I've found a problem while playing this mod with my own njtrain map.
Every time I play with this mod loaded, I get a VM execution abort:
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VM execution aborted: tried to read from address zero. In function parameter "self"
Called from UTMainHandler.WorldThingDamaged at flak_m.pk3:zscript/utcommon.zsc, line 1976
Called from Actor.FindInventory [Native]
I've tracked it down to a simple "Thing_Destroy" ACS command that kills the driver of the train at the end of the initial cutscene in the map. The attached file demonstrates it nice and easily.
shotgkill.zip
Load the WAD and flick the switch. Without Doom Tournament loaded the shotgunguy dies. With Doom tournament loaded the VM exec abort happens.
Tested with GZDoom 4.1.2 and a couple of git builds, including today's one - all show the problem.
As a complete aside, there are a couple of aesthetic points relating to the slime from the bio-rife that I noticed when playing with the train map:
The train has loads of breakable windows which are initially solid but a script removes the blocking flag. However, if the window was broken by a slime ball, the slime gloop will impact on the solid wall but the gloop droplet will hang in mid air after the window is broken and the line has been set to not blocking (I'm going to guess that there isn't much that can be done about that).
Also, the slime gloop droplets aren't carried on the scrolling floor outside the train used to give the impression of the train moving, so they appear to glide along at the same speed as the train until they explode. I suspect that is more likely to be fixable but it is just a cosmetic point anyway.
https://www.doomworld.com/idgames/level ... -o/njtrainI apologize for the awful, horribly inefficient way that the breakable windows are set up in the script. I do know how to do it properly now, but I didn't back then.