Problem with loading from save file


#1

Hi! I have been playing Frogatto today and I have already got to the Milgram’s Castle. I saved the game somewhere in the castle. I don’t exactly remember where it was, but it was near the second “cake” boss (or whatever it was).
Few minutes later I tried to load the game but I get an error every time i try to do it (and the game quits):

Frogatto engine version 1.2
Preferences dir: /home/shymwo/.frogatto/

OpenGL vendor: NVIDIA Corporation
OpenGL version: 3.3.0 NVIDIA 295.59
OpenGL extensions: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_x11_sync_object GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vdpau_interop GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum

JOYSTICKS: 0
initialized ttf
initialized 0 joysticks
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: INSERTED FAT INSERTED JUMP_OUT_OF_WATER_BOOST INSERTED JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
COPY: prototype -> animation
COPY: object_type -> animation
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
CONSTANTS ARE DIFFERENT: DIFF FAT
FAT JUMP_OUT_OF_WATER_BOOST JUMP_OUT_OF_WATER_BOOST_HORIZONTAL
TEST array_index PASSED
TEST color PASSED
TEST dot_precedence PASSED
TEST flatten_function PASSED
TEST formula PASSED
TEST formula_decimal PASSED
TEST formula_fn PASSED
TEST formula_in PASSED
TEST formula_slice PASSED
TEST min_max_decimal PASSED
TEST modulo_operation PASSED
TEST rect PASSED
TEST rect_difference PASSED
TEST rect_intersect PASSED
TEST short_circuit PASSED
TEST test_split_into_ints PASSED
TEST tokenizer_test PASSED
TEST variant_decimal PASSED
TEST wml_parser PASSED
TEST wml_parser_test PASSED
ALL 20 TESTS PASSED
FRAME BUFFER OBJECT IS SUPPORTED
START LOAD LEVEL
in level constructor…
building…479
done building…479
LAYER -4 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 9 BUILT 0 tiles
LAYER 26 BUILT 0 tiles
LAYER 30 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
done building tile_map…480
done level constructor: 9
SET STARTING CYCLES: 0
LOADED LEVEL: 0x7fa0bd592190
START LOAD LEVEL
in level constructor…
building…3950
done building…3950
LAYER -20 BUILT 0 tiles
LAYER -15 BUILT 2483 tiles
LAYER -12 BUILT 0 tiles
LAYER -10 BUILT 6900 tiles
LAYER -2 BUILT 0 tiles
LAYER -1 BUILT 0 tiles
LAYER 0 BUILT 0 tiles
LAYER 11 BUILT 0 tiles
LAYER 50 BUILT 0 tiles
LAYER 51 BUILT 0 tiles
LAYER 55 BUILT 0 tiles
done building tile_map…3987
done level constructor: 50
COPY: object_type -> animation
DESERIALIZED: 42cc090
DESERIALIZED: 42cc660
DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED DISTANCE_TO_CLIFF_CHECK
DESERIALIZED: 42cd7b0
DESERIALIZED: 42cdd60
DESERIALIZED: 42ce310
DESERIALIZED: 42ce8c0
DESERIALIZED: 46174d0
DESERIALIZED: 4738970
DESERIALIZED: 4739120
DESERIALIZED: 47398d0
DESERIALIZED: 4a46690
COPY: object_type -> animation
DESERIALIZED: 4ab2380
DESERIALIZED: 4d38510
DESERIALIZED: 5647100
DESERIALIZED: 5648a00
DESERIALIZED: 5c19580
DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
CONSTANTS ARE DIFFERENT: INSERTED DISTANCE_TO_CLIFF_CHECK
COPY: object_type -> animation
COPY: object_type -> animation
src/custom_object_type.cpp:237 ASSERTION FAILED: Could not find file for object 'chunk’
Przerwane

I think it’s a very important bug because the game is not playable to me anymore and I don’t want to start it again. It’s a pity because it was quite fun and I just wasted my time…

I think you should also know that earlier in the game I stucked at shooter powerup (the time bar of powerup just stopped at some moment). The only way to remove it was to kill myself (because with it I couldn’t grab things with tongue). :frowning:


#2

This is a saving error we fixed later on; basically, as seen in:

You saved while there was a broken crate or block on screen - the game tried to save it, but forgot to add what that chunk came from. Since we only have crate chunks, or block chunks, but no standalone chunk objects, loading that savefile fails.
We’ll have to remove those problematic objects from your savefile; if you can post it somewhere (it’ll be located in /home/shymwo/.frogatto/save.cfg), we can do that.


#3

Thank you for the advice, I’ve already fixed the savefile by myself and I can continue playing :slight_smile: