QuakeStyle ZX, version 8.0. Featuring tons of new stuff and loads of bugfixes.
Nearly a year in the modding, QuakeStyle ZX v8.0 is now live! As before, the changelog is found in "changes.txt" within the "dox" (documentation) folder included with the download.
As always, please read the documentation before playing.
For GZDoom v3.6.x or better, latest versions recommended.
Make sure you've got fire, altfire and zoom keys bound.
Have fun, and PLEASE tell me if anything breaks or is over- or underpowered! I can always use more feedback.
-Xterra
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.
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.
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.
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.
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.
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.
shweet mod, dude!
Why, thank you!
Great work. love new weapon mods for doom. and ofc new enemies as well^^
Thanks! I hope you have fun.
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
I had to straight-up delete the MENUDEF file to get any of the addons to work.
Are you loading the base mod first or last? For the addons to work, the base file must be loaded first.