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- Baron of Hell
* Changed damage type of projectile to 'Plasma'
- Revenant
* Changed damage type of projectile to 'Explosive'
I don't know, I always thought that Barons and Revenants throw fireballs, so seeing this confused me.
But I understand if it was done for balancing the shields, though my first guess would be to use a fire shield against those two.
I guess it's just me though.
Edit: I tried launching it with the newest devbuild of gzdoom and got a bunch of errors:
Spoiler:
Script error, "DoomDelta_v2.2.pk3:actors/weapons/rifle.dec" line 48:
Call to member function RifleAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/bayonette.dec" line 58:
Call to member function BayonetDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/shotgun.dec" line 46:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ThiDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 25:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 30:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 43:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 58:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 63:
Call to member function whomstClass with incompatible self pointer.
Function without prototype needs register info manually set: Rifle.StateFunction.12
Function without prototype needs register info manually set: Bayonette.StateFunction.11
Function without prototype needs register info manually set: ShotgunBeta.StateFunction.10
Function without prototype needs register info manually set: SuperShotgunBeta.StateFunction.23
Function without prototype needs register info manually set: MachineGun.StateFunction.6
Function without prototype needs register info manually set: MachineGun.StateFunction.10
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.8
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.13
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.16
But I guess it's my fault for trying to run it with a devbuild instead of the stable release. ;P
SiFi270 wrote:The scepter has the dagger's pickup message for some reason.
Also, I've been thinking some more about the pump-action SSG from the Doom 2 beta, especially after Doomkid showed how others could experience it. I recall your concern being that it would be too quick, but when I compared it to the Doom 64 version, it was slower than that. So I think it you could work if you changed both shotguns to be closer to the speed of their D64 counterparts.
EDIT: Can't believe I forgot to ask: Why did you disable automap stats? I feel so helpless without them.
I had a look at the video, and it seems like it works pretty well in motion! My only remaining concern is more of an aesthetic one: the sounds and timing of the retail animation contribute a lot to the feel of the SSG, and I feel replacing it with a variation on the normal shotgun's pump animation might diminish both the feel and the uniqueness of it. The pump sounds could be swapped out for something more fitting pretty easily, though! I'll consider it.
The automap stats being missing is a bit of an oversight on my part, and I'll look into putting them back in.
Jarewill wrote:Reading the changelog one thing caught my attention:
- Baron of Hell
* Changed damage type of projectile to 'Plasma'
- Revenant
* Changed damage type of projectile to 'Explosive'
I don't know, I always thought that Barons and Revenants throw fireballs, so seeing this confused me.
But I understand if it was done for balancing the shields, though my first guess would be to use a fire shield against those two.
I guess it's just me though.
Edit: I tried launching it with the newest devbuild of gzdoom and got a bunch of errors:
Spoiler:
Script error, "DoomDelta_v2.2.pk3:actors/weapons/rifle.dec" line 48:
Call to member function RifleAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/bayonette.dec" line 58:
Call to member function BayonetDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/shotgun.dec" line 46:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ThiDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 25:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 30:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 43:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 58:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 63:
Call to member function whomstClass with incompatible self pointer.
Function without prototype needs register info manually set: Rifle.StateFunction.12
Function without prototype needs register info manually set: Bayonette.StateFunction.11
Function without prototype needs register info manually set: ShotgunBeta.StateFunction.10
Function without prototype needs register info manually set: SuperShotgunBeta.StateFunction.23
Function without prototype needs register info manually set: MachineGun.StateFunction.6
Function without prototype needs register info manually set: MachineGun.StateFunction.10
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.8
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.13
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.16
But I guess it's my fault for trying to run it with a devbuild instead of the stable release. ;P
The main reason the Baron projectiles have the Plasma damage type is because they have visible arcs of lightning inside of them, which are visually similar to the Cacodemon's projectiles (which are also marked as Plasma.) If it ends up throwing a lot of people off, I'll switch it over to using the Fire damage type. Also, it's worth noting that the Heat shield protects from both Fire and Explosive damage types, which would indeed protect you from the Revenant's projectiles.
Those errors are concerning. However, I'll wait until a stable release to fix it up, as I'm afraid of making any assumptions based on an in-development version. In the mean time, I would recommend playing it with v4.2.4.
This is super late but on GZDoom 4.3.2 the mod isn't able to run.
Spoiler:
OS: Windows 10 (or higher) (NT 10.0) Build 17763
M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding C:/Users/jimbus/Downloads/gzdoom-4-3-2-Windows-64bit/gzdoom.pk3, 612 lumps
adding C:/Users/jimbus/Downloads/gzdoom-4-3-2-Windows-64bit/game_support.pk3, 2523 lumps
adding C:/SteamGames/steamapps/common/Doom 2/base/DOOM2.WAD, 2919 lumps
adding C:/dootmods/DoomDelta_v2.2.pk3, 1230 lumps
I_Init: Setting up machine state.
CPU speed: 3094 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD A8-9600 RADEON R7, 10 COMPUTE CORES 4C+6G
Family 21 (21), Model 101, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek High Definition Audio)
EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/rifle.dec" line 48:
Call to member function RifleAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/bayonette.dec" line 58:
Call to member function BayonetDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/shotgun.dec" line 46:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ShellAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/supershotgun.dec" line 64:
Call to member function ThiDamage with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 25:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/machinegun.dec" line 30:
Call to member function MachineGunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 43:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 58:
Call to member function ChaingunAccuracy with incompatible self pointer.
Script error, "DoomDelta_v2.2.pk3:actors/weapons/chaingun.dec" line 63:
Call to member function whomstClass with incompatible self pointer.
Function without prototype needs register info manually set: Rifle.StateFunction.12
Function without prototype needs register info manually set: Bayonette.StateFunction.11
Function without prototype needs register info manually set: ShotgunBeta.StateFunction.10
Function without prototype needs register info manually set: SuperShotgunBeta.StateFunction.23
Function without prototype needs register info manually set: MachineGun.StateFunction.6
Function without prototype needs register info manually set: MachineGun.StateFunction.10
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.8
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.13
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.16
I'm without access to my PC right now, but this looks like all the above functions lack the 'action' keyword, which is required as of the latest GZDoom versions. Something changed internally which makes a self pointer reference the player instead of the weapon which calls the function.
Function without prototype needs register info manually set: Rifle.StateFunction.12
Function without prototype needs register info manually set: Bayonette.StateFunction.11
Function without prototype needs register info manually set: ShotgunBeta.StateFunction.10
Function without prototype needs register info manually set: SuperShotgunBeta.StateFunction.23
Function without prototype needs register info manually set: MachineGun.StateFunction.6
Function without prototype needs register info manually set: MachineGun.StateFunction.10
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.8
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.13
Function without prototype needs register info manually set: ChaingunBeta.StateFunction.16
DrPyspy wrote:I have updated the mod to run again! Again! You can find the download on either the first page, or here, along with the current list of changelogs.
When I was trying to run this in GZDoom Vintage I got this annoying fatal error message. The Vintage Version im using is v.2.2.1 and the Vintage build i'm using is 3.8.2.
Heres the error I got.
DoomDelta_v2.2.1.pk3:zscript/delta/misc_intermission.zsc, line 220: Attempt to override non-existent virtual function drawLF
DoomDelta_v2.2.1.pk3:zscript/delta/misc_intermission.zsc, line 238: Attempt to override non-existent virtual function drawEL
DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc, line 46: Unable to resolve EPrintLevel as type.
DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc, line 46: Invalid type Type for function parameter
DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc, line 46: Attempt to override non-existent virtual function ProcessNotify
DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc, line 77: Attempt to override non-existent virtual function FlushNotify
DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc, line 88: Attempt to override non-existent virtual function DrawChat
n64q wrote:When I was trying to run this in GZDoom Vintage I got this annoying fatal error message. The Vintage Version im using is v.2.2.1 and the Vintage build i'm using is 3.8.2.
If you read the first post, the author clearly said this mod is for latest GZDooM (4.2.4) and I think it won't working on Vintage builds of GZDooM.