GZDoom 2.4 Questions

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dbj87jb
Posts: 95
Joined: Tue Nov 04, 2014 8:59 am

GZDoom 2.4 Questions

Post by dbj87jb »

Downloaded GZDoom 2.4 (most stable version). I've noticed that weapons that should replace Doom's defaults, don't replace them & a previously working (although it is "Fraggle Script", removes Pistol & Fist to replace them with the new Pistol, ammo & another weapon*) that has worked doesn't work with any of the most recent versions.

Created an alternative Pistol, which should (and did) replace Doom's original with it's own Ammo. Don't understand why it's not working now. Have also tried removing the Script & testing it too (script was only added because it added & took away a few items, when starting a new game & really isn't essential as far as the weapon replacing the Pistol) it would give you the 10mm Pistol, but only if you picked one up & still keep Doom's original, instead of replacing it when you start a new game or collect the new weapon.

It still works as it was intended to, with versions lower than GZDoom 2.4. Launching GZDoom from GZDB. If this is posted in wrong forum thread, apologies but no idea where it would be most relevant.

Weapon Download link removed as problem is now solved & weapon is offline.
Last edited by dbj87jb on Wed Apr 12, 2017 7:26 am, edited 1 time in total.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: GZDoom 2.4 Questions

Post by _mental_ »

It's a bug in FraggleScript's handling. I fixed it already, so it will work in upcoming devbuild. But if you like stable versions only, use 2.3.2 or do not use FraggleScript in your mod.
dbj87jb
Posts: 95
Joined: Tue Nov 04, 2014 8:59 am

Re: GZDoom 2.4 Questions

Post by dbj87jb »

_mental_ wrote:It's a bug in FraggleScript's handling. I fixed it already, so it will work in upcoming devbuild. But if you like stable versions only, use 2.3.2 or do not use FraggleScript in your mod.
Thank you I'll try a more recent uploaded version.

The Fraggle script isn't necessary, if I have to, I will happily remove it. It was just added to give the player the new pistol instantly (with +30 10mm bullets so it replicates, starting with Doom's default) as well as items such as grenades, the new punch replacement (fist redux) & a flashlight to save placing the new pistol, flashlight & fist redux on every map.

Only started using the stable version of 2.4 recently (about a week ago), as I was asked to test the StealthAlpha settings for a file I've submitted to a Repository (brilliant add-on, saves a lot of Decorate space for enemies that fade in & out). I've also noticed that it doesn't recognised an X-Box 360 controller (for PC), but it's just start & back buttons that don't work & everything is is assigned as JoyStick 1 etc. Again it's not a huge problem, but I'm just asking why it's doing that.
_mental_
 
 
Posts: 3820
Joined: Sun Aug 07, 2011 4:32 am

Re: GZDoom 2.4 Questions

Post by _mental_ »

dbj87jb wrote:I've also noticed that it doesn't recognised an X-Box 360 controller (for PC), but it's just start & back buttons that don't work & everything is is assigned as JoyStick 1 etc. Again it's not a huge problem, but I'm just asking why it's doing that.
Have no idea. I just tried without .ini file and after enabling joystick support in menu everything works like it should using wired Microsoft Xbox360 controller.
dbj87jb
Posts: 95
Joined: Tue Nov 04, 2014 8:59 am

Re: GZDoom 2.4 Questions

Post by dbj87jb »

Downloaded most recent update for 2.4/2.5 and everything is running ok. The script's executing on start up, the weapons get replaced & the Controller doesn't have any issues.

_mental_ Thank you for your help, thank you for your time.
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