BD v20 VM abort

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Expand view Topic review: BD v20 VM abort

Re: BD v20 VM abort

by Graf Zahl » Sat Jan 12, 2019 7:43 am

I think this can be closed. The message says "called without a valid caller" which is indication for bad scripting. It means, an actor was still calling functions while already been destroyed.

Re: BD v20 VM abort

by drfrag » Mon Jan 07, 2019 3:17 pm

I've opened a new thread here:
viewtopic.php?f=2&t=63186

Re: BD v20 VM abort

by Warrex » Mon Jan 07, 2019 3:11 pm

Graf Zahl wrote:That statement doesn't mean anything. I need more info about what precisely changed so that the weapon no longer works.
I asked him over at that moddb thread and will report back here if he answers.
drfrag wrote:This thread was about a problem with BD v20, the chainsaw doesn't work properly in BD v21. If you don't mention v21 how could i know?
I quoted Korell who reported that the plasma gun problem of BD v20 with GZDoom 3.7.1. is fixed in BD v21 RC5. To that I replied that there is another problem tough [even with BD v21 RC5]. Sorry, if I was not clear enough there.

Re: BD v20 VM abort

by drfrag » Mon Jan 07, 2019 10:35 am

This thread was about a problem with BD v20, the chainsaw doesn't work properly in BD v21. If you don't mention v21 how could i know?

Re: BD v20 VM abort

by Graf Zahl » Mon Jan 07, 2019 10:24 am

That statement doesn't mean anything. I need more info about what precisely changed so that the weapon no longer works.

Re: BD v20 VM abort

by Warrex » Mon Jan 07, 2019 9:29 am

drfrag wrote:Thanks, for me the chainsaw works properly with the legacy build.
For me the chainsaw does not stick to the enemy with the regular WIn64 build and Sergeant_Mark_IV writes: "They messed up the way AxeBlood works. Please report it to the GZDoom devs." (https://www.moddb.com/mods/brutal-doom/ ... e/2#thread)

Re: BD v20 VM abort

by drfrag » Mon Jan 07, 2019 8:53 am

Thanks, for me the chainsaw works properly with the legacy build.

Re: BD v20 VM abort

by Warrex » Sun Jan 06, 2019 3:43 pm

EDIT: I just tested this in both v20b and v21 RC5 and whilst v20b does crash, v21 RC5 doesn't and it brings up the classic plasma rifle correctly, so it appears that PLASMA.TXT may have been fixed in the latest version of Brutal Doom.
There is another thing though. The chainsaw does not latch to enemies anymore when using GZDoom 3.7.0 or 3.7.1. Works up to 3.6.0.
Right now i barely can sleep even with medication. :(
Sorry to hear that! Get well soon and thank you for answering nonetheless.

Re: BD v20 VM abort

by drfrag » Sun Jan 06, 2019 12:51 pm

I've checked it myself, i hope i can fix it soon. I find BD v21 really unbalanced and V20 is still pretty popular.
Right now i barely can sleep even with medication. :(

Re: BD v20 VM abort

by Korell » Sun Jan 06, 2019 9:19 am

drfrag wrote:
drfrag wrote:I've just reproduced it with the legacy build. It happens also with a blood fixed BD v20 alone, the code in Plasma_Gun (PLASMA.txt) it's taking away the Plasma_Gun and giving you the ClassicPlasmaRifle instead. Most likely an engine bug.
Does this still happen with BDv21 RC4 or BDv21 RC5? Only the PLASMA.TXT file has been rewritten since v20b (which is what I imagine the unofficial v20c and v20 Legacy Edition are based on). There is still a purist state within the v21 plasma gun actor that takes away the new plasma gun and gives the classic plasma gun, but I would imagine that is by design so that you don't get the new plasma gun when playing in purist mode.

EDIT: I just tested this in both v20b and v21 RC5 and whilst v20b does crash, v21 RC5 doesn't and it brings up the classic plasma rifle correctly, so it appears that PLASMA.TXT may have been fixed in the latest version of Brutal Doom.

Re: BD v20 VM abort

by Graf Zahl » Sun Jan 06, 2019 8:15 am

So, adding a few stricter checks immediately reveals some bad coding in BD. Figures...

BD v20 VM abort

by drfrag » Sun Jan 06, 2019 6:43 am

Warrex wrote:I am getting this in GZDoom 3.7.1 if I switch to the Plasma gun in "Classic" game mode:
VM execution aborted: Plasma_Gun.StateFunction.503 called without valid caller. Plasma_Gun expected
Called from state Plasma_Gun.503
Called from PSprite.SetState [Native]
Called from PSprite.Tick at gzdoom.pk3:zscript/shared/player.txt, line 2264
Called from PlayerPawn.TickPSprites at gzdoom.pk3:zscript/shared/player.txt, line 429
Called from PlayerPawn.PlayerThink at gzdoom.pk3:zscript/shared/player.txt, line 1449
This also happens if:

1. I start the game this way: gzdoom.exe +vm_jit 0 -file brutalv20b.pk3 brutalv20c_UP.pk3 (so when turning off the JIT compiler for DECORATE and ZScript)
2. If I launch the "Modern" game mode after having crashed the Classic game mode previously
drfrag wrote:I've just reproduced it with the legacy build. It happens also with a blood fixed BD v20 alone, the code in Plasma_Gun (PLASMA.txt) it's taking away the Plasma_Gun and giving you the ClassicPlasmaRifle instead. Most likely an engine bug.
http://www.moddb.com/mods/brutal-doom/d ... cy-edition

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