Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.
by el armadillo2 » Sat Nov 10, 2018 6:30 pm
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.
-
el armadillo2
-
- Joined: 11 Nov 2016
- Location: Somewhere over the rainbow.
by Korell » Sat Nov 10, 2018 6:57 pm
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?
-

Korell
-
- Joined: 28 May 2017
by el armadillo2 » Sun Nov 11, 2018 7:49 am
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?
-
el armadillo2
-
- Joined: 11 Nov 2016
- Location: Somewhere over the rainbow.
by Korell » Sun Nov 11, 2018 9:32 am
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 • Expand view
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.
-

Korell
-
- Joined: 28 May 2017
by wildweasel » Sun Nov 11, 2018 10:36 am
Hmm. I wonder if the crash is specific to one of the HUD types?
-

wildweasel
- change o' pace.
- Moderator Team Lead
-
- Joined: 15 Jul 2003
by el armadillo2 » Tue Nov 13, 2018 6:52 am
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.
-
el armadillo2
-
- Joined: 11 Nov 2016
- Location: Somewhere over the rainbow.
by StroggVorbis » Sat Dec 29, 2018 7:03 pm
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
-

StroggVorbis
- Donut eat me pls!
-
- Joined: 08 Nov 2017
- Location: Germany
- Discord: StroggVorbis#2466
- Operating System: Windows 10/8.1/8/201x 64-bit
- OS Test Version: No (Using Stable Public Version)
- Graphics Processor: nVidia with Vulkan support
by thewolfman00001 » Thu Apr 11, 2019 7:35 am
As of now running Doom Delta with GZDoom 4.0.0 isn't working. The mod crashes upon startup
-
thewolfman00001
-
- Joined: 23 Feb 2019
- Discord: Alexander (The Wolfman)#6010
- Operating System: Windows 10/8.1/8/201x 64-bit
by DrPyspy » Sat Apr 20, 2019 12:17 pm
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.
-

DrPyspy
- ITS NOT A PHASE MOM
-
- Joined: 21 Feb 2015
- Location: Utah, USA
by DrPyspy » Tue Jun 11, 2019 2:57 pm

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.
-

DrPyspy
- ITS NOT A PHASE MOM
-
- Joined: 21 Feb 2015
- Location: Utah, USA
by Korell » Tue Jun 11, 2019 4:33 pm
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.
-

Korell
-
- Joined: 28 May 2017
by DrPyspy » Tue Jun 11, 2019 10:03 pm
The links have been updated to fix the missing Wolf SS sprites issue. (The enemy menu now greys out the Wolfenstein Guard sprite instead)
-

DrPyspy
- ITS NOT A PHASE MOM
-
- Joined: 21 Feb 2015
- Location: Utah, USA
by EddieMann » Fri Jun 14, 2019 8:13 pm
Will there be any compatibility with Smooth Doom?
-

EddieMann
-
- Joined: 18 May 2014
- Location: Arizona
by Negostrike » Sat Jun 15, 2019 9:28 pm
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.
-

Negostrike
-
- Joined: 21 Jun 2016
- Operating System: Windows 10/8.1/8/201x 64-bit
- Graphics Processor: nVidia (Modern GZDoom)
by Beezle » Sat Jun 15, 2019 9:51 pm
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.
-
Beezle
-
- Joined: 16 Aug 2018
- Discord: #8423
Return to Gameplay Mods
Who is online
Users browsing this forum: Abba Zabba, LedIris, Linz, m8f, Shadez12, T.K.Bold, Vyticoz, Zero_Senki and 22 guests