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Thread: OverFlow Error

  1. #1

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    OverFlow Error

    On about 20% of the users. they receive a OverFLow error. I cant figure out what is causing the overflow error as it does not happen to me. heres the code where the overflow error occurs.

    everything is long accept x and y singles for storing the POS of the tiles.
    Code:
    Private Type TLVERTEX
        X As Single
        Y As Single
        z As Single
        rhw As Single
        color As Long
        specular As Long
        tu As Single
        tv As Single
    End Type
    
    Private Type TileStorage
        X As Single
        Y As Single
        trigger As String
        Objects() As Single
        TileRefNum As Long
        TextureRefNum As Long
        Used As Boolean
        color As Long
        XSector As Long
        YSector As Long
    End Type
    
    
    Dim TilesLayer1() As TLVERTEX
    Dim TilesLayer2() As TLVERTEX
    Dim TilesLayer3() As TLVERTEX
    Dim TilesLayer4() As TLVERTEX
    Dim TilesLayer5() As TLVERTEX
    
    Dim CurrentTile(0 To 3) As TLVERTEX 'square that follows the mouse
    Dim LayerTiles1() As TileStorage
    Dim LayerTiles2() As TileStorage
    Dim LayerTiles3() As TileStorage
    Dim LayerTiles4() As TileStorage
    Dim LayerTiles5() As TileStorage
    
    Dim Map(0 To 4, 0 To 1039, 0 To 1039) As TileStorage
    'array for sorting left to right
    Dim lArray() As Long
    
    'Counter for # of tiles depending on layer
    Dim TileCounter1 As Long
    Dim TileCounter2 As Long
    Dim TileCounter3 As Long
    Dim TileCounter4 As Long
    Dim TileCounter5 As Long
    
    'Counter for # of textures depending on layer
    Dim TextureCounter As Long
    
    
    
    
    Public Sub PlaceTileWithoutCheck(x1 As Single, x2 As Single, x3 As Single, x4 As Single, y1 As Single, y2 As Single, y3 As Single, y4 As Single, Texture As String, TileLayer As Integer, trigger As String, color As Long)
    On Error GoTo ErrorHandler:
    Dim TilePlacer As Long
    
    Dim GoGood As Boolean
    Dim TextureGood As Boolean
    Dim SectorX As Long
    Dim SectorY As Long
    Dim TheX As Long
    Dim TheY As Long
    Dim i As Long
    Dim z As Long
    Dim a As Integer
    GoGood = True
    TextureGood = False
    If LCase(Right(Texture, 4)) = ".bmp" Then
    
    'get the sector that the tile is placed in
    SectorX = Int((x1 + XPixelDiff) / 480) + SectorXOffset
    SectorY = Int((y1 + YPixelDiff) / 480) + SectorYOffset
    
    
    TheX = (x1 + XPixelDiff) / 32
    TheY = (y1 + YPixelDiff) / 32
    
    'if sector = 0 force to be sector1
    If SectorX = 0 Then
        SectorX = 1
    End If
    
    'if sector = 0 force to be sector1
    If SectorY = 0 Then
        SectorY = 1
    End If
    
    'if xsector > xmax sector, set new max sector
    If SectorX > MaxXSector Then
        MaxXSector = SectorX
    End If
    
    'if ysector > ymax sector set new max sector
    If SectorY > MaxYSector Then
        MaxYSector = SectorY
    End If
    
        'if TileLayer is 5,
        If TileLayer = 5 Then
    
    
        'increase TextureCounter. one texture per Vertex.
        'increase Textures.
        TextureCounter5 = TextureCounter5 + 1
        ReDim Preserve TheTextures5(TextureCounter5)
        'if first texture used
        If TextureCounter = -1 Then
            'increase textureCounter
            'increase textures, thetextures
            TextureCounter = TextureCounter + 1
            ReDim Preserve Textures(TextureCounter)
            ReDim Preserve TheTextures(TextureCounter)
            
            'store texture, set texture name, and texture refrence number
            Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
            TheTextures(TextureCounter) = Texture
            TheTextures5(TextureCounter5) = TextureCounter
        'if not first texture used
        Else
            'loop threw all textures used
            For a = LBound(TheTextures()) To UBound(TheTextures())
                'check if texture is allready in memory
                If TheTextures(a) = Texture Then
                    'store texture refrence number
                    TheTextures5(TextureCounter5) = a
                    TextureGood = True
                    Exit For
                End If
            Next a
                    
            'if texture not in memory
            If Not TextureGood Then
                'increase texturecounter
                TextureCounter = TextureCounter + 1
                ReDim Preserve Textures(TextureCounter)
                ReDim Preserve TheTextures5(TextureCounter5)
                ReDim Preserve TheTextures(TextureCounter)
    
                'store texture in memory
                Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
                'store texture name, texture refrence number
                TheTextures(TextureCounter) = Texture
                TheTextures5(TextureCounter5) = TextureCounter
            End If
        End If
            
        'Increase Tile Counter & Tile Placer
        TileCounter5 = TileCounter5 + 1
        TilePlacer = TileCounter5 * 4
    
        'Set the 4 Corners of the square
        ReDim Preserve TilesLayer5(TilePlacer + 3)
        ReDim Preserve LayerTiles5(TilePlacer + 3)
        LayerTiles5(TilePlacer).color = color
        LayerTiles5(TilePlacer).trigger = trigger  'set trigger
        LayerTiles5(TilePlacer).XSector = SectorX 'set sectors
        LayerTiles5(TilePlacer).YSector = SectorY 'set sectors
        LayerTiles5(TilePlacer).X = x1
        LayerTiles5(TilePlacer).Y = y1
        TilesLayer5(TilePlacer) = CreateTLVertex(LayerTiles5(TilePlacer).X, LayerTiles5(TilePlacer).Y, 0, 1, color, 0, 0, 0)
    
    
        LayerTiles5(TilePlacer + 1).X = x2
        LayerTiles5(TilePlacer + 1).Y = y2
        TilesLayer5(TilePlacer + 1) = CreateTLVertex(LayerTiles5(TilePlacer + 1).X, LayerTiles5(TilePlacer + 1).Y, 0, 1, color, 0, 1, 0)
    
    
        LayerTiles5(TilePlacer + 2).X = x3
        LayerTiles5(TilePlacer + 2).Y = y3
        TilesLayer5(TilePlacer + 2) = CreateTLVertex(LayerTiles5(TilePlacer + 2).X, LayerTiles5(TilePlacer + 2).Y, 0, 1, color, 0, 0, 1)
    
    
        LayerTiles5(TilePlacer + 3).X = x4
        LayerTiles5(TilePlacer + 3).Y = y4
        TilesLayer5(TilePlacer + 3) = CreateTLVertex(LayerTiles5(TilePlacer + 3).X, LayerTiles5(TilePlacer + 3).Y, 0, 1, color, 0, 1, 1)
    rest of code in next post

  2. #2

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    Re: OverFlow Error

    Code:
       'tileLayer is 4(Layer we are working with)
        ElseIf TileLayer = 4 Then
    
    
        'increase TextureCounter. one texture per Vertex.
        'increase Textures.
        TextureCounter4 = TextureCounter4 + 1
        
        ReDim Preserve TheTextures4(TextureCounter4)
        'if first texture used
        If TextureCounter = -1 Then
            'increase textureCounter
            'increase textures, thetextures
            TextureCounter = TextureCounter + 1
            ReDim Preserve Textures(TextureCounter)
            ReDim Preserve TheTextures(TextureCounter)
            
            'store texture, set texture name, and texture refrence number
            Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
            TheTextures(TextureCounter) = Texture
            TheTextures4(TextureCounter4) = TextureCounter
        'if not first texture used
        Else
            'loop threw all textures used
            For a = LBound(TheTextures()) To UBound(TheTextures())
                'check if texture is allready in memory
                If TheTextures(a) = Texture Then
                    'store texture refrence number
                    TheTextures4(TextureCounter4) = a
                    TextureGood = True
                    Exit For
                End If
            Next a
                    
            'if texture not in memory
            If Not TextureGood Then
                'increase texturecounter
                TextureCounter = TextureCounter + 1
                ReDim Preserve Textures(TextureCounter)
                ReDim Preserve TheTextures4(TextureCounter4)
                ReDim Preserve TheTextures(TextureCounter)
    
                'store texture in memory
                Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
                'store texture name, texture refrence number
                TheTextures(TextureCounter) = Texture
                TheTextures4(TextureCounter4) = TextureCounter
            End If
        End If
    
    
        'Increase Tile Counter & Tile Placer
        TileCounter4 = TileCounter4 + 1
        TilePlacer = TileCounter4 * 4
    
