[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)

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el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: [NEW!] Doom Delta v2.0 Released!

Post by el armadillo2 »

zrrion the insect wrote:What version of GZdoom are you using?
I tried with the newest version just now, (and also the dev build) still happens.
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Korell
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Re: [NEW!] Doom Delta v2.0 Released!

Post by Korell »

el armadillo2 wrote:WHy does the game crash when you press the next/previous item keys?
el armadillo2 wrote:
zrrion the insect wrote:What version of GZdoom are you using?
I tried with the newest version just now, (and also the dev build) still happens.
I'm currently using the latest stable release, 3.6.0, and when I map the next item, previous item and activate item keys and use them in game it doesn't crash. Though Doom Delta doesn't appear to have an inventory anyway so why would you need these key mappings? Are you mixing it with some other mod?
el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: [NEW!] Doom Delta v2.0 Released!

Post by el armadillo2 »

Korell wrote:
el armadillo2 wrote:WHy does the game crash when you press the next/previous item keys?
el armadillo2 wrote:
zrrion the insect wrote:What version of GZdoom are you using?
I tried with the newest version just now, (and also the dev build) still happens.
I'm currently using the latest stable release, 3.6.0, and when I map the next item, previous item and activate item keys and use them in game it doesn't crash. Though Doom Delta doesn't appear to have an inventory anyway so why would you need these key mappings? Are you mixing it with some other mod?
I'm not using any mod, and isn't the Chaos Field an item?
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Korell
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Re: [NEW!] Doom Delta v2.0 Released!

Post by Korell »

el armadillo2 wrote:I'm not using any mod, and isn't the Chaos Field an item?
Not for me it isn't. If I summon a chaos field

Code: Select all

summon chaosfield
and pick it up then it is instant use and lasts for a set time before ending, just like the invulnerability and invisibility powerups.
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wildweasel
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Re: [NEW!] Doom Delta v2.0 Released!

Post by wildweasel »

Hmm. I wonder if the crash is specific to one of the HUD types?
el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: [NEW!] Doom Delta v2.0 Released!

Post by el armadillo2 »

wildweasel wrote:Hmm. I wonder if the crash is specific to one of the HUD types?
Tested it with all of the HUDs, it crashes on all of them.
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StroggVorbis
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Graphics Processor: nVidia with Vulkan support
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Re: [NEW!] Doom Delta v2.0 Released!

Post by StroggVorbis »

I'm having the same problem as el armadillo2 with 3.7.0. Note that Screenblocks must be 11 aka the default ZDoom HUD must be visible for this to occur. The game aborts to console with an VM Execution aborted: Tried to read from adress zero error.

Called from BaseStatusBar.DrawInventoryBar at gzdoom.pk3:zscript/statusbar/statusbar.txt
Called from deltastatusbar.DrawFullScreenStuff at DoomDelta_v2.0.pk3:zscript/delta/hud_base.zsc, line 865
Called from deltastatusbar.Draw at DoomDelta_v2.0.pk3:zscript/delta/hud_base.zsc, line 411
thewolfman00001
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Re: [NEW!] Doom Delta v2.0 Released!

Post by thewolfman00001 »

As of now running Doom Delta with GZDoom 4.0.0 isn't working. The mod crashes upon startup
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DrPyspy
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Location: Utah, USA

Re: [NEW!] Doom Delta v2.0 Released!

Post by DrPyspy »

I have a new version in the works with balance improvements and fixes, but it might take a bit, as I'm busy with other things at the moment.
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DrPyspy
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Re: [COLDFIX!] Doom Delta v2.1

Post by DrPyspy »

Image

v2.1 has been released! It comes with some improvements, some bugfixes, some balance changes, and some experimental features. You can download it here! Find the changelog here.
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Korell
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Re: [COLDFIX!] Doom Delta v2.1!

Post by Korell »

Just tried loading it with Ultimate Doom using GZDoom 4.1.3 and I got this error:

Script error, "DoomDelta_v2.1.pk3:animdefs" line 26:
Unknown texture SSWVA1

EDIT: I think this is because it is looking for SSWVA1 and SSWVB1 for the animations of the blue Wolfenstein Guard that are shown when this particular setting is turned off in the Doom Delta options, and Ultimate Doom doesn't have these sprites. I was able to fix it by copying all of the SSWV## sprites from the Doom 2 WAD file into the DoomDelta_v2.1 PK3 file.
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DrPyspy
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Re: [COLDFIX!] Doom Delta v2.1!

Post by DrPyspy »

The links have been updated to fix the missing Wolf SS sprites issue. (The enemy menu now greys out the Wolfenstein Guard sprite instead)
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EddieMann
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Re: [COLDFIX!] Doom Delta v2.1!

Post by EddieMann »

Will there be any compatibility with Smooth Doom?
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Negostrike
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Re: [COLDFIX!] Doom Delta v2.1!

Post by Negostrike »

I tried turning retro scaling on and now I get this error every time I try to load the mod:

Execution could not continue.

Shader 'shaders/choco.txt' could not be compiled:
ERROR: 0:1: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 1 compilation errors. No code generated.
Beezle
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Re: [COLDFIX!] Doom Delta v2.1!

Post by Beezle »

Negrostrike wrote:I tried turning retro scaling on and now I get this error every time I try to load the mod:

Execution could not continue.

Shader 'shaders/choco.txt' could not be compiled:
ERROR: 0:1: 'binding' : sampler/texture/image requires layout(binding=X)
ERROR: 1 compilation errors. No code generated.
Are you using GZDoom 4.1.3? Currently playing Delta 2.1 with Wonderful Doom 1.3 and have all the extras, including retro scaling, on and thankfully haven't ran into that problem.
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