Gustavo6046 wrote:Two flies, one rock. I just compiled GZDoom from GitHub, and it really does have that damn assertion error. It's probably a ZScript error that wasn't caught before being compiled into internal code (and that thus ended up being caught only by assertions). Thing is, I don't know where the error is!
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gzdoom: /home/gustavo6046/Projects/gzdoom_build/gzdoom/src/scripting/backend/codegen.cpp:2319: virtual ExpEmit FxPostIncrDecr::Emit(VMFunctionBuilder *): Assertion `ValueType == Base->ValueType && IsNumeric()' failed.
"FxPostIncrDecr" seems to suggest it's an issue with incrementing or decrementing. But it takes a FunctionBuilder pointer as argument, so it's probably part of a ZScript function. That isn't specific enough, so I'll just focus into checking increments and decrements are all applied to proper variables.
I wonder whether the issue is that the variable has an unmatching type (to whatever Base's ValueType member is), or if it's just not a numeric value. I will look for it, nonetheless.
Fortunately I have that source code file, so I can read it myself. (:
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BREAKING NEWS EDIT: I somehow fixed the mysterious assertion error, by fiddling with Standard.zsc. I'll perform test runs and tell once0.3.20.4.0 is out.
EDIT 2: 0.4.0 is now out! Check the first post for more.
Gustavo6046 wrote:Maybe I should somehow fix how they plop nodes, in a way those aren't plopped into the wall?
TDRR wrote:Just give them the radius of a player and spawn them via the ACS special Spawn, which won't spawn anything if the actor in question doesn't fit in that space.
Nash wrote:This is a ZScript bot, why would Gustavo use ACS when they could do the exact same functionality natively with ZScript?
TDRR wrote:doesn't ZScript have access to all ACS specials?
Gustavo6046 wrote:ZScript has all access to DECORATE functions on actors, and many, many extra goodies.
ACS is a different kind of script.
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