QuakeStyle ZX v8.1, full version. Featuring Even More Content!™
ZX log, version 8.1, "2020 Is Dead, Thank Fuck"
+ : buff
- : nerf
= : neutral change
* : shiny new thing
/ : fix / modification / aesthetic changge
Multiples of the same symbol : more severe change. I.E. a three-slash "fix" is a much bigger fix than a one-slash.
Mix of symbols : mixed change
PLEASE PLEASE PLEASE READ THE DOCUMENTATION AND THIS CHANGELOG THOROUGHLY!! They're in the "docs" folder, and they collectively contain a shitload of beneficial information, and giving at least qstylezx.txt and the readme a thumb through will greatly benefit your experience. You'll also find a copy of this file here if you didn't read it on Zorasoft or ModDB.
Right, first-off, I can say positively that ZX is now certified to work with LZDoom, basically the continuation of the 3.8.x branch of GZ. My backwards-compatibility measures weren't in vain after all.
Next, yet again, savegames from older versions *WILL* break with this update. There's mods to scripting in the weapon wheel *and* the main mod.
Doom community, I would greatly appreciate help in shoring up the holes in the mod's asset credits (found in qstylezx.txt). I'm a stickler for properly crediting folks for their hard work, yet at times I can't find what I need to do so. Any help with that would be appreciated, whether it be a missing credit, an updated one or anything necessary. Should someone come forward saying "Hey, don't use my assets", I'll remove them if possible. If not (I.E. there's no useful replacement for the offending sprites), I simply ask your clemency until I can find something else. I ask your understanding; my ZDF account has been dormant for years and I've never quite been in touch with the community at large. Note, to any asset makers, I never, *ever* intend to take credit for your work; the only things I *ever* intend to take credit for are the coding I've done and the edits I have done. Quote me on that and hold me to it if you wish; I'm certainly holding myself to it. For assets that require prior permission (which there only appear to be two of in the mod, currently), I have secured permission for their use.
In the past, ZX hasn't had very good crediting. Chronos Ouroboros (AKA phantombeta) was the one who opened my eyes towards that issue, and Zorah and I have been working ever since to fix that issue. I apologize-- both Jay and I were fairly new and inexperienced at the scene, and we've both cleaned up our acts there.
Some players have reported getting motion sickness from the Quake-like camera tilting. With the move to Tilt++ from QTilt, the tilting can be disabled if you wish.
ZX's HUDs are dual-mode-- the fullscreen HUDs are aligned and optimized for 16:9 widescreen or 21:9 cinemascope aspect ratio resolutions. They may be used in other aspect ratios (4:3, 5:4, 16:10, 17:10), but to do so you've got to force a 16:9 (or 21:9) aspect ratio in GZ/LZDoom's video options menu so nothing's cut off. The non-fullscreen HUDs of both Classic and Modern arrangements are usable at any resolution or aspect ratio when at the default status bar scaling option. (found in HUD Options → Scaling Options)
Big, big note: this mod is 100% designed around jumping, crouching and freelook being enabled. That's why there are shortcuts to the engine variables that force these elements on in the ZX Options menu. I personally am deeply opposed to considering those three game elements "cheating", and also deeply opposed to the tendency of many map makers to disable these in their maps. Forcing a "purist" experience is a folly in my opinion-- and I don't care if that pisses off Doomworld's "If it's not TeamTNT it sucks" crowd or Romero. Ty would be disappointed in y'all, come on.
LASTLY: Please, PLEASE be advised that certain weapons in this mod are possible epilepsy triggers with bloom lighting turned on-- mainly, the BFG2704. While I wouldn't recommend playing an FPS at all if you're epileptic, if you're sensitive to flashing lights, you can turn off bloom lighting (if it's on at all) in GZ/LZDoom's options. Just go to the option search and type in the word "bloom". I have made every possible effort to mitigate epilepsy triggers while maintaining the mod's visual style.
*New weapon: the Ballista. A powerful, wave-firing crossbow based off of the Phalanx particle cannon. Pops five Argent a shot, but the ripping wave it fires cuts through foes like nothing. Slot 9, spawns alongside BFGs. Based on the Doom Eternal weapon of the same name, and said weapon's "Destroyer Blade" mod.
*New weapon: the Minilauncher. Utilizing SCIENCE~!, this weapon consumes three bullets per shot to launch tiny explosive rockets. The rockets deal a *pittance* of impact damage, dealing 90% of their overall output over the small explosions, so stone monsters and bosses shrug a lot of the flak off. Slot 6, spawns with automatics like assault rifles and chainguns.
