EDIT: This was tested on 3.2.1, forgot to mention that. The mod claims no issues with "ZDoom 2.8.1 based sourceports", so presumably this is related to the new savegame system.
1.) Start a new game with FinalDoomer 2.0. It doesn't matter what class you choose.
2.) Hold down the Reload key. An overlay will pop up, showing a weapon sprite and giving a description.
3.) Save the game.
4.) Reload the save and switch to another weapon.
5.) Hold down the reload key. The overlay will be broken (the weapon sprite will just be an "A" and the description will either be a fragment of a script-assembled string like "FD_Plut_Info" or non-existent)
The relevant ACS source code is in source/fdwepinf.acs and is less than 100 lines, which should hopefully make it easier to debug than the towering alternate-compiler nightmares that have previously exhibited similar issues.
ACS Savegame String Corruption (w/ Easy Reproduction Steps)
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- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49067
- Joined: Sat Jul 19, 2003 10:19 am
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Re: ACS Savegame String Corruption (w/ Easy Reproduction Ste
Thanks for saving my time - this was on my to-do list for today.
Actually, I consider this fix important enough to prepare a new point release after finishing the EAX editor rewrite.
Actually, I consider this fix important enough to prepare a new point release after finishing the EAX editor rewrite.
Re: ACS Savegame String Corruption (w/ Easy Reproduction Ste
I know I am going to draw a lot of ire for saying this - but are you sure that's a good idea right now?
Might be better to cherry-pick this one on top of the 3.2.1 tag and merge it into the maint3_2 branch.
Might be better to cherry-pick this one on top of the 3.2.1 tag and merge it into the maint3_2 branch.
- drfrag
- Vintage GZDoom Developer
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Re: ACS Savegame String Corruption (w/ Easy Reproduction Ste
Well, i guess the author hasn't really tried the mod with ZDoom32. It's actually based on 2.9pre and already has the new savegame system so i've applied the patch. Thanks.