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just got another VM Abort using the dev build while playing Hellrider v0.9c. Its the same situation as before: I fire at an enemy, and the game crashes with this.
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It's very unfortunate that the top of the error got cut off, crucial information was there. What I can gather is Mikk- Critical Shots is in call trace, but with so little information I cannot tell if it's a bug in Critical Shots or not. Also I see Corruption Cards loaded, which adds another level of uncertainty to this error.
It would be great if you could catch this again and post the top of the call trace. Also, can you please tell what the enemy was, and what Corruption Cards were active?
if I remember right, the line that cut off was the one that said it was a VM Abort, but I could be wrong. I'll try to catch it again. Maybe I'll DM you next time if I need to instead of double posting. I don't feel comfortable double posting so much
I wish there was a way to export the log into a text file or something, because these crashes are often VERY long.
It took long enough, but I finally got that crash again. No Corruption Cards this time.
Spoiler:
VM execution aborted: tried to read from address zero.
Called from Inventory.TryPickup at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 457
Called from Inventory.CallTryPickup at gzdoom.pk3:zscript/actors/inventory/inventory.zs, line 603
Called from Actor.GiveInventory at gzdoom.pk3:zscript/actors/inventory_util.zs, line 90
Called from csh_Brain.ModifyDamage at mk-crits[20210213].pk3:csh_classes/core.txt, line 35
Called from StateProvider.A_FireBullets at gzdoom.pk3:zscript/actors/inventory/stateprovider.zs, line 120
Called from Q4Machinegun.StateFunction.36 at ZMovement_Q4LFMDE.pk3:decorate/weapons.aed, line 870
Called from PlayerPawn.FireWeapon at gzdoom.pk3:zscript/actors/player/player.zs, line 351
Called from PlayerPawn.CheckWeaponFire at gzdoom.pk3:zscript/actors/player/player.zs, line 412
Called from PlayerPawn.TickPSprites at gzdoom.pk3:zscript/actors/player/player.zs, line 500
Called from ZMovePlayer.PlayerThink at ZMovement_Q4LFMDE.pk3:zscript/zmoveplayer.zmv, line 222
Called from weapon state Q4Machinegun.36 in Q4Machinegun
Called from PlayerInfo.SetPSprite [Native]
__ __ __ __ __ __
/ \/ \/ \/ \/ \/ \
|Za||bo||r ||v1||.1||.0|
|..||..||..||..||..||..|
|..||..||..||..||..||..|
|__||__||__||__||__||__|
The error makes no sense to me, honestly. What I can see, is that you fired a gun (Q4Machinegun, but it doesn't really matter) and stunned an enemy. Stunning is provided by Mikk-'s Critical Shots. Then, for some reason, giving a monster "csh_JustStunned" (Critical Shots helper class) inventory item mysteriously fails. The error happens on the line where all objects are checked to be not NULL beforehand, so from my point of view, this error just cannot happen here! But somehow it happens. I tried to see if Intelligent Supplies interferes with giving a monster inventory item. However, I cannot see how it can cause an error.
Maybe Zhs2 has some ideas? I don't say that the error is caused by Intelligent Supplies (I see no evidence of that), just maybe Zhs2's experience will help here.
By the way, I'm almost sure Gearbox has nothing to do with this error. Gearbox VM abort handler - Zabor - would pop up at any VM abort, it just provides additional debug information.
Ah gotcha. For some reason, I figured the opposite where Zabor meant it was Gearbox related. I'll mess around removing mods one at a time and see if I can figure it out myself.
btw I might as well ask this. I don't know if this would go with Gearbox or Gizmos, but I liked the keybinds in WeaponMenu that would mark a weapon that you could then press another key to swap to. I guess its kind of a very specific situational keybind, but it was nice to have for mods like HXRTC Project. Any chance it'll get added to one of the two? I don't mind going without it since I can just freeze time with Gearbox, but I also like to play without time freezing and that's where that keybind would come in handy. The "fire marked weapon" key was also pretty useful, but I'd imagine really buggy.
I seem to have stumbled onto a minor issue with fireballs in Hexen. If Freeze is selected, fireballs that spawn in a level will continue to spawn when frozen, though they do freeze once they're spawned, so that when the menu is deselected they all continue at once.
I captured a video, but keep in mind that I removed the circle graphic while experimenting with other things and use a 1.2 pixel ratio for text and menus, so it looks a little warped, but nothing else has been altered.