I’ve been trying to use Libload to better organize my current game, since it has over 200 megs of content, only a fraction of which is needed at any one time.
However I’ve been having random crashes using 2.75 which seem to be related to Libload (they only started when I added the LibLoad code to the game).
I’ve tired updating my graphics card drivers in case that was the problem, but I don’t think so.
The game crashes directly to desk top with not warning, and just before it does, the libloaded assets seem to become corrupted:
On the right you can see the cockpit, which is a libloaded mesh, has stopped being shaded (the green computer screen in the cockpit is shadeless, so it’s not about lighting) right before the crash.
My questions are:
Has anyone else had trouble with LibLoad recently?
Does it matter where Libload is called from? Is the data connected with anything in the code or scene?
I seem to remember people talking about Libload troubles, but can’t find the threads. And in my project the LibLoad code is called from within a FSM state object which is later discarded, but it should be linked to logic shouldn’t it? not the python object?