        'Set the 4 Corners of the square
        ReDim Preserve TilesLayer4(TilePlacer + 3)
        ReDim Preserve LayerTiles4(TilePlacer + 3)
        LayerTiles4(TilePlacer).color = color
        LayerTiles4(TilePlacer).trigger = trigger  'set trigger
        LayerTiles4(TilePlacer).XSector = SectorX 'set sectors
        LayerTiles4(TilePlacer).YSector = SectorY 'set sectors
        LayerTiles4(TilePlacer).X = x1
        LayerTiles4(TilePlacer).Y = y1
        TilesLayer4(TilePlacer) = CreateTLVertex(LayerTiles4(TilePlacer).X, LayerTiles4(TilePlacer).Y, 0, 1, color, 0, 0, 0)
    
    
        LayerTiles4(TilePlacer + 1).X = x2
        LayerTiles4(TilePlacer + 1).Y = y2
        TilesLayer4(TilePlacer + 1) = CreateTLVertex(LayerTiles4(TilePlacer + 1).X, LayerTiles4(TilePlacer + 1).Y, 0, 1, color, 0, 1, 0)
    
    
        LayerTiles4(TilePlacer + 2).X = x3
        LayerTiles4(TilePlacer + 2).Y = y3
        TilesLayer4(TilePlacer + 2) = CreateTLVertex(LayerTiles4(TilePlacer + 2).X, LayerTiles4(TilePlacer + 2).Y, 0, 1, color, 0, 0, 1)
    
    
        LayerTiles4(TilePlacer + 3).X = x4
        LayerTiles4(TilePlacer + 3).Y = y4
        TilesLayer4(TilePlacer + 3) = CreateTLVertex(LayerTiles4(TilePlacer + 3).X, LayerTiles4(TilePlacer + 3).Y, 0, 1, color, 0, 1, 1)
    
       
        
        'tileLayer is 3(Layer we are working with)
        ElseIf TileLayer = 3 Then
        
    
    
        'increase TextureCounter. one texture per Vertex.
        'increase Textures.
        TextureCounter3 = TextureCounter3 + 1
        ReDim Preserve TheTextures3(TextureCounter3)
        'if first texture used
        If TextureCounter = -1 Then
            'increase textureCounter
            'increase textures, thetextures
            TextureCounter = TextureCounter + 1
            ReDim Preserve Textures(TextureCounter)
            ReDim Preserve TheTextures(TextureCounter)
            
            'store texture, set texture name, and texture refrence number
            Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
            TheTextures(TextureCounter) = Texture
            TheTextures3(TextureCounter3) = TextureCounter
        'if not first texture used
        Else
            'loop threw all textures used
            For a = LBound(TheTextures()) To UBound(TheTextures())
                'check if texture is allready in memory
                If TheTextures(a) = Texture Then
                    'store texture refrence number
                    TheTextures3(TextureCounter3) = a
                    TextureGood = True
                    Exit For
                End If
            Next a
                    
            'if texture not in memory
            If Not TextureGood Then
                'increase texturecounter
                TextureCounter = TextureCounter + 1
                ReDim Preserve Textures(TextureCounter)
                ReDim Preserve TheTextures3(TextureCounter3)
                ReDim Preserve TheTextures(TextureCounter)
    
                'store texture in memory
                Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
                'store texture name, texture refrence number
                TheTextures(TextureCounter) = Texture
                TheTextures3(TextureCounter3) = TextureCounter
            End If
        End If
    
        'Increase Tile Counter & Tile Placer
        TileCounter3 = TileCounter3 + 1
        TilePlacer = TileCounter3 * 4
    
        'Set the 4 Corners of the square
        ReDim Preserve TilesLayer3(TilePlacer + 3)
        ReDim Preserve LayerTiles3(TilePlacer + 3)
        LayerTiles3(TilePlacer).color = color
        LayerTiles3(TilePlacer).trigger = trigger  'set trigger
        LayerTiles3(TilePlacer).XSector = SectorX 'set sectors
        LayerTiles3(TilePlacer).YSector = SectorY 'set sectors
        LayerTiles3(TilePlacer).X = x1
        LayerTiles3(TilePlacer).Y = y1
        TilesLayer3(TilePlacer) = CreateTLVertex(LayerTiles3(TilePlacer).X, LayerTiles3(TilePlacer).Y, 0, 1, color, 0, 0, 0)
    
    
        LayerTiles3(TilePlacer + 1).X = x2
        LayerTiles3(TilePlacer + 1).Y = y2
        TilesLayer3(TilePlacer + 1) = CreateTLVertex(LayerTiles3(TilePlacer + 1).X, LayerTiles3(TilePlacer + 1).Y, 0, 1, color, 0, 1, 0)
    
