Bug when opening a level with custom HUD through the game [Fixed Patch 27]

Description: Report bugs of SMBX-38A here.
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3color BombDX
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3color BombDX
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Age: 18
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Post #1by 3color BombDX » 16 Dec 2019, 0:16

As I said in a previous post, working on a project, which uses a lot of scripts, they both use variables and global variables
When I test my level through the editor, it works fine.
But this time something different happens:
First, let's see this gifs of level in editor.
Honeycam 2019-12-15 10-05-37.gif

Honeycam 2019-12-15 10-06-02.gif

Honeycam 2019-12-15 10-06-44.gif

2 Notes:
*the GFXs that have a white corners around haven't been transparencied yet
*The green shell you saw on the 3rd gif had it's physics changed due to a script I created to it, the script it's just below in the spoiler
Spoiler
with npc(sysval(param1))

if .ysp>0 then
.ysp= .ysp-0.0004
end if

if .ysp<0 and .xsp<>0 then
.ysp=0
end if

if .health=1 then
.alive=0
Call NCreate(138,.X,.Y,1.1*rnd-1.1*rnd,-6,1,0)
end if

end with

Now, let's compare this gifs to the ones in-game:
Honeycam 2019-12-15 10-08-02.gif

Honeycam 2019-12-15 10-08-39.gif

Honeycam 2019-12-15 10-09-13.gif

As you can see, my HUD (scflash.png) doesn't appear for some reason, not only this HUD, but every single custom one, is it even programmed to load the "scflash.png" file?
Also, the NPC settings get back to their default settings, not aplying the custom NPC setttings like size, offsets, number of frames, framestyles, scripts, etc...
Gosh, for how many years have i been out?
Well, things change, don't they?

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