So - yes - some mods broke in 4.14.0.
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Re: So - yes - some mods broke in 4.14.0.
I'm down for this change, but would this be the reason why some mods are just, like, hard locking on me? Namely dying in CherubCorps's "Showtime!!!" and firing the starting pistol in Slayer's Rampage v2.0. Both of these cause GZDoom to completely stop responding. Not asking for fixes here, just asking if they're related to the ZScript patch.
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Re: So - yes - some mods broke in 4.14.0.
In my experience, problematic scripts are caught as GZDoom loads and the errors are reported in a meaningful way.
More conclusively, I just tried Slayer's Rampage in GZDoom 4.14.0 and a test build from before the stricter script check was put in place. Both hung when I fired the pistol.
More conclusively, I just tried Slayer's Rampage in GZDoom 4.14.0 and a test build from before the stricter script check was put in place. Both hung when I fired the pistol.
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Re: So - yes - some mods broke in 4.14.0.
Okay, yeah, that makes more sense but has less answers. Thanks for that, either way.
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Re: So - yes - some mods broke in 4.14.0.
I'm sure infinite freezes still work as they used to. Sounds like a modder didn't ensure that a state doesn't 0-tic loop to me.