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Add file QuakeStyle ZX v8.0- "Not a Sinclair Product"

This full version has been archived by the uploader because it is out of date and no longer supported. We recommend you browse the file list for the latest full version.

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zx80.1.zip
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Full Version
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Xterra
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44.15mb (46,291,937 bytes)
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1,765 (1 today)
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09655747c91e1a4e95133cb65c1b88a4
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QuakeStyle ZX, version 8.0. Featuring tons of new stuff and loads of bugfixes.

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QuakeStyle ZX v8.0- "Not a Sinclair Product"
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saD_Digger
saD_Digger

I just cannot load the latest version. It says:

Script error, "qstylezx.pk3:1base.wad:ANIMDEFS" line 278:
Unknown texture grayslm1

I'm using GZDoom 4.3.3 if it's important.

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Xterra Author
Xterra

Ooh, damn. I'm sorry.

As an attempt to diagnose: what IWAD or IWADs are you using, and are you autoloading anything?

I could swear I haven't touched the ANIMDEFS at all, and I've tried it with GZ v4.3.3 on my end with Doom 1, Doom 2, TNT, Plutonia, a WadSmooshed consolidation and even FreeDoom, and I can't replicate the error.

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saD_Digger
saD_Digger

My IWAD is always Doom II.
I found out that I get this error only when I try to play QuakeStyle ZX with an Oblige/Obaddon generated wad. Other wads seem to work just fine. It is weird though, because out of all 50+ mods I have only yours has troubles loading with an Oblige mapset. I even tested it with QuakeStyle Unbound and had no issues.

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Xterra Author
Xterra

Huh... I've also done the same with OBLIGE wads, and got no such error. That is quite strange.

I'll have to look further into this, but for now I cannot replicate your issue. Same IWAD, same mod, same kinda RNG'd-up levelset, autoloads disabled...and nothin'.

I haven't the slightest clue what would be causing that, as OBLIGE mapsets don't screw with the textures, and for *sure* they shouldn't eff with the animation definitions.

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BradmanX
BradmanX

Obaddon does have some scripted elements, like a boss generator, name generation for enemies, trees that randomly replace natural decorations. It's possible one of those isn't working right with the mod. Though idk if any of it affects Animdefs.

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Xterra Author
Xterra

Yeah, I didn't test the mod with Obaddon, just plain old OBLIGE. I wouldn't doubt that the scripting might be dicking up the mod's workings, but if there's, say, custom waterfalls, custom animated flats or custom switches that conflict with the base game's stuff? *THAT* will certainly screw around with the mod.

And...sadly, I don't think that I could inoculate against that without some pretty extensive patching.

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johntanner
johntanner

shweet mod, dude!

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Xterra Author
Xterra

Why, thank you!

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DQGamer
DQGamer

Great work. love new weapon mods for doom. and ofc new enemies as well^^

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Xterra Author
Xterra

Thanks! I hope you have fun.

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Guest
Guest

So, I was having an error about the addon menu not being able to be extended, I had to convert the file from just file into a .txt file for it to work.


Edit: nevermind, still wouldn't work

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Guest
Guest

I had to straight-up delete the MENUDEF file to get any of the addons to work.

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Xterra Author
Xterra

Are you loading the base mod first or last? For the addons to work, the base file must be loaded first.

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ZDoom
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Activision
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