I look forward to the next release.

Code: Select all
> lzdoom.exe!VMCall(VMFunction * func, VMValue * params, int numparams, VMReturn * results, int numresults) Line 580 C++
lzdoom.exe!DObject::Destroy() Line 377 C++
[Inline Frame] lzdoom.exe!GC::SweepList(DObject * * p, unsigned __int64 count, unsigned __int64 *) Line 255 C++
lzdoom.exe!GC::SingleStep() Line 431 C++
lzdoom.exe!GC::FullGC() Line 521 C++
lzdoom.exe!PClass::StaticShutdown() Line 274 C++
lzdoom.exe!call_terms() Line 77 C++
lzdoom.exe!_execute_onexit_table::__l2::<lambda>() Line 206 C++
lzdoom.exe!__crt_seh_guarded_call<int>::operator()<<lambda_7777bce6b2f8c936911f934f8298dc43>,int <lambda>(void) & __ptr64,<lambda_3883c3dff614d5e0c5f61bb1ac94921c> >(__acrt_lock_and_call::__l2::<lambda_7777bce6b2f8c936911f934f8298dc43> && setup, _execute_onexit_table::__l2::int <lambda>(void) & action, __acrt_lock_and_call::__l2::<lambda_3883c3dff614d5e0c5f61bb1ac94921c> && cleanup) Line 204 C++
[Inline Frame] lzdoom.exe!__acrt_lock_and_call(const __acrt_lock_id) Line 957 C++
lzdoom.exe!_execute_onexit_table(_onexit_table_t * table) Line 231 C++
lzdoom.exe!common_exit::__l2::<lambda>() Line 232 C++
lzdoom.exe!__crt_seh_guarded_call<void>::operator()<<lambda_d80eeec6fff315bfe5c115232f3240e3>,void <lambda>(void) & __ptr64,<lambda_2358e3775559c9db80273638284d5e45> >(__acrt_lock_and_call::__l2::<lambda_d80eeec6fff315bfe5c115232f3240e3> && setup, common_exit::__l2::void <lambda>(void) & action, __acrt_lock_and_call::__l2::<lambda_2358e3775559c9db80273638284d5e45> && cleanup) Line 224 C++
[Inline Frame] lzdoom.exe!__acrt_lock_and_call(const __acrt_lock_id) Line 957 C++
lzdoom.exe!common_exit(const int return_code, const _crt_exit_cleanup_mode cleanup_mode, const _crt_exit_return_mode return_mode) Line 278 C++
lzdoom.exe!ST_Endoom() Line 1118 C++
lzdoom.exe!AF_DMessageBoxMenu_CallHandler(VMValue * param, int numparam, VMReturn * ret, int numret) Line 61 C++
lzdoom.exe!VMNativeFunction::NativeScriptCall(VMFunction * func, VMValue * params, int numparams, VMReturn * returns, int numret) Line 308 C++
The great thing about the compatibility system I introduced in version 5.1.0 is that I can easily to do this and have it built into the mod, even with high-res graphics! If you want an nice example of what's possible with this system, check out Eternal Doom with this mod!Lagi wrote:could you overlap the partial heads with full heads, in low res (or Hi even better) graphic?