    
        LayerTiles3(TilePlacer + 2).X = x3
        LayerTiles3(TilePlacer + 2).Y = y3
        TilesLayer3(TilePlacer + 2) = CreateTLVertex(LayerTiles3(TilePlacer + 2).X, LayerTiles3(TilePlacer + 2).Y, 0, 1, color, 0, 0, 1)
    
    
        LayerTiles3(TilePlacer + 3).X = x4
        LayerTiles3(TilePlacer + 3).Y = y4
        TilesLayer3(TilePlacer + 3) = CreateTLVertex(LayerTiles3(TilePlacer + 3).X, LayerTiles3(TilePlacer + 3).Y, 0, 1, color, 0, 1, 1)
    rest of code in next post

  3. #3

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    Re: OverFlow Error

    Code:
       'tileLayer is 2(Layer we are working with)
        ElseIf TileLayer = 2 Then
        
        
        'increase TextureCounter. one texture per Vertex.
        'increase Textures.
        TextureCounter2 = TextureCounter2 + 1
        ReDim Preserve TheTextures2(TextureCounter2)
        'if first texture used
        If TextureCounter = -1 Then
            'increase textureCounter
            'increase textures, thetextures
            TextureCounter = TextureCounter + 1
            ReDim Preserve Textures(TextureCounter)
            ReDim Preserve TheTextures(TextureCounter)
            
            'store texture, set texture name, and texture refrence number
            Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
            TheTextures(TextureCounter) = Texture
            Map(1, TheX, TheY).TextureRefNum = TextureCounter
        'if not first texture used
        Else
            'loop threw all textures used
            For a = LBound(TheTextures()) To UBound(TheTextures())
                'check if texture is allready in memory
                If TheTextures(a) = Texture Then
                    'store texture refrence number
                    Map(1, TheX, TheY).TextureRefNum = a
                    TextureGood = True
                    Exit For
                End If
            Next a
                    
            'if texture not in memory
            If Not TextureGood Then
                'increase texturecounter
                TextureCounter = TextureCounter + 1
                ReDim Preserve Textures(TextureCounter)
                ReDim Preserve TheTextures(TextureCounter)
    
                'store texture in memory
                Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
                'store texture name, texture refrence number
                TheTextures(TextureCounter) = Texture
                Map(1, TheX, TheY).TextureRefNum = TextureCounter
            End If
        End If
    
        'Increase Tile Counter & Tile Placer
        TileCounter2 = TileCounter2 + 1
        TilePlacer = TileCounter2 * 4
    
        'Set the 4 Corners of the square
        ReDim Preserve TilesLayer2(TilePlacer + 3)
    
        Map(1, TheX, TheY).TileRefNum = TilePlacer
        Map(1, TheX, TheY).color = color
        Map(1, TheX, TheY).X = x1
        Map(1, TheX, TheY).Y = y1
        Map(1, TheX, TheY).XSector = SectorX
        Map(1, TheX, TheY).YSector = SectorY
        Map(1, TheX, TheY).trigger = trigger
        Map(1, TheX, TheY).Used = True
        
        TilesLayer2(TilePlacer) = CreateTLVertex(x1, y1, 0, 1, color, 0, 0, 0)
        TilesLayer2(TilePlacer + 1) = CreateTLVertex(x2, y2, 0, 1, color, 0, 1, 0)
        TilesLayer2(TilePlacer + 2) = CreateTLVertex(x3, y3, 0, 1, color, 0, 0, 1)
        TilesLayer2(TilePlacer + 3) = CreateTLVertex(x4, y4, 0, 1, color, 0, 1, 1)
    
    
        
        'tileLayer is 1(Layer we are working with)
        ElseIf TileLayer = 1 Then
    
    
        'increase TextureCounter. one texture per Vertex.
        'increase Textures.
        TextureCounter1 = TextureCounter1 + 1
        ReDim Preserve TheTextures1(TextureCounter1)
        'if first texture used
        If TextureCounter = -1 Then
            'increase textureCounter
            'increase textures, thetextures
            TextureCounter = TextureCounter + 1
            ReDim Preserve Textures(TextureCounter)
            ReDim Preserve TheTextures(TextureCounter)
            
            'store texture, set texture name, and texture refrence number
            Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
            TheTextures(TextureCounter) = Texture
            Map(0, TheX, TheY).TextureRefNum = TextureCounter
        'if not first texture used
        Else
            'loop threw all textures used
            For a = LBound(TheTextures()) To UBound(TheTextures())
                'check if texture is allready in memory
                If TheTextures(a) = Texture Then
                    'store texture refrence number
                    Map(0, TheX, TheY).TextureRefNum = a
                    TextureGood = True
                    Exit For
                End If
            Next a
                    
