ACS error (ULtimate Doom Visor)

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Solus

ACS error (ULtimate Doom Visor)

Post by Solus »

Hello. I want to report an error that GZDoom is reporting when using Ultimate Doom Visor.
The source port constantly reports "ACS: I don't know what 'blablabla' is"
Here is a screenshot of the report
Image

This shows on the console too
Image

This happens in the latest gzdoom-x64-g2.2pre-1664-g18ebe92.
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Gez
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Re: ACS error (ULtimate Doom Visor)

Post by Gez »

Those are probably bugs in the mod itself, not in GZDoom...
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Graf Zahl
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Re: ACS error (ULtimate Doom Visor)

Post by Graf Zahl »

Not just 'probably'.
saegiru
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Re: ACS error (ULtimate Doom Visor)

Post by saegiru »

Graf Zahl wrote:Not just 'probably'.
Technically you are correct, it is a bug with UDV - however, it is because of the workaround with compatibility with the many mods I am aiming for. It is checking for items that are in certain mods, but not in others. Previous versions of GZDoom didn't print an error when they encountered unknown inventory in an ACS script - will all future versions be doing this?

If possible, can I make a suggestion to be able to disable or silence these messages again, possibly through a toggle in a script itself - if not as in previous versions of GZDoom? I understand that technically it is an error since the inventory item doesn't exist, and it is complaining about that... but I also think it has value to be checked in an if statement, regardless of whether there is decorate code for an inventory item or not. Technically since the item doesn't exist, it -definitely-isn't in inventory, thus the statement can return the needed result and my ACS functions normally.
saegiru
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Re: ACS error (ULtimate Doom Visor)

Post by saegiru »

Just wanted to update that I fixed the error - but I basically had to trade one error for another. My fix was to create copies of the inventory items in UDV, which in turn gives an error during loading saying that it has tried to define an existing item. Not the prettiest fix, but it works for this issue. I still hope that perhaps you can implement something with ACS to silence/disable certain "harmless" error messages if possible though.
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Rachael
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Re: ACS error (ULtimate Doom Visor)

Post by Rachael »

There will never be an option to disable "harmless" error messages. They are not "harmless" - those messages are there for a reason and NEED to be fixed, even if they are "harmless" and still allow things to run.

That being said, you should never define a duplicate actor with the same name. If that's happening, use the actor replacement system to ensure that the proper actors are used in place of the old one. Nearly all references in the game will substitute a new actor for an old one using the replacement model.

More info: DECORATE format specifications

Cardinal rule of computer programming: Errors mean you done fucked up, warnings mean you're about to.
Edward-san
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Re: ACS error (ULtimate Doom Visor)

Post by Edward-san »

I'm worried about possible warnings/errors with replacing a possibly non-existing actor. Maybe we need a new ACS function to check the actor existence?

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