*New weapon: the Autocannon. Based partially off of Doom Eternal's heavy cannon, this is basically the Minilauncher's big bro. Using three rifle rounds per shot instead, the piddly little micro-rockets are replaced with explosive "mine shells" (thin-walled HE shells with loads of explosive but no shrapnel), dealing considerably heavier damage...but ammo goes FAST and still, most of the damage isn't in the impact. Slot 7, spawns with rocket launchers.
*New weapon: the EMG rifle. Based off of Doom Eternal's new EMG chaingun, this weapon burns one dark matter core per burst of four full-power EMG bolts. Great for spraying down an area, but has inherent runaway fire and poor accuracy. Slot 6, spawns alongside other heavy automatics.
*New weapon: the Streetsweeper. Based off of Eternal's "chain shotgun" weapon mod, this is...pretty much exactly that. Chain shotgun. Yep. Weaker than other shotguns, shot-for-shot. Slot 6. Spawns with plasma rifles.
*New weapon: the Cryo Launcher. The Napalm Launcher's polar (heh) opposite. Pops a couple grenades to spew nasty, long-ranged ice bombs with interesting effects on certain explosive items. Slot 7.
/This is a minor fix, but I am utterly stupid for having the bug in this long. The whole time it's been in the mod, the auto shotgun was consistently firing 2° high, every shot. This dates back to when the auto shotgun was introduced, *well* before the mod came to ModDB...easily over *five years*. Needless to say, I'm mad at myself for not spotting this one earlier.
+The machinegun now does either 5d3 or 6d3 per bullet, for a somewhat wider damage spread and more damage overall, not to mention it's now *considerably* more satisfying to use.
-The minigun loses some accuracy. It's about on-par with the chaingun now.
+All lasers (laser pistol, scatter laser, laser rifle, laser cannon, static cannon) look considerably better and more visible. Same with the Plasma Beam and Vortex Rifle.
++-The HAMR gets a buff to its damage-- it gains the same buff as the machinegun, having an equal chance to fire either a 16d3 or a 17d3 bullet. However, this increased damage comes with a nerf to single-shot accuracy, which is now no longer perfect, but is still *considerably* tighter than the full-auto spread-- which is slightly lessened.
+The rifle gets the machinegun buff as well, being able to do 5d3 or 6d3 ×5 (because it fires five bullets all at once in a row, to achieve its overpenetration effect).
-All the launcher-type weapons bar the MRL (TriBolt, napalm, rocket, grenade, multi-grenade and homing-rocket launchers) now have slight spread, similar to the plasma rifle.
+The Gauss Cannon animates better, and has a very slightly longer windup time, but the downtime is reduced to compensate. Oh, and it gets a damage buff.
+The BFG2704's projectiles gain a kiss of splash damage that does not hurt the shooter, and a mild kick up in base damage.
=The GigaBlaster now proudly bears the SKAG1337 designation in pickup messages, in a loving shout-out to the FreeDoom team. Y'all are doin' good work.
/The Flamethrower was incorrectly reporting that it used cores-- it now correctly reports that it uses cells. This means its Ammo Forge functionality works properly again.
=The silencer pistol has a new sprite set, courtesy of Sgt. Shivers.
+Across the board, the handguns all generally animate better and more smoothly. Same with the rotary machineguns, rocket and grenade launchers.
=The Perforator has a slightly-improved pickup sprite.
=The BFG10K has a kick-ass new spriteset courtesy of UltraViolence.
/Plasma Beam and Thunderbolt lighting made slightly less ostenatatious.
/Super Nailgun animations improved.
/Rifle has an improved upsound.
-Thunderbolt nerfed slightly to compensate for the increased core cap.
//Thunderbolt misbehaved with an active DualFire. Fixed.
//Plasma Beam DualFire wasn't working properly. Fixed-- but for performance reasons, some particles are mixed in to the actor replacements. Would appreciate optimization aid.
/Chainsaw now has visible hands-- whoever did them for Nobody Told Me About ID, you have my thanks, and I want to credit you. I've edited those onto my existing chainsaw sprites.
/Knife has a slight animation error fixed.
++The sniper rifle has a LOVELY new spriteset, courtesy of Captain J and a little bit of recoloring from myself. Look out for this gun in ZAGE, too.
+The Schockhammer's spread has been tightened a bit, and the two more powerful pellets normally mixed into every blast become slugs dealing the same damage, but gaining the ability to punch through a target into the one behind it.
+The Gigablaster's bolts gain mild radiant