Mythruna

General Category => Tech Support => Topic started by: NeroSnowpaw on August 04, 2012, 12:56:08 AM



Title: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 12:56:08 AM
Hello. I've browsed a little through the forums and haven't seemed to encounter this error, so I thought I'd post about it.
First, I'd like to mention, when I found this game, I was, and still am, extremely excited. That being said,
Blueprint mode can be used on my server, but only for the first person to log in, and only until a second person or more logs in. After that point, anyone attempted to use blueprint mode gets "unexpected error:null"
We've tested this, and tried to find a way around it, for about two hours to no avail.
While I realize my ranting might be slightly informative, I imagine it's not even close to the usefulness of a log, so here it is.



Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.lang.NullPointerException
   at mythruna.client.ui.GridControl.refreshChildren(GridControl.java:139)
   at mythruna.client.tabs.bp.Palette.setIcons(Palette.java:220)
   at mythruna.client.tabs.bp.BlueprintEditorState.setPalettePage(BlueprintEditorState.java:703)
   at mythruna.client.tabs.bp.BlueprintEditorState.setWorkingBlueprint(BlueprintEditorState.java:715)
   at mythruna.client.tabs.bp.BlueprintIconSelection$SelectBlueprintCommand.execute(BlueprintIconSelection.java:244)
   at mythruna.client.ui.ButtonControl.click(ButtonControl.java:46)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickNode(BlueprintEditorState.java:521)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickUI(BlueprintEditorState.java:536)
   at mythruna.client.tabs.bp.BlueprintEditorState$InputHandler.onAction(BlueprintEditorState.java:921)
   at com.jme3.input.InputManager.invokeActions(InputManager.java:168)
   at com.jme3.input.InputManager.onMouseButtonEventQueued(InputManager.java:403)
   at com.jme3.input.InputManager.processQueue(InputManager.java:801)
   at com.jme3.input.InputManager.update(InputManager.java:851)
   at com.jme3.app.Application.update(Application.java:605)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:233)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Hopefully this helps to resolve the error for me, and anyone else who has this problem but has not quite found the time or energy to post about it.

Whether the issue is fixed or not, Thank you for at least taking the time to read the post.
If you didn't read the post, then no thanks to you. You don't deserve it anyway, and chances are you're not even reading this line.


Title: Re: Blueprint mode crash
Post by: Moonkey on August 04, 2012, 02:15:14 AM
Very interesting... I've never seen this error. Looks like a problem with the UI trying to load. Maybe Paul could figure this out.


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 02:32:11 AM
Very interesting... I've never seen this error. Looks like a problem with the UI trying to load. Maybe Paul could figure this out.

I hope so. But truth be told, I haven't gotten to play with Blueprints much because of this, and I can't really miss what I never had right?

I'm used to building in minecraft, and I'm decent at that, but all the building possibilities in Mythruna is more then a little mind boggling, for someone who's only ever built in minecraft.


Title: Re: Blueprint mode crash
Post by: FutureB on August 04, 2012, 03:13:16 AM
hey just a question why dont you play on pauls server?


Title: Re: Blueprint mode crash
Post by: Moonkey on August 04, 2012, 03:20:26 AM
Yea. Until Paul can figure it out (until he reads this) ask your friends to play on Pauls server. I think the address is floating around on the forums.


Title: Re: Blueprint mode crash
Post by: pspeed on August 04, 2012, 06:33:14 AM
Hello. I've browsed a little through the forums and haven't seemed to encounter this error, so I thought I'd post about it.
First, I'd like to mention, when I found this game, I was, and still am, extremely excited. That being said,
Blueprint mode can be used on my server, but only for the first person to log in, and only until a second person or more logs in. After that point, anyone attempted to use blueprint mode gets "unexpected error:null"
We've tested this, and tried to find a way around it, for about two hours to no avail.
While I realize my ranting might be slightly informative, I imagine it's not even close to the usefulness of a log, so here it is.



Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.lang.NullPointerException
   at mythruna.client.ui.GridControl.refreshChildren(GridControl.java:139)
   at mythruna.client.tabs.bp.Palette.setIcons(Palette.java:220)
   at mythruna.client.tabs.bp.BlueprintEditorState.setPalettePage(BlueprintEditorState.java:703)
   at mythruna.client.tabs.bp.BlueprintEditorState.setWorkingBlueprint(BlueprintEditorState.java:715)
   at mythruna.client.tabs.bp.BlueprintIconSelection$SelectBlueprintCommand.execute(BlueprintIconSelection.java:244)
   at mythruna.client.ui.ButtonControl.click(ButtonControl.java:46)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickNode(BlueprintEditorState.java:521)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickUI(BlueprintEditorState.java:536)
   at mythruna.client.tabs.bp.BlueprintEditorState$InputHandler.onAction(BlueprintEditorState.java:921)
   at com.jme3.input.InputManager.invokeActions(InputManager.java:168)
   at com.jme3.input.InputManager.onMouseButtonEventQueued(InputManager.java:403)
   at com.jme3.input.InputManager.processQueue(InputManager.java:801)
   at com.jme3.input.InputManager.update(InputManager.java:851)
   at com.jme3.app.Application.update(Application.java:605)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:233)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Hopefully this helps to resolve the error for me, and anyone else who has this problem but has not quite found the time or energy to post about it.

Whether the issue is fixed or not, Thank you for at least taking the time to read the post.
If you didn't read the post, then no thanks to you. You don't deserve it anyway, and chances are you're not even reading this line.

This one is bizarre.  I can't figure out how this can happen.

Just to verify: this is in the latest version of Mythruna?  Do you do any manual modification of files in the mythruna.db directory?

Does this happen when you open the blueprint editor or when you select a blueprint for editing?

Are there any errors in the server log?  (you can search for ERROR I think.)

I have a full day with the family today so I won't be very responsive about this until tomorrow... but hopefully the answer to those questions will get us closer.


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 01:10:25 PM
Hello. I've browsed a little through the forums and haven't seemed to encounter this error, so I thought I'd post about it.
First, I'd like to mention, when I found this game, I was, and still am, extremely excited. That being said,
Blueprint mode can be used on my server, but only for the first person to log in, and only until a second person or more logs in. After that point, anyone attempted to use blueprint mode gets "unexpected error:null"
We've tested this, and tried to find a way around it, for about two hours to no avail.
While I realize my ranting might be slightly informative, I imagine it's not even close to the usefulness of a log, so here it is.



Uncaught exception from thread:Thread[LWJGL Renderer Thread,5,main]
java.lang.NullPointerException
   at mythruna.client.ui.GridControl.refreshChildren(GridControl.java:139)
   at mythruna.client.tabs.bp.Palette.setIcons(Palette.java:220)
   at mythruna.client.tabs.bp.BlueprintEditorState.setPalettePage(BlueprintEditorState.java:703)
   at mythruna.client.tabs.bp.BlueprintEditorState.setWorkingBlueprint(BlueprintEditorState.java:715)
   at mythruna.client.tabs.bp.BlueprintIconSelection$SelectBlueprintCommand.execute(BlueprintIconSelection.java:244)
   at mythruna.client.ui.ButtonControl.click(ButtonControl.java:46)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickNode(BlueprintEditorState.java:521)
   at mythruna.client.tabs.bp.BlueprintEditorState.clickUI(BlueprintEditorState.java:536)
   at mythruna.client.tabs.bp.BlueprintEditorState$InputHandler.onAction(BlueprintEditorState.java:921)
   at com.jme3.input.InputManager.invokeActions(InputManager.java:168)
   at com.jme3.input.InputManager.onMouseButtonEventQueued(InputManager.java:403)
   at com.jme3.input.InputManager.processQueue(InputManager.java:801)
   at com.jme3.input.InputManager.update(InputManager.java:851)
   at com.jme3.app.Application.update(Application.java:605)
   at com.jme3.app.SimpleApplication.update(SimpleApplication.java:233)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.runLoop(LwjglAbstractDisplay.java:149)
   at com.jme3.system.lwjgl.LwjglDisplay.runLoop(LwjglDisplay.java:182)
   at com.jme3.system.lwjgl.LwjglAbstractDisplay.run(LwjglAbstractDisplay.java:223)
   at java.lang.Thread.run(Unknown Source)

Hopefully this helps to resolve the error for me, and anyone else who has this problem but has not quite found the time or energy to post about it.

Whether the issue is fixed or not, Thank you for at least taking the time to read the post.
If you didn't read the post, then no thanks to you. You don't deserve it anyway, and chances are you're not even reading this line.

