taufan99 Posted August 26, 2023 30 minutes ago, Crazy_Deer said: Do you know where I could find a link? It's on the thread's OP, lowermost link. 0 Share this post Link to post
DrPyspy Posted September 15, 2023 (edited) On 6/24/2023 at 1:36 PM, Crazy_Deer said: Sorry if this is a bad bump, still new to forums, but is this still gonna receive updates? Or is it considered complete Sorry for the late response (although I think I ended up answering in the Discord,) I've been busy with some other projects so I've kinda been in a suspended state of animation. There'll still be updates! I'm very happy with where the mod is at the moment, but I wouldn't quite call it complete, as there is still quite a bit of stuff I'd like to do. Some plans for the next version include: Revamped Gargoyle sprites to bring him up to snuff with the other Doom monsters New co-op behavior settings (including individual pickups per player, player pings, etc.) Rebalancing the monster health and adding an option to restore the vanilla Doom values (and letting mapmakers change it for their own maps) Doing a once-over on the shield pickup spawning system to have better variety (and more chances to find them) Fixing some weapon offsets and erroneous state jumping Some future plans include: Press release beta inspired HUD style (with mugshots!) Better deathmatch support Potentially revisiting some of the remaining unused weapon concepts to even out the rest of the weapon slots (i.e. Probjectile, the ever-mysterious Grenade Launcher that gets tenuously mentioned once in the ammo section of the Doom Bible, etc.) Official mapset shenanigans! The primary idea at the moment is to adapt the first and second episodes of the Doom Bible. Not a whole lot to say on this one yet since I've got other projects to work on before I really start going ham with it. Plans can change and shift of course, but these are some things to expect from THE FUTURE... for now. Edited September 16, 2023 by DrPyspy 4 Share this post Link to post
taufan99 Posted September 16, 2023 16 minutes ago, DrPyspy said: Press release beta inspired HUD style (with mugshots!) As an ouch face fan, this gets me moist because... just let me look at those ouch faces on damaging floors! Other features sound nice as well (Probjectile and grenade launcher got me curious, as well as official mapset since I'm part of the upcoming Tom's Halls community project) but for now I'll just mention that as one of the most likely to be implemented soon. 0 Share this post Link to post
DrPyspy Posted September 16, 2023 2 minutes ago, taufan99 said: Other features sound nice as well (Probjectile and grenade launcher got me curious, as well as official mapset since I'm part of the upcoming Tom's Halls community project) but for now I'll just mention that as one of the most likely to be implemented soon. Thanks for bringing this to my attention! This looks really nifty, will definitely keep an eye out 👁👁 1 Share this post Link to post
Lila Feuer Posted September 28, 2023 Super excited to see this received a hefty update, by far and wide the undisputed king of alpha content celebration for Doom. 2 Share this post Link to post
Doomzilla(iddqd) Posted December 9, 2023 Is there any way to turn off the new automap and return to the default one without breaking the mod (I know there's no option in the mod itself, I am asking about slade editing)? I'am way more comfortable with the default. 0 Share this post Link to post
DrPyspy Posted December 10, 2023 On 12/9/2023 at 3:07 AM, Doomzilla(iddqd) said: Is there any way to turn off the new automap and return to the default one without breaking the mod (I know there's no option in the mod itself, I am asking about slade editing)? I'am way more comfortable with the default. It's a bit tricky, but you can try taking a look in "hud_baze.zsc" and messing with the "if ( automapactive )" block! I'm hoping to flesh out the automap more, as well as provide an option to use the regular GZDoom one in a future update. 0 Share this post Link to post
OpenRift Posted December 13, 2023 Tried playing Beta Labs with Delta, but I get this error: Any idea what's goin on? 0 Share this post Link to post
DrPyspy Posted December 15, 2023 (edited) On 12/13/2023 at 1:46 AM, OpenRift said: Tried playing Beta Labs with Delta, but I get this error: Any idea what's goin on? Seems to be related to how Beta Labs includes its custom player class. GZDoom puts priority of the KEYCONF lump's class definitions over the MAPINFO definitions, meaning Doom Delta's player classes get wiped. The reason it crashes here is that I didn't include any safety checks in the HUD code, meaning it crashes trying to find Doom Delta specific stuff in Beta Lab's player class code. This kinda stuff is finicky to work around, but I think I might be able to hack together a solution in a future update... For now, if you have a tool like SLADE, I would recommend making a personal copy of Beta Labs that removes the KEYCONF file inside the WAD. It appears Beta Lab's custom weapons only add the alpha-style weapon swaying, so it should be safe to do so without any compatibility issues. EDIT: This'll also work! In Miscellaneous Options in the GZDoom menu, you can find this: Setting this to 'No' and restarting the entire game will allow Doom Delta's classes to work properly. I had no idea this existed until now. Let me know if this works out for you! Edited December 15, 2023 by DrPyspy 1 Share this post Link to post
OpenRift Posted December 15, 2023 11 hours ago, DrPyspy said: Seems to be related to how Beta Labs includes its custom player class. GZDoom puts priority of the KEYCONF lump's class definitions over the MAPINFO definitions, meaning Doom Delta's player classes get wiped. The reason it crashes here is that I didn't include any safety checks in the HUD code, meaning it crashes trying to find Doom Delta specific stuff in Beta Lab's player class code. This kinda stuff is finicky to work around, but I think I might be able to hack together a solution in a future update... For now, if you have a tool like SLADE, I would recommend making a personal copy of Beta Labs that removes the KEYCONF file inside the WAD. It appears Beta Lab's custom weapons only add the alpha-style weapon swaying, so it should be safe to do so without any compatibility issues. EDIT: This'll also work! In Miscellaneous Options in the GZDoom menu, you can find this: Setting this to 'No' and restarting the entire game will allow Doom Delta's classes to work properly. I had no idea this existed until now. Let me know if this works out for you! Yeah, it works. Thanks! 0 Share this post Link to post
DrPyspy Posted Tuesday at 08:47 PM A new version of Doom Delta has been released! v3.0, to be exact! That's right! The third chapter! Check out this nifty trailer: If you want to jump right in, mosey on down to the webzone and grab a slice of that Doom Delta-shaped pie. The mapping kit has also been updated to include an editor number for the Grenade Launcher! 6 Share this post Link to post
DrPyspy Posted Thursday at 06:48 PM I've just pushed a hotfix that fixes some customization settings not properly saving to the config file, as well as fixing the Restore Defaults setting not having the proper visuals. It can be downloaded at the WEBZONE! It's under the same version number due to the small size of the fixes, so feel free to overwrite your current copy. 0 Share this post Link to post