            'if texture not in memory
            If Not TextureGood Then
                'increase texturecounter
                TextureCounter = TextureCounter + 1
                ReDim Preserve Textures(TextureCounter)
                ReDim Preserve TheTextures(TextureCounter)
    
                'store texture in memory
                Set Textures(TextureCounter) = D3DX.CreateTextureFromFileEx(D3DDevice, Texture, PicSizer.Width, PicSizer.Height, D3DX_DEFAULT, 0, D3DFMT_UNKNOWN, D3DPOOL_MANAGED, D3DX_FILTER_POINT, D3DX_FILTER_POINT, ColorKeyVal, ByVal 0, ByVal 0)
                'store texture name, texture refrence number
                TheTextures(TextureCounter) = Texture
                Map(0, TheX, TheY).TextureRefNum = TextureCounter
            End If
        End If
    
        'Increase Tile Counter & Tile Placer
        TileCounter1 = TileCounter1 + 1
        TilePlacer = TileCounter1 * 4
    
        'Set the 4 Corners of the square
        ReDim Preserve TilesLayer1(TilePlacer + 3)
    
        Map(0, TheX, TheY).TileRefNum = TilePlacer
        Map(0, TheX, TheY).color = color
        Map(0, TheX, TheY).X = x1
        Map(0, TheX, TheY).Y = y1
        Map(0, TheX, TheY).XSector = SectorX
        Map(0, TheX, TheY).YSector = SectorY
        Map(0, TheX, TheY).trigger = trigger
        Map(0, TheX, TheY).Used = True
        
        TilesLayer1(TilePlacer) = CreateTLVertex(x1, y1, 0, 1, color, 0, 0, 0)
        TilesLayer1(TilePlacer + 1) = CreateTLVertex(x2, y2, 0, 1, color, 0, 1, 0)
        TilesLayer1(TilePlacer + 2) = CreateTLVertex(x3, y3, 0, 1, color, 0, 0, 1)
        TilesLayer1(TilePlacer + 3) = CreateTLVertex(x4, y4, 0, 1, color, 0, 1, 1)
    
    
        'end of tilelayers
        End If
    'end if of texture check
    End If
    Exit Sub
    ErrorHandler:
    MsgBox "An error occured in" & vbNewLine & _
               "Module: frmMain" & vbNewLine & _
               "Procedure: PlaceTileWithoutCheck" & vbNewLine & _
               "Error Number: " & Err.Number & vbNewLine & _
               "Error Desc: " & Err.description
    
    End Sub

  4. #4

    Thread Starter
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    Re: OverFlow Error

    or just view all the code at
    www.po2.net/temp1/code.txt

  5. #5
    Elite Hacker Jacob Roman's Avatar
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    Re: OverFlow Error

    You know you can upload the project, rather than just code, right? Zip the whole project in a zip file and upload it. I should be able to solve the problem for ya.

    Also, put a comment with an arrow where the overflow is occuring so we know where to look. Posting all this code without verifying where it occured will just get us lost.

  6. #6

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    Re: OverFlow Error

    the thing is i dont know where the error occurs cause it only occurs on certain computers, hence, it doesnt error on my computer but other computers, but I do know it errors in the sub PlaceTileWithoutCheck due to the error message.



    code can be downloaded below since its 3mb.
    www.po2.net/temp1/NarutoWebEngine.zip

  7. #7
    Elite Hacker Jacob Roman's Avatar
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    Re: OverFlow Error

    Ok I'll download it. To help find where the error occured, first use this sub routine:

    VB Code:
    1. Public Sub Write_To_File(File_Path As String, Message As String)
    2.    
    3.     Open File_Path For Append As #1
    4.        
    5.         Print #1, Message
    6.    
    7.     Close #1
    8.  
    9. End Sub

    Then in every sub and function you have in there, you do something like this:

    VB Code:
    1. Public Sub Test_Sub()
    2.  
    3.      On Error Goto Error_Handler
    4.  
    5.      'All your code goes here
    6.  
    7.      Exit Sub
    8.  
    9. Error_Handler:
    10.  
    11.     Write_To_File App.Path & "\Logfile.txt", "An error occured in the Test_Sub()"
    12.  
    13. End Sub

    Or do something with that to where it'll show what line it's occuring on. That I don't know how to do.

  8. #8
    Elite Hacker Jacob Roman's Avatar
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    Re: OverFlow Error

    The game just goes to fullscreen mode, making my screen all black, and stays like that. So it crashes on my computer.

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