warning: c:\Work\forge\main\code\src\libs\gpggal\DeviceD3D9.cpp(873) Invalid call

I see this warning in virtually every error log posted here. My game just grey screened, I get this three times in a row. When I get UI lag, this error is here every time. I think this is a massive bug, causing one of the UI variables to fail to define. When this occurs once, then that UI element must be re-evaluated, causing the lag. However when you get it three times in a row, as in this particular instance, then too many UI elements have failed and cannot be re-evaluated, since I know from reading control.lua that a minimum of four are needed.

Causing:

 

warning: Evaluating LazyVar failed: error evaluating lazy variable: ...ardock games\demigod\dgdata.zip\lua\maui\control.lua(34): error evaluating lazy variable: ...ardock games\demigod\dgdata.zip\lua\maui\control.lua(36): circular dependency in lazy evaluation for variable [Set lazyvar.ExtendedErrorMessages for extra trace info]

         stack traceback:

         [C]: in function `error'

         ...6)\stardock games\demigod\dgdata.zip\lua\lazyvar.lua(21): in function `Left'

         ...ardock games\demigod\dgdata.zip\lua\maui\control.lua(36): in function <...ardock games\demigod\dgdata.zip\lua\maui\control.lua:36>

         [C]: in function `pcall'

         ...6)\stardock games\demigod\dgdata.zip\lua\lazyvar.lua(31): in function `Right'

         ...ardock games\demigod\dgdata.zip\lua\maui\control.lua(34): in function <...ardock games\demigod\dgdata.zip\lua\maui\control.lua:34>

         [C]: in function `pcall'

         ...6)\stardock games\demigod\dgdata.zip\lua\lazyvar.lua(31): in function <...6)\stardock games\demigod\dgdata.zip\lua\lazyvar.lua:18>

         [C]: in function `InternalSet'

         ...stardock games\demigod\dgdata.zip\lua\maui\movie.lua(32): in function `Set'

         ...stardock games\demigod\dgdata.zip\lua\maui\movie.lua(16): in function `initfn'

         ...ardock games\demigod\dgdata.zip\lua\system\class.lua(258): in function <...ardock games\demigod\dgdata.zip\lua\system\class.lua:246>

         ...ck games\demigod\dgdata.zip\lua\ui\splash\splash.lua(22): in function `initfn'

         ...ardock games\demigod\dgdata.zip\lua\system\class.lua(258): in function `SplashMovie'

         ...ck games\demigod\dgdata.zip\lua\ui\splash\splash.lua(96): in function `GPGLogo'

         ...ck games\demigod\dgdata.zip\lua\ui\splash\splash.lua(85): in function `OnFinished'

         ...ck games\demigod\dgdata.zip\lua\ui\splash\splash.lua(43): in function <...ck games\demigod\dgdata.zip\lua\ui\splash\splash.lua:41>

         Stack trace from definition: [Set lazyvar.ExtendedErrorMessages for extra trace info]

It feels so irritating not being able to read the game's source, because I'm so proficient at debugging the LUA, it feels like I could be so much more help. I only pasted one error message here, but the same was essentially repeated for three or so lines, all in the self.Reset() function in control.lua. I am working on getting more specific details.

But since you've made it so irritating to mod the game's files, it's impossible to make changes and see the results. I even modified RetailDataPath.lua to load my alternative source, and it wasn't loaded.

 

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