Jump to content

Jenoclip

Members
  • Posts

    21
  • Joined

  • Last visited

2 Followers

About Jenoclip

  • Rank
    π™…π™šπ™£π™€π™˜π™‘π™žπ™₯
    Warming Up

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. π˜½π™§π™žπ™šπ™› π™žπ™£π™›π™€: Language: ZScript V 4.8.2 Port: GZDoom V 4.8.2 Error occurrence stage: Class executes code I have a class inherited from Actor, inside it (in the body of the class, not in Default and not in States) is declared a class storing global variables, from this class I need to read dynamic arrays of TL_Group and IS_Group classes that store information, and I can't get this information, because for some reason VM gives an error about calling to null address when I try to read a member of the class. And with all this 1 class in the dynamic array is definitely stored and I can refer to this class to, for example, set the test class of IS_Group type to the same value, but no matter what crutches I tried to do it, I still have VM crashes saying that it can not read the null address. Global Vars: Class GEN_GlobalVars : Thinker { Array<TL_Group> TagLinker_Groups; Array<IS_Group> ItemSpawner_Groups; //... //Declaring other variables //... #region /*Constants & Enums*/ //Some code not related to the problem #endregion Static Play GEN_GlobalVars Get(Void) { GEN_GlobalVars GlbCls = GEN_GlobalVars(ThinkerIterator.Create("GEN_GlobalVars", STAT_Static).Next()); If(!GlbCls) { GlbCls = New("GEN_GlobalVars"); GlbCls.ChangeStatNum(STAT_Static); } Return GlbCls; } } What TL_Group is: Class TL_Group { UInt iMinTag; UInt iMaxTag; String iStageName; Static TL_Group Create(UInt MinTag, UInt MaxTag, String StageName) { TL_Group Init_Value = TL_Group(new("TL_Group")); Init_Value.iMinTag = MinTag; Init_Value.iMaxTag = MaxTag; Init_Value.iStageName = StageName; Return Init_Value; } } Class&Vars declaration: Class GEN_LevelGen : Actor { Default { +NoInteraction; +DontThrust; +DontInterpolate; RenderStyle "None"; } Int TempVal1; Int TempVal2; Array<Int> TempIArr1; Int TempVal3; Int TempVal4; Int TempVal5; Int Stage; String StageName; Double TempDVal6; Array<String> TempSArr1; GEN_GlobalVars GVars; Void ZS_SpawnSpotForced(Int SpotTID, String WhatToSpawn, Int Replace) { ActorIterator Spotsiterator = Level.CreateActorIterator(SpotTID); Actor Spot; Actor Spawned; While(Spot = Spotsiterator.Next()) { Spawned = Spawn(WhatToSpawn, Spot.Pos, Replace); Spawned.Angle = Spot.Angle; Spawned.Roll = Spot.Roll; Spawned.Pitch = Spot.Pitch; } } Bool IsTIDUsed(Int TID) { Return (Level.CreateActorIterator(TID).Next() != Null); } Double RoundTo(Double Num, UInt DecimalPlaces = 0) { Return Round(Num * (DecimalPlaces + 1))/(DecimalPlaces + 1); } Double NoZero(Double Val) { If(Val == 0.0) {Return 1.0;} Else {Return Val;} } Double GetPercent(Void) { Switch(Stage) { Case 1: Return (GVars.TagLinker_Groups.Size() + TempVal1)/ NoZero(GVars.TagLinker_Groups.Size() + GVars.ItemSpawner_Groups.Size()); Default: Return TempVal1/ NoZero(GVars.TagLinker_Groups.Size() + GVars.ItemSpawner_Groups.Size()); } } States { Spawn: TNT1 A 1; TNT1 A 0 { GVars = GEN_GlobalVars.Get(); GVars.RenderRequest = RenderInfoPacket.Create( GVars.RIP_BGColor, -1, -1, "|MN", 0.0, 0.0, "|MN", False, 0x000000, 1.0 ); TempVal1 = 0; TempVal2 = 0; TempVal3 = 0; TempVal4 = 0; TempVal5 = 0; } //... Erroneous