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doomguy214
Posts: 192
Joined: Tue Feb 17, 2015 11:33 pm

Re: JohnnyDoom - making BD great again

Post by doomguy214 »

Problem in running file "kdizd_J" both alone and with all other 3 files mentioned in first page using git build of z doom of drd team please advice what are the other 3 file are for & how to run them except for JohnnyDoom which i was able to run:-

following error:-
Loaded FMOD version 4.44.60
V_Init: allocate screen.
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Attempting to remap non-existent texture M_DOOM to M_DOOMHI
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "kdizd_J.pk3:decorate/stoneimp.txt" line 1:
Parent type 'Imp' not found in Stone Imp
Script error, "kdizd_J.pk3:decorate/chaingunner.txt" line 10:
Parent type 'Commando' not found in KDIZDChaingunner
Script error, "kdizd_J.pk3:decorate/soulharvester.txt" line 10:
Parent type 'Imp' not found in Soul Harvester
Script error, "kdizd_J.pk3:decorate/shadow.txt" line 1:
Parent type 'BrutalStealthDoomImp' not found in Shadow Imp
Script error, "kdizd_J.pk3:decorate/rapidfiretrooper.txt" line 1:
Parent type 'Trooper' not found in Assault Trooper
Script error, "kdizd_J.pk3:decorate/riflezombie.txt" line 9:
Parent type 'Trooper' not found in Rifle Zombie
Script error, "kdizd_J.pk3:decorate/rocketguy.txt" line 1:
Parent type 'Arch-vile' not found in The Archvile
Script error, "kdizd_J.pk3:decorate/demoncube.txt" line 11:
Parent type 'Lost Soul' not found in Demon Soul
Script error, "kdizd_J.pk3:decorate/nightmare.txt" line 10:
Parent type 'BrutalStealthDoomImp' not found in Nightmare Imp
Script error, "kdizd_J.pk3:decorate/magmantis.txt" line 194:
Parent type 'Lost Soul' not found in MagmantisLostSoul
Tried to register class 'Explosion' more than once.
Bad hex number: no
Tried to register class 'PlasmaBallZ' more than once.

Execution could not continue.

10 errors while parsing DECORATE scripts
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Kinsie
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Re: JohnnyDoom - making BD great again

Post by Kinsie »

Presumably, you run KDIZD_J alongside both JohnnyDoom and Knee Deep In ZDoom.

Some more documentation would be helpful, though - the OP used to have a nice description of the mod's changes over stock BD.
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Zhs2
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Re: JohnnyDoom - making BD great again

Post by Zhs2 »

And yet we still don't have a compromise between Zandronum reloading and ZDoom's dedicated key ;_;
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Shadez12
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Re: JohnnyDoom - making BD great again

Post by Shadez12 »

Is anyone having a problem with J Mode not activating properly? When I activate it, my arsenal still has reloading enabled.
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johnny
Posts: 204
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Re: JohnnyDoom - making BD great again

Post by johnny »

JohnnyDoom has to be loaded BEFORE kdizd_J

No reloads is only one of the possible random powerups:

No reloads
Exploding headshots
Mastermind chaingun
Hellfire missiles
Fist of searing judgement (the old berserk scream explosions)

Or the vanilla ones:

Haste
Drain
Strength
Invisibility

Which set you want to use is chosen by you, through the JD stuff menu. Normal, vanilla, both, or off.
Last edited by johnny on Sat Oct 15, 2016 11:49 am, edited 1 time in total.
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ArtVandelay
Posts: 22
Joined: Wed Feb 25, 2015 11:10 pm

Re: JohnnyDoom - making BD great again

Post by ArtVandelay »



Welcome back Johnny! It's been awhile. I hope life has been treating you well.
h455566hh
Posts: 6
Joined: Sat Oct 15, 2016 11:10 am

Re: JohnnyDoom - making BD great again

Post by h455566hh »

Hello, I have this problem.

Script error, "JohnnyDoom.pk3:mapinfo" line 11:
Unknown property 'NoInfighting' found in skill definition

Texman.Init: Init texture manager.
Attempting to remap non-existent texture M_DOOM to M_DOOMHI
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.

