Spoiler: Minor bugs I found:
Spoiler: The possible solution is this:
No worries and thank you. I've spent hours trying so many different things to fix it, only for things to go from bad to worse that I'm just going to return to the less efficient method. While it would be nice to have I just can't get it to behavem8f wrote:Sorry for the double post, but this is important.
Spoiler:
Spoiler:
VM execution aborted: tried to read from address zero. In function parameter "self"
Called from SpriteScaler.DoEffect at Vanilla Essence 4.2.pk3:zscript.zc, line 195
Called from CVar.GetInt [Native]
if( par_stretch && par_stretch.GetInt() == 2 )
Cheers DrFrag, that's great to knowdrfrag wrote:Hey this is great and it even runs with LZDoom. 4.1 just hung with GZD 4.1.1 on my laptop but now it works.
Yeah sorry about that, looks like M8f had a fix for that days ago but I've been unavailable till now. A fixed version should be in the OP now.JPL wrote:I got this zscript VM abort after dying and respawning on a map:
It only would have meant that sprites would have been stretched by the PSX 'view stretch' option when an actual PSX console mostly compensated for that.JPL wrote:though I'm not sure if that has any unintended side effects.
Usually I disable that because the Palette Tonemap setting does it also and they don't overlap so good. But I've been finding that for games that have nicer colourmaps (like Heretic/Hexen) the Banded Lightmode is preferable to using the palette settingmgtroyas wrote:I suggest enabling "Banded SW Lightmode"
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