This one is bizarre.  I can't figure out how this can happen.

Just to verify: this is in the latest version of Mythruna?  Do you do any manual modification of files in the mythruna.db directory?

Does this happen when you open the blueprint editor or when you select a blueprint for editing?

Are there any errors in the server log?  (you can search for ERROR I think.)

I have a full day with the family today so I won't be very responsive about this until tomorrow... but hopefully the answer to those questions will get us closer.


This is the latest version, there are no modifications, and it happens when you choose a blueprint for editing, but also when you choose to make a new blueprint.

Just searched the server log, and even manually skimmed through it, I could find no mention of an error


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 01:13:26 PM
hey just a question why dont you play on pauls server?

I probably will, after I've learned more about the game. At this moment, the building possibilities and such are a little overwhelming, and I'm still learning about certain blocks. For example, in minecraft, if I have stairs, they are only stairs. They face whatever way I place them. In Mythruna, If I have stairs, I'd have four separate stairs, and each stair faces a different direction regardless of where I am when I place it. This takes getting used to...


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 02:26:26 PM
Alright, I've found more out about the bug. It only happens when players try to get more frames, like pressing f12 three times, f once, then putting grass trees and flora low. When they don't do these things, blueprint mode works fine.


Title: Re: Blueprint mode crash
Post by: FutureB on August 04, 2012, 05:33:58 PM
One question, when you try open the blueprints does your game stop responding because this happends to me and if i wait around 30 seconds it loads up and works.


Title: Re: Blueprint mode crash
Post by: pspeed on August 04, 2012, 10:24:42 PM
Alright, I've found more out about the bug. It only happens when players try to get more frames, like pressing f12 three times, f once, then putting grass trees and flora low. When they don't do these things, blueprint mode works fine.

Mmm... setting grass and trees to low may mess up the blueprint editor.


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 04, 2012, 10:33:27 PM
One question, when you try open the blueprints does your game stop responding because this happends to me and if i wait around 30 seconds it loads up and works.


No, it actually says "error: null" Or something, and closes the game when I click OK.

But yeah, it's only when the trees and such are on low. Funny enough, I usually get 230 fps when not on low everything, so I don't even know why I was putting everything to low.


Title: Re: Blueprint mode crash
Post by: Moonkey on August 05, 2012, 03:17:11 AM
This sounds like a rendering problem. It tries to make the grass/branches turn into the less detailed grass/branches. But It doesn't. I hope I'm right :)


Title: Re: Blueprint mode crash
Post by: NeroSnowpaw on August 05, 2012, 06:52:34 AM
This sounds like a rendering problem. It tries to make the grass/branches turn into the less detailed grass/branches. But It doesn't. I hope I'm right :)

Yeh, way to many trees and branches for it to try and render in low quality.


Title: Re: Blueprint mode crash
Post by: pspeed on August 05, 2012, 09:30:31 AM
This sounds like a rendering problem. It tries to make the grass/branches turn into the less detailed grass/branches. But It doesn't. I hope I'm right :)

Yeh, way to many trees and branches for it to try and render in low quality.

The code that renders the blocks for the block palette uses a more direct way than normal mesh generation... so it may fail with the hack I added for flora low and trees low.


Title: Re: Blueprint mode crash
Post by: Moonkey on August 05, 2012, 01:12:05 PM
So I figured out the source of the error? :)


Title: Re: Blueprint mode crash
Post by: pspeed on August 05, 2012, 01:31:37 PM
So I figured out the source of the error? :)

No, I already knew the source of the error as soon as he clarified the steps to get it to happen.


Title: Re: Blueprint mode crash
Post by: Moonkey on August 06, 2012, 03:29:41 AM
So I figured out the source of the error? :)

No, I already knew the source of the error as soon as he clarified the steps to get it to happen.

I'm hurt... :'(


Title: Re: Blueprint mode crash
Post by: pspeed on August 06, 2012, 08:32:54 AM
So I figured out the source of the error? :)

No, I already knew the source of the error as soon as he clarified the steps to get it to happen.

I'm hurt... :'(

Well, you still figured it out without me telling you.  That should be something. :)


Title: Re: Blueprint mode crash
Post by: Moonkey on August 06, 2012, 11:30:53 AM
Hehehe