[BUGFIX!] Doom Delta v2.2.1!

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Re: [NEW VERSION!] Doom Delta v2.2!

Postby Jarewill » Mon Dec 09, 2019 6:14 am

Reading the changelog one thing caught my attention:
Code: Select allExpand view
- 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. :P
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:

But I guess it's my fault for trying to run it with a devbuild instead of the stable release. ;P
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby Gez » Mon Dec 09, 2019 8:14 am

Revenants have always been described as launching rockets.
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby DrPyspy » Mon Dec 09, 2019 3:08 pm

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. :D

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:
Code: Select allExpand view
- 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. :P
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:

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. :D

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.
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby Thorogrimm » Thu Dec 12, 2019 5:10 pm

Hey, I've noticed that the HUD keeps swapping back to the grey one when I reload the game. Also, the version number in the menu still says '2.1' :wink:
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby the shrimpy one » Sun Jan 19, 2020 6:47 am

This is super late but on GZDoom 4.3.2 the mod isn't able to run.

Spoiler:
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby StroggVorbis » Sun Jan 19, 2020 1:07 pm

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.
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby Blackgrowl » Thu Feb 13, 2020 1:02 pm

Hey, I have the same issues as "the shrimpy one", game keeps staying in menu just to crash with errors indicating 10 DECORATE problems.
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby theroguemonk » Thu Feb 13, 2020 5:42 pm

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

Execution could not continue.
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby Captain J » Fri Feb 14, 2020 9:09 pm

GZDoom version g4.3.3 has the same issue as well. Kinda peculiar, but... Graf? Can you explain this?
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Re: [NEW VERSION!] Doom Delta v2.2!

Postby HLRaven » Sat Feb 15, 2020 5:13 am

Is there a way to fix this without downgrading your version?
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Re: [BUGFIX!] Doom Delta v2.2.1!

Postby DrPyspy » Sat Feb 22, 2020 2:31 pm

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

Postby Blackgrowl » Mon Feb 24, 2020 1:54 pm

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.


Thanks! it works with the latest GZDoom now.
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Re: [BUGFIX!] Doom Delta v2.2.1!

Postby theroguemonk » Sun Mar 01, 2020 1:40 pm

the game crashes with this mod in 4th level or so for no reason '
u cant post error here. just goes to console crashes to console
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Re: [BUGFIX!] Doom Delta v2.2.1!

Postby n64q » Sat Mar 07, 2020 3:31 pm

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

Postby PlayerLin » Sun Mar 08, 2020 1:55 am

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.
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