marco.nadal.75 wrote:I too had the same error with GZDoom versions 4.4.2, 4.5.0 and 4.6.0. Only version 4.2.4 works with Delta Doom 2.2.1. It may be a pain, but when getting such errors, the easiest way to get a mod to work is to use the exact same version of the executable that is specified by the mod author. New versions of GZDoom breaking older mods is par for the course, I'm afraid. I have a GZDoom 2.1.2 installed just so I can run LithiumHeat and DoomRogueLikeArsenal. At least you can copy the gzdoom-<username>.ini and autoexec.cfg from your existing GZDoom installation to the new version's folder.Cornelius Vanderbilt wrote:How do I use Slade to make that change? I have no idea how to code or how to use Slade at all, so I have no idea what to do...JuliusKoolius wrote:
TheOldKingCole wrote:
I'm having problems getting the mod to work with the most recent GZdoom.
I get these errors
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'
How can I fix this?
P.S. Unless there is no way to fix this on GZ don't tell me to use another source port, I prefer to use GZ for mods
I combined DeltaDoom with Doom The Way Id Did (dtwid.wad) for a true alternative universe version of my favorite game. I love the little instruction manual that was included, it is truly in the style of DOS shareware games of the day. Thank You Delta Doom All Staff!
I have question of my own: Didn't Hall's original Doom Bible postulate bullet holes (decals) for the walls? Normally I get those gratis in GZDoom and Zandronum, but Delta seems to turn them off?
Heres the fix. Just open the file in a notepad and go down to highlighted section of Line 460 and put the // at the same spot then save it. Fired right up for me.