SIlly me, thank you! I get crashes whenever I try to upgrade my weapons, though.
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 3:20 pm
by Major Cooke
That crashing bug was just fixed. Please allow zdoom to update on the drdteam website (should only take 10 and a half hours from the time of posting, roughly, so that's 3 AM my time).
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 3:39 pm
by OscarGuy
I can run it perfectly with gzdoom with vidrender values to 0 and with last zdoom devbuild. Everything is fine... with exception of the upgrade menu. Everytime I enter it and want to press on a weapon to buy upgrades, the engine crash and send me to desktop, anyway to fix this?
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 5:02 pm
by mutator
OscarGuy wrote:I can run it perfectly with gzdoom with vidrender values to 0 and with last zdoom devbuild. Everything is fine... with exception of the upgrade menu. Everytime I enter it and want to press on a weapon to buy upgrades, the engine crash and send me to desktop, anyway to fix this?
You have to go d4d options, go to display and turn off voxel
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 5:02 pm
by Devianteist
OscarGuy wrote:I can run it perfectly with gzdoom with vidrender values to 0 and with last zdoom devbuild. Everything is fine... with exception of the upgrade menu. Everytime I enter it and want to press on a weapon to buy upgrades, the engine crash and send me to desktop, anyway to fix this?
Turn off voxels.
EDIT: Got ninja'd.
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 5:48 pm
by Major Cooke
GZDOOM WARNING. (Zdoomers, for once, you can ignore this message.)
Only update your GZDoom versions with EXTREMECAUTION. Your safest bets are July 29th, maybe 30th builds.
They are implementing Bloom, Multisampling, ToneMap, the ability to toggle render buffers and patch shader support.
...
If you get this termination bug (glCheckFramebufferStatus failed: GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE):
Open the .ini file used with your GZDoom (this doesn't affect zdoom for once... You guys are safe.)
Find gl_multisample
Set whatever number it is to ONE.NOTZERO.
Save it and start it again, it should be gone.
This is just-in-case when the new build comes out and some people have this issue, you'll know what to do. I build my own builds so I'm way ahead of you guys.
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 5:56 pm
by mutator
I can now play this mod but I wish I could play it with gzdoom features.. When I try it on gzdoom, I can't see half of the screen.... I'm not able to get the best experience from the mod
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 5:58 pm
by Major Cooke
Then that's something you'll want to report and screenshot for gzdoom bugs. Not us.
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sat Jul 30, 2016 6:00 pm
by mutator
Major Cooke wrote:Then that's something you'll want to report and screenshot for gzdoom bugs. Not us.
I don't know if it's bug though.. This mod works perfectly in gzdoom features for others
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sun Jul 31, 2016 1:24 pm
by OscarGuy
Thanks people, unfourtanelly I had to turn off the voxels. But is not that of a great thing for not enjoying the mod. Is awesome
Re: D4D - Released! (Thanks for voting! Stay tuned)
Posted: Sun Jul 31, 2016 1:28 pm
by JimpArgon
Just letting you guys know that you should probably make a post on this dumbass's thread and ask him to take this down. Its more then likely outdated and will just confuse people. He should not have even uploaded it in the first place.