Execution could not continue.

Script error, "JohnnyDoom.pk3:decorate" line 16:
Invalid state parameter a_quakeex
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wildweasel
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Re: JohnnyDoom - making BD great again

Post by wildweasel »

It sounds like your ZDoom is not new enough.
h455566hh
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Joined: Sat Oct 15, 2016 11:10 am

Re: JohnnyDoom - making BD great again

Post by h455566hh »

Wildweasel, I updated my Zdoom and the type of error changed.

Execution could not continue.

Script error, "zdoom.pk3:compatibility.txt" line 324:
Expected '}', got 'pointonline'

My launch list for reference:

4 Jhonny's files, kdizd_J is last
aaliens.wad
OMS-DOOM 2.wad
zdoom.pk3
yoshi314
Posts: 104
Joined: Wed May 16, 2012 12:57 am

Re: JohnnyDoom - making BD great again

Post by yoshi314 »

i have mostly an issue with melee in this version.

continuous punching stun locks barons of hell and hell knights completely, and they are utterly helpless if there are less than three of them. you also get to perform a fatality nearly every time you do it. this is on default difficulty.
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wildweasel
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Re: JohnnyDoom - making BD great again

Post by wildweasel »

h455566hh wrote:Wildweasel, I updated my Zdoom and the type of error changed.

Execution could not continue.

Script error, "zdoom.pk3:compatibility.txt" line 324:
Expected '}', got 'pointonline'

My launch list for reference:

4 Jhonny's files, kdizd_J is last
aaliens.wad
OMS-DOOM 2.wad
zdoom.pk3
First of all, did you update ALL of ZDoom's files (the EXE and zdoom.pk3)? Secondly, don't load zdoom.pk3 as a file, it loads automatically.
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johnny
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Location: pelagiad

Re: JohnnyDoom - making BD great again

Post by johnny »

h455566hh - Use GZDoom, and don't use any of those extra files you listed there. Also you shouldn't be using everything I provided in the download link all at the same time. JohnnyDoom = JohnnyDoom.pk3 - THAT'S IT. Use a batch file like this if you want to play JohnnyDoom with the KDIZD mapset:

C:\Users\johnny\Desktop\Doom\GZDoom\gzdoom.exe -iwad doom.wad -file johnnydoom.pk3 -file KDIZD_J.pk3

Use this if you want to play JohnnyDoom with spork's ultimate simplicity mapset:

C:\Users\johnny\Desktop\Doom\GZDoom\gzdoom.exe -iwad doom2.wad -file johnnydoom.pk3 -file j_usimp.pk3

Obviously with the filepath changed to whatever it is on your computer.

yoshi314 - I'll upload a new version with barons and hellknights that don't go into their pain states from melee in a sec. Thanks for bringing that to my attention!

***OP UPDATED***

Details on how to play this mod have been added to the OP. Hopefully this will clear up any confusion.
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johnny
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Re: JohnnyDoom - making BD great again

Post by johnny »

yoshi314 - new version uploaded with stunlocking fixed. Now the pain.melee state causes barons/knights/revenants/demons/cacos to instantly go into their own melee attack state, and the pain states of all monsters have been reduced by a few frames for faster counterattacks. Let me know if you like this better!
h455566hh
Posts: 6
Joined: Sat Oct 15, 2016 11:10 am

Re: JohnnyDoom - making BD great again

Post by h455566hh »

Thanks for answering everybody. Turns out I had some file directories in the ZDoom launcher selected wrong. By the way, it would be nice to have a description what the four files are all supposed to do. It not that easy to figure out what K-dizd means of the top of ones head. And ancient aliens apparently is not fully compatible with Brutal dooms. I just tried it and it was impossible to jump, crouch and gore did not work.
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wildweasel
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Re: JohnnyDoom - making BD great again

Post by wildweasel »

h455566hh wrote:. And ancient aliens apparently is not fully compatible with Brutal dooms. I just tried it and it was impossible to jump, crouch and gore did not work.
Ancient Aliens has a custom monster, and deliberately disables jumping and crouching as the maps were not designed with them in mind. Not sure about the gore, though.
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