[BUGFIX!] Doom Delta v2.2.1!

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

Postby StroggVorbis » Sun Mar 08, 2020 3:09 am

Correct me if I'm wrong but GZDoom Vintage has been superseded by LZDoom anyhow.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

Postby talisa » Fri Mar 13, 2020 9:10 am

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

Postby TheNightATK300 » Fri Mar 27, 2020 10:22 pm

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

Postby null9052 » Wed Jul 08, 2020 2:19 pm

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

Postby wildweasel » Wed Jul 08, 2020 2:42 pm

null9052 wrote:Hey PySpy, the mod broke again in GZdoom 4.4.2.

Would you mind stating, for the record, what exactly is broken?
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Re: [BUGFIX!] Doom Delta v2.2.1!

Postby null9052 » Wed Jul 08, 2020 2:57 pm

Spoiler:

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

Postby LowEndPCGamer100 » Wed Jul 08, 2020 4:26 pm

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

Postby Captain J » Wed Jul 08, 2020 9:58 pm

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

Postby null9052 » Thu Jul 09, 2020 11:37 am

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

Postby Enjay » Thu Jul 09, 2020 11:48 am

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

Postby LowEndPCGamer100 » Thu Jul 09, 2020 2:24 pm

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

Postby drfrag » Thu Jul 09, 2020 2:33 pm

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

Postby null9052 » Thu Jul 09, 2020 2:37 pm

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

Postby Captain J » Thu Jul 09, 2020 9:00 pm

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

Postby drfrag » Fri Jul 10, 2020 8:39 am

Of course, is that a typo and you wanted to write hudtype?
Becouse that doesn't make much sense.
This
Code: Select allExpand view
      if(fullscreen==HUD_None||fullscreen==HUD_Fullscreen)
      {
            SetSize(0, 320, 200);
      }

is the same as
Code: Select allExpand view
SetSize(0, 320, 200);
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