string: TagLinker_Loop: TNT1 A 1 { Stage = 0; If(TempVal2 == -1) { TempVal2 = 0; TempVal5 = 0; TempVal1 += 1; } If(TempVal1 > (GVars.TagLinker_Groups.Size()-1)) { TempVal1 = 0; TempVal2 = 0; TempVal3 = 0; TempVal4 = 0; TempVal5 = 0; Return ResolveState("ItemSpawner_Loop"); } /*β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”>>>>*/StageName = GVars.TagLinker_Groups[TempVal1].iStageName;//<<<< VM execution aborted: tried to read from address zero, line 406 GVars.RenderRequest = RenderInfoPacket.Create( GVars.RIP_GenInfo, True, RoundTo((GetPercent()*100.0), 2), StageName); TempVal3 = GVars.TagLinker_Groups[TempVal1].iMinTag; TempVal4 = GVars.TagLinker_Groups[TempVal1].iMaxTag; TempIArr1.Clear(); TempVal5 = Random(TempVal3, TempVal4); TempVal2 = TempVal3; Return ResolveState(null); } How do I solve this? (Sorry for the not so good English)
  2. In actual fact the update was done by me, but with the permission of Duke Of Doom (or his other nickname is DukeNukem4Ever), so no one stole mods from anyone, you can even ask him.
  3. Despite the fact that it's a mod, I recommend it with horror wads Gameplay: https://streamable.com/ljie19
  4. Biohazard: Undead Nightmare is a mod, the main mechanic of which is the "real" death of the enemy, only if you shoot him in the head(or he burns, or the damage exceeds GibHealth), otherwise he will regenerate. The mod is made on the theme of zombie apocalypse and on some maps can be similar to Left 4 Dead or Resident Evil (+ if you set the appropriate settings for the atmosphere of level change), for single-player mod is quite difficult, and immediately shows you that to survive alone in the apocalypse - you need to be almost a god of war. So far, 1.5 comes out in open beta and this version of the mod is a global update, if all versions before 1.5 had the look of the mod for vanilla and had only 4 types of enemies, + poor optimization, now it's the opposite, the mod is not vanilla-looking, optimization has become a little better and new classes of enemies should expand to replacing all classes in the doom.(at the moment 15 classes from the doom replaced, 21 classes exist in the mod and used) Video gameplay: Screenshots: FAQ: If you want to create a server Mod uses smart walking, which requires instant processing, and if you play without patch on a server - enemies will dodge bullets like Neo and walk with a delay and 96 units per step(this happens because network comes too many functions per tick, and you will in any case lose packets with ping even less than 50), because of which a patch was made to dumb down walking, ie enemies use the standard A_Chase in walking. Biohazard v 1.5.01 Open Beta: https://euroboros.net/zandronum/download.php?file=biohazard_un_v1.5.011_open_beta.pk3 B:UN Server Patch: https://euroboros.net/zandronum/download.php?file=bun_v1.5.011_server_patch.pk3 B:UN Music: https://euroboros.net/zandronum/download.php?file=bun_1.5.01_high_quality_music.pk3 Mod by NMW - Nomakh`s Mapping Workshop
  5. π™’π™š π™£π™šπ™šπ™™ 𝙨π™₯π™§π™žπ™©π™šπ™§π™¨ 𝙛𝙀𝙧 𝙃𝙁𝙀 𝙂π™ͺ𝙣𝙨!
  6. Who can make sprites created via blender less messy/less noisy? Not model, sprite itself. Thank you in advance. File With Sprites: https://drive.google.com/file/d/1FBSyIU2QEppcki0X847GEFujPjhMNo0F/view?usp=sharing Sprite Example:
×
×
  • Create New...