Headbang Games's Forum Posts

  • TheRealDannyyy

    Since I updated to NWjs 0.32 greenwork achievements won't trigger anymore. I tried updating to latest greenwork 0.30.4 and it didn't help, anyone else has this issue?

    I also noticed this error in the console, I'm not sure where the '\\?\' before the path comes from.

    The node file is where it should be and the pathing in greenworks.js points to './'

    c2runtime.js:427 Failed to require Greenworks: Error: The specified procedure could not be found.

    \\?\Z:\SteamLibrary\steamapps\common\Bad Pad Demo\package.nw\greenworks-win64.node

    at Object.Module._extensions..node (internal/modules/cjs/loader.js:760:18)

    at Module.load (internal/modules/cjs/loader.js:623:32)

    at tryModuleLoad (internal/modules/cjs/loader.js:562:12)

    at Function.Module._load (internal/modules/cjs/loader.js:554:3)

    at Module.require (internal/modules/cjs/loader.js:661:17)

    at require (internal/modules/cjs/helpers.js:20:18)

    at Object.<anonymous> (Z:\SteamLibrary\steamapps\common\Bad Pad Demo\package.nw\greenworks.js:17:18)

    at Module._compile (internal/modules/cjs/loader.js:713:30)

    at Object.Module._extensions..js (internal/modules/cjs/loader.js:730:10)

    at Module.load (internal/modules/cjs/loader.js:623:32)

  • matpow2

    Hi Mathias , I also sent you an email a couple of weeks ago, did you receive it?

  • change 'not equal' to 'greater than'.

  • > I use ogv files in my project and it also happens.

    Ok that's nothing then. Weird thing is that I couldn't reproduce or at least notice this when using shorter WebM files. Perhaps the issue only occurs at a certain file size or video length.

    I'll keep looking for more convenient workarounds while the issue is still active.

    Headbang Games Could you do me a favor again and try to reproduce this issue with an exported project using Construct 2 r256 or earlier? I have the Steam version (no downgrade possible) and can't export with NWjs in the free non-Steam version.

    I don't think it's file size related, I have a 6 seconds 7mb video file that causes the same issue.

    I also don't think it's a C2 issue, since on previous versions of NWjs it works fine.

    I tried r256 and r253 (both before video autoplay fixes), still happens on both of them.

  • I use ogv files in my project and it also happens.

  • > I'm not sure if it helps, but I made a test with Pode HTML Div plugin.

    >

    > I added a video tag with the same video file, made it preload and let it play and it doesn't hang, memory and cpu usage are normal.

    >

    > It's a hack-y work around, but it's better than having your game crash, at least until this issue is resolved.

    >

    > here's the example:

    > badpadgame.com/videodiv.capx

    >

    > This is the DIV plugin:

    > construct.net/forum/extending-construct-2/addons-29/plugins-pode-html-pack-46896

    I guess it's good to know that there is a workaround for people that have to use newer, affected versions of NW.js but I'd still recommend using older versions instead of doing this.

    I'm a little hesitant about rolling back NW.js, can't it cause issues with storage files structure changes or other incompatibilities?

  • I'm not sure if it helps, but I made a test with Pode HTML Div plugin.

    I added a video tag with the same video file, made it preload and let it play and it doesn't hang, memory and cpu usage are normal.

    It's a hack-y work around, but it's better than having your game crash, at least until this issue is resolved.

    here's the example:

    badpadgame.com/videodiv.capx

    This is the DIV plugin:

    construct.net/forum/extending-construct-2/addons-29/plugins-pode-html-pack-46896

  • Nope, the official greenwork api doesn't support Leaderboards.

    From what I understand they have no plans on adding it.

    I also learned that there is a web api for it, but basically anyone can post to it, which makes the entire leaderboards system unreliable and hack-able.

    lab.xpaw.me/steam_api_documentation.html

  • Ashley

    I know you don't take feature requests for C2, but I was wondering if it's possible to have video.playbackRate action added to the video plugin?

    I added it myself, it's pretty straight forward and from my testings works fine on Chrome, Firefox, Edge and NWjs, but I don't want to maintain my own copy of the plugin or an extra behavior for one little action.

    Thanks

  • I see, so I tested it, still crashing with autoplay set to 'NO' and source load on button click.

  • Thanks man, I'm following the issue on git.

    I don't think that manually triggering a video with a button is relevant, even if it works. nobody wants to click a button to see a cut-scene ;)

  • > TheRealDannyyy

    >

    > I can confirm this is also happening in the latest 31.5 version of NWjs, I don't see they have any opened issues about this, can we post this bug with a construct exported example?

    >

    > BTW, it looks like a memory leak, the process jumps by 1GB every second, till it can't take any more.

    Randomly checked the bugs section to find out that I didn't receive a notification, thx new forums!

    I will look into this when I got the time and create a bug report, if Ashley doesn't do it before me of course. Could one of you guys please confirm that this bug doesn't occur in NWjs v0.28.0?

    I figured as much...

    This actually starts at 30.0, up until 29.4 there were no issues.

  • TheRealDannyyy

    I can confirm this is also happening in the latest 31.5 version of NWjs, I don't see they have any opened issues about this, can we post this bug with a construct exported example?

    BTW, it looks like a memory leak, the process jumps by 1GB every second, till it can't take any more.

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  • I don't know how much we should bother with OSX and Linux releases on Steam, according to their survey, they're both together represent less than 3.5% of the total users on Steam.

    And though Linux is just 0.5% I got more engagement from their community on Steam than OSX.

    store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

  • Update!

    I noticed in the debugger that the ShadowLight object's position is centered to the viewport in runtime, so it's probably saved with these values and not the original.

    Fortunately in 'on start of layout' the ShadowLight object position is still not affected, so if I save the X Y of the object, then set it back after loading, it fixes the issue.