[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- StroggVorbis
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
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Re: [BUGFIX!] Doom Delta v2.2.1!
Correct me if I'm wrong but GZDoom Vintage has been superseded by LZDoom anyhow.
Re: [BUGFIX!] Doom Delta v2.2.1!
totally random, but.... would it perhaps be possible to get a stand-alone addon of the BFG2704 from doom delta?
i really like the beta bfg so much more than the one in retail doom, and would like to be able to use it in regular doom
.
i would try to do it myself, but i sadly know jack shit about doom coding stuffs and how to rip the bfg2704 out of doom delta
.
and i know there exists a similar bfg2704 stand-alone addon on realm667, which i always used in the past
but that one from real667 sadly doesnt work anymore in newer gzdoom builds
i really like the beta bfg so much more than the one in retail doom, and would like to be able to use it in regular doom
.
i would try to do it myself, but i sadly know jack shit about doom coding stuffs and how to rip the bfg2704 out of doom delta
.
and i know there exists a similar bfg2704 stand-alone addon on realm667, which i always used in the past
but that one from real667 sadly doesnt work anymore in newer gzdoom builds
- TheNightATK300
- Posts: 193
- Joined: Fri Oct 14, 2016 7:21 pm
Re: [BUGFIX!] Doom Delta v2.2.1!
Any chances for the Super Shotgun to have its original pumping effect as an optional feature, like the rest of the optional features in this mod?
Re: [BUGFIX!] Doom Delta v2.2.1!
Hey PySpy, the mod broke again in GZdoom 4.4.2.
- wildweasel
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Re: [BUGFIX!] Doom Delta v2.2.1!
Would you mind stating, for the record, what exactly is broken?null9052 wrote:Hey PySpy, the mod broke again in GZdoom 4.4.2.
Re: [BUGFIX!] Doom Delta v2.2.1!
Spoiler:these are the two errors
-
- Posts: 44
- Joined: Wed May 30, 2018 1:48 pm
Re: [BUGFIX!] Doom Delta v2.2.1!
Here's what I got after giving it a test start:wildweasel wrote:Would you mind stating, for the record, what exactly is broken?null9052 wrote:Hey PySpy, the mod broke again in GZdoom 4.4.2.
Script error, "DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc" line 460:
Unknown identifier 'fullscreen'
Script error, "DoomDelta_v2.2.1.pk3:zscript/delta/hud_base.zsc" line 460:
Unknown identifier 'fullscreen'
Execution could not continue.
2 errors while parsing DECORATE scripts
- Captain J
-
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Re: [BUGFIX!] Doom Delta v2.2.1!
Huh... Yeah, about that-- v2.2.1, v.2.2, v2.1 and v2.0 doesn't work on GZDoom 4.4.2 either. The much earlier versions work just fine, though.
Last edited by Captain J on Thu Jul 09, 2020 8:56 pm, edited 1 time in total.
Re: [BUGFIX!] Doom Delta v2.2.1!
you mean earlier?
Re: [BUGFIX!] Doom Delta v2.2.1!
I too got those errors earlier today. As a quick work-around fix just to get things starting, I opened hud_base.zsc and commented out the small "if" section from line 460 to line 463 inclusive. I didn't bother to look at what the knock-on effect of removing that code was, but the game can certainly start without it.
-
- Posts: 44
- Joined: Wed May 30, 2018 1:48 pm
Re: [BUGFIX!] Doom Delta v2.2.1!
Eh, ill just use zandro lol, but maybe this mod will get updated or forked one day, that the only problem with a source port that is constantly updated, eventually, all of your favorite mods will become incompatible, but you can always use a legacy version of GZ, which i dont like doing, but it does work.
- drfrag
- Vintage GZDoom Developer
- Posts: 3141
- Joined: Fri Apr 23, 2004 3:51 am
- Location: Spain
- Contact:
Re: [BUGFIX!] Doom Delta v2.2.1!
But you shouldn't use that CVAR in the mod i believe. In any case i didn't change it in LZDoom so it should run.
Re: [BUGFIX!] Doom Delta v2.2.1!
what cvar? fullscreen?
- Captain J
-
- Posts: 16890
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Re: [BUGFIX!] Doom Delta v2.2.1!
Console variables. You can alter any kind of ZDoom's own mechanic. And so what, HUD is causing the error?
Yeah, that was a typo.null9052 wrote:you mean earlier?
- drfrag
- Vintage GZDoom Developer
- Posts: 3141
- Joined: Fri Apr 23, 2004 3:51 am
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- Contact:
Re: [BUGFIX!] Doom Delta v2.2.1!
Of course, is that a typo and you wanted to write hudtype?
Becouse that doesn't make much sense.
This
is the same as
Becouse that doesn't make much sense.
This
Code: Select all
if(fullscreen==HUD_None||fullscreen==HUD_Fullscreen)
{
SetSize(0, 320, 200);
}
Code: Select all
SetSize(0, 320, 200);