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

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StroggVorbis
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by StroggVorbis »

Correct me if I'm wrong but GZDoom Vintage has been superseded by LZDoom anyhow.
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talisa
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by talisa »

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 :oops:
.

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 :shrug:
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TheNightATK300
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by TheNightATK300 »

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?
Donowa
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Donowa »

Hey PySpy, the mod broke again in GZdoom 4.4.2.
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wildweasel
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by wildweasel »

null9052 wrote:Hey PySpy, the mod broke again in GZdoom 4.4.2.
Would you mind stating, for the record, what exactly is broken?
Donowa
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Donowa »

Spoiler:
these are the two errors
LowEndPCGamer100
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by LowEndPCGamer100 »

wildweasel wrote:
null9052 wrote:Hey PySpy, the mod broke again in GZdoom 4.4.2.
Would you mind stating, for the record, what exactly is broken?
Here's what I got after giving it a test start:

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
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Captain J
 
 
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Captain J »

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.
Donowa
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Donowa »

you mean earlier?
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Enjay
 
 
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Enjay »

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.
LowEndPCGamer100
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by LowEndPCGamer100 »

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.
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drfrag
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by drfrag »

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.
Donowa
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Donowa »

what cvar? fullscreen?
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Captain J
 
 
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by Captain J »

Console variables. You can alter any kind of ZDoom's own mechanic. And so what, HUD is causing the error?
null9052 wrote:you mean earlier?
Yeah, that was a typo.
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drfrag
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Re: [BUGFIX!] Doom Delta v2.2.1!

Post by drfrag »

Of course, is that a typo and you wanted to write hudtype?
Becouse that doesn't make much sense.
This

Code: Select all

		if(fullscreen==HUD_None||fullscreen==HUD_Fullscreen)
		{
				SetSize(0, 320, 200);
		}
is the same as

Code: Select all

SetSize(0, 320, 200);
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