -10 250 0
#at 1500
#
#spawn BasicX1
#flip 1
#coords -40 270 0
#at 1500
#
#spawn Billy0
#alias Billy
#flip 1
#coords -30 270 0
#at 1500
#
#2pspawn BasicX0
#flip 1
#coords 600 270 0
#at 1500
#
#2pspawn BasicX1
#flip 1
#coords -50 270 0
#at 1500
#
#3pspawn Mic
#flip 1
#coords 600 270 0
#at 1500
#
#
#3pspawn BasicX1
#flip 1
#coords -100 270 0
#at 1500
```
and the crash is still reproducible. i dont know how to repro it, i just go to the right and beat them up, and it usually happens at some point when i punch a guy. i'm also suspecting that maybe it's these 2p/3p spawns, but like i said - without logs i'm just hunting in the dark. with the log i'd have an idea of what to look for and narrow my search.