Vanilla Essence plays up in the latest GZDoom
VM execution aborted: tried to read from address zero.
Called from StretchHandler.WorldThingSpawned at vanilla essence 4.3.pk3:zscript.zc, line 144
[4.14.2]Vanilla Essence error
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: [4.14.2]Vanilla Essence error
The error is in the mod, we cannot do anything about it.
- Zenon
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Re: [4.14.2]Vanilla Essence error
Know where I can find Pixel Eater so I can take it up with him?
- SanyaWaffles
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Re: [4.14.2]Vanilla Essence error
That's not the problem of the devs. If Pixel Eater is not around to fix the mod, that's out of their hands.
I've noticed you've asked in like three or four different places, here included, about where to find Pixel Eater.
I've noticed you've asked in like three or four different places, here included, about where to find Pixel Eater.
Re: [4.14.2]Vanilla Essence error
I've downloaded Vanilla Essence from here tried it in GZDoom 4.12.2 with no other mods and it worked just fine. Are you sure that your vanilla essence archive is not corrupted?
If you're absolutely sure that its not corrupted or you're loading some additional mod that causes it - try opening Vanilla Essence in SLADE -> Open ZScript.zc -> Scroll down to line 144
And change:
Code: Select all
override void WorldThingSpawned( WorldEvent e )
{
if( e.Thing.sprite )
{
e.Thing.A_SetInventory( "SpriteScaler", 1 );
}
}
Code: Select all
override void WorldThingSpawned( WorldEvent e )
{
if (!e.Thing) return;
if( e.Thing.sprite )
{
e.Thing.A_SetInventory( "SpriteScaler", 1 );
}
}
- Zenon
- Posts: 548
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Re: [4.14.2]Vanilla Essence error
It worked!Proydoha wrote: ↑Fri Jun 06, 2025 12:40 pm If you're absolutely sure that its not corrupted or you're loading some additional mod that causes it - try opening Vanilla Essence in SLADE -> Open ZScript.zc -> Scroll down to line 144
And change:toCode: Select all
override void WorldThingSpawned( WorldEvent e ) { if( e.Thing.sprite ) { e.Thing.A_SetInventory( "SpriteScaler", 1 ); } }
This way if its indeed points at nothing for some reason you'll just skip that actor.Code: Select all
override void WorldThingSpawned( WorldEvent e ) { if (!e.Thing) return; if( e.Thing.sprite ) { e.Thing.A_SetInventory( "SpriteScaler", 1 ); } }
Mate, you're a legend, thank you!