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Win32 function failed: HRESULT: 0x887a0005
Call: GR_D3D_Device-> CreateShaderResourceView at line 665 in file
\TexturesM.cpp
Device Lost - reason: 0x887a0006
I legit just got this computer.
############################################################################################
ERROR in
action number 1
of Step Event0
for object sentry_handler:
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Other Event: User Defined 0
for object oPlayer:
REAL argument is unset
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_state_update (line 1722)
called from - gml_Object_oPlayer_Other_10 (line 49)
called from - gml_Script_AdvanceGameFrame (line 16)
called from - gml_Script_NetworkAdvanceFrame (line 165)
called from - gml_Object_NetworkManager_Step_0 (line 142)
############################################################################################
--------------------------------------------------------------------------------------------
called from - gml_Script_catcherror_update (line 6)
called from - gml_Object_sentry_handler_Step_0 (line 5)
always when i play him
thank you, but what even is the difference between workshop beta and workshop previous?
the fix I implemented is to isolate the new features into their own script file - basically putting them in quarantine to minimize collateral damage to other bits of code. in the old build, the entire main script files didn’t run due to the game not recognizing the new features, basically taking all the other code down with them.