Ed the Bat wrote:I'm trying to play MAP02 but am finding an invisible wall blocking me
Ed the Bat wrote:I've also just run into an issue where breaking the television in MAP03 endlessly spams the console with errors about a missing 'TVBROKEN' class.
Ed the Bat wrote:This also seems to lock a message onto my HUD about how to use AXX grenades, despite not having picked any up for a little while now.
Spoiler:
SanyaWaffles wrote:Ed the Bat wrote:invisible wall
Fixed. I'm currently uploading new PK7 and standalone version.
SanyaWaffles wrote:Ed the Bat wrote:breaking the television in MAP03
I can't seem to reproduct this. Could you take a screenshot of this in action? And make sure if you're still using the standalone pk7 to use the latest gzdoom dev-builds.
SanyaWaffles wrote:Ed the Bat wrote:lock a message onto my HUD
I included hints, but I find them more annoying personally than helpful. If you want to get rid of hints in future playthroughs, try the hints setting under Experience.Spoiler:
VM execution aborted: array access out of bounds. Max.index = 2, current index = 3
Called from DD_PoliceLamp.ThowPoliceJunk at ddrama.pk7:zscript/ddrama1/props/light_sources.zsc, line 172
Called from DD_PoliceLamp.A_DestroyPLamp at ddrama.pk7:zscript/ddrama1/props/light_sources.zsc, line 186
Called from DD_PoliceLamp.Die at ddrama.pk7:zscript/ddrama1/props/light_sources.zsc, line 198
Called from Actor.A_Explode [Native]
Called from DD_FiredRocketSeeker.StateFunction.1 at ddrama.pk7:zscript/ddrama1/weapons/rocket_launcher.zsc, line 117
Called from state DD_FiredRocketSeeker.1 in DD_FiredRocketSeeker
SanyaWaffles wrote:As for the hints, I'm thinking it has to do with me switching compilers for the library I use - gdcc-acc. Cuz I know they dsisappear in the past until I switched. Not to say the compiler is at fault, I should be aware of any subtle differences if there are before putting it into production environment.
Rachael wrote:So if you are getting VM errors, it is exactly the same VM as GZDoom, meaning there is an issue with either the mod, your config, or the VM itself. Unless, of course, QZDoom's drawers are not playing nice and putting random bytes where they should not go.
Ed the Bat wrote:I have not run into the issue with the TV since that first playthrough. However, the end credits are broken every time I play them. I can't see anything in the raw ACS lump or LANGUAGE lump that seems incorrect, which has me convinced it must be a problem with the compiler.
Ed the Bat wrote:Also, if I could ask a favor, Sanya... could the Keys be given icons to match the HUD graphics (e.g., DD_RedKey given Inventory.Icon "STK_RED1")? I play with a custom HUD of my own design, and since the keys currently use their high-resolution pickup sprites as icons, they're absolutely titanic.
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