D4D - v3 Alpha 8.8 Final (11/22/2020)
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Oh damn, I forgot to make an announcement that the load order is changing again here. I did so on Discord but completely forgot here.
The instructions have been updated. I'll update the front page soon and simply have all installation instructions point to that document directly.
The instructions have been updated. I'll update the front page soon and simply have all installation instructions point to that document directly.
- Twitchy2019
- Posts: 176
- Joined: Wed Jan 04, 2017 8:27 pm
- Location: My Foot,Your Face! (Team Monster)
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Hey, so I am trying to run D4D 2.0.3 on GZDoom 2.2 and get this message:
Unable to load shader Default:
Init Shader 'Default':
Fragment shader:
ERROR: 0:76: 'array without size' : supported in geometry shaders only
Linking:
Attached fragment shader is not compiled.
So, why is that? And no I am not looking for anyone to update something as ancient as this old version. Just looking for why this message keeps popping up.
Unable to load shader Default:
Init Shader 'Default':
Fragment shader:
ERROR: 0:76: 'array without size' : supported in geometry shaders only
Linking:
Attached fragment shader is not compiled.
So, why is that? And no I am not looking for anyone to update something as ancient as this old version. Just looking for why this message keeps popping up.
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
That's a hardware issue and I have no idea what to tell you. Best you can do is report this to the technical issues forums.
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Oh cool, haven't been on Discord in a bit, thanks for the quick reply. And the Resources is now in the load order?Major Cooke wrote:Oh damn, I forgot to make an announcement that the load order is changing again here. I did so on Discord but completely forgot here.
The instructions have been updated. I'll update the front page soon and simply have all installation instructions point to that document directly.
Edit: Nevermind I figured it, also need latest Dev Build. One more question, I saw the option for Custom in D4D Monster Options, does that mean you can now load your choice of monster mod with it? Not that there's any issue with the D4D monsters but that's pretty cool if that's what its for.
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Yes. Because I'm porting Clusterplex, this also means other monsters can be loaded too. Bear in mind you can only load one extra monster pack though. The ratio bar will allow you to set spawn rates between those and D4D monsters, but does not affect the random spawns of other monster packs.
-
- Posts: 3
- Joined: Thu Mar 28, 2019 5:01 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Hello, is there a reason why I can't switch to next/previous weapons without this forced Command Console thing coming up?
When it comes up, I can't exit out of it, it simply either shows the main menu or the forced console. Which in turns means I can only start a new game or load from a saved game.
Any key mapped to "Switch to Next/Previous Weapon" will force this console. And switching to any weapons via any mapped keys responds nothing.
The only fix I managed to find is going into the D4D mods options menu and key binding keys to specific weapons. Which is very odd..
Would love a response, I simply can't figure this out.
When it comes up, I can't exit out of it, it simply either shows the main menu or the forced console. Which in turns means I can only start a new game or load from a saved game.
Any key mapped to "Switch to Next/Previous Weapon" will force this console. And switching to any weapons via any mapped keys responds nothing.
The only fix I managed to find is going into the D4D mods options menu and key binding keys to specific weapons. Which is very odd..
Would love a response, I simply can't figure this out.
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.3 Released (11/01/2018)
Redownload MC_Utility. I fixed that issue not too long ago so it shouldn't do that anymore. This happened when trying to select a weapon from not having one, at least for me.
If it continues to do that, please post a screenshot of the full console when it happens so I can track down the bug.
If it continues to do that, please post a screenshot of the full console when it happens so I can track down the bug.
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
Alpha 8.4 is now out.
Three things to keep in mind for this release:
Changelog is here.
Three things to keep in mind for this release:
Spoiler: Loading D4DResources.pk3 is now required once again.
Spoiler: MC_Utility is a new required library package (see install instructions link below)
Spoiler: The "throw grenade" and "switch mods" keys have been switched around! You will need to rebind these keys.
Changelog is here.
-
- Posts: 3
- Joined: Thu Mar 28, 2019 5:01 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
[imgur]https://i.imgur.com/JsKOKE5[/imgur]
I hope I used the imgur thing properly. I'm more or less new to this.
Now I'm getting this error failing launch.
I hope I used the imgur thing properly. I'm more or less new to this.
Now I'm getting this error failing launch.
Last edited by Blue Shadow on Wed Apr 03, 2019 9:07 pm, edited 1 time in total.
Reason: Fixed image linking
Reason: Fixed image linking
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
-
- Posts: 3
- Joined: Thu Mar 28, 2019 5:01 pm
- Graphics Processor: nVidia with Vulkan support
- Contact:
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
That did it. Thank you kind sir! I haven't had much time to test everything but it all loaded, able to switch weapons and just have to go through all the settings again lol.
I'll update if I have any issues but so far I think I'm golden. Didn't think of the Devbuild even tho its mentioned in the install instructions lol
I'll update if I have any issues but so far I think I'm golden. Didn't think of the Devbuild even tho its mentioned in the install instructions lol
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
You can safely use GZDoom 4.0 now. In fact I sneaked in a little update so it requires GZDoom 4.0 from now on so people don't get that confusing message anymore if you redownload it. But that's the only thing that changed. If it's working, then you don't need to redownload it at all.
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
Bug report. the static rifle doesn't display its ammunition.
Also, why the grenade launcher have a different artstyle?
Also, why the grenade launcher have a different artstyle?
- Major Cooke
- Posts: 8175
- Joined: Sun Jan 28, 2007 3:55 pm
- Preferred Pronouns: He/Him
- Location: QZDoom Maintenance Team
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
Static rifle doesn't have ammunition. You go by what's showing up on the icon.
The grenade launcher is the first of many weapons to be overhauled with new looks. The rest will follow in the GL's wake when I have time.
The grenade launcher is the first of many weapons to be overhauled with new looks. The rest will follow in the GL's wake when I have time.
Re: D4D - v3 Alpha 8.4 Released (03/30/2019)
Just a minor gripe, if you or everyone else prefer's the static rifle's icon size on screen then that's cool, but would you consider maybe reducing the icon size in half whenever you overhaul it?