I tried with the newest version just now, (and also the dev build) still happens.zrrion the insect wrote:What version of GZdoom are you using?
[1/31/2022] Doom Delta v2.5.0! (+ mapping starter kit!)
Forum rules
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.
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Re: [NEW!] Doom Delta v2.0 Released!
Re: [NEW!] Doom Delta v2.0 Released!
el armadillo2 wrote:WHy does the game crash when you press the next/previous item keys?
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 wrote:I tried with the newest version just now, (and also the dev build) still happens.zrrion the insect wrote:What version of GZdoom are you using?
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Re: [NEW!] Doom Delta v2.0 Released!
I'm not using any mod, and isn't the Chaos Field an item?Korell wrote:el armadillo2 wrote:WHy does the game crash when you press the next/previous item keys?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 wrote:I tried with the newest version just now, (and also the dev build) still happens.zrrion the insect wrote:What version of GZdoom are you using?
Re: [NEW!] Doom Delta v2.0 Released!
Not for me it isn't. If I summon a chaos fieldel armadillo2 wrote:I'm not using any mod, and isn't the Chaos Field an item?
Code: Select all
summon chaosfield
- wildweasel
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Re: [NEW!] Doom Delta v2.0 Released!
Hmm. I wonder if the crash is specific to one of the HUD types?
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Re: [NEW!] Doom Delta v2.0 Released!
Tested it with all of the HUDs, it crashes on all of them.wildweasel wrote:Hmm. I wonder if the crash is specific to one of the HUD types?
- StroggVorbis
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Re: [NEW!] Doom Delta v2.0 Released!
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
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
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Re: [NEW!] Doom Delta v2.0 Released!
As of now running Doom Delta with GZDoom 4.0.0 isn't working. The mod crashes upon startup
- DrPyspy
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Re: [NEW!] Doom Delta v2.0 Released!
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.
Re: [COLDFIX!] Doom Delta v2.1!
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.
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.
- DrPyspy
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Re: [COLDFIX!] Doom Delta v2.1!
The links have been updated to fix the missing Wolf SS sprites issue. (The enemy menu now greys out the Wolfenstein Guard sprite instead)
Re: [COLDFIX!] Doom Delta v2.1!
Will there be any compatibility with Smooth Doom?
- Negostrike
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Re: [COLDFIX!] Doom Delta v2.1!
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.
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.
Re: [COLDFIX!] Doom Delta v2.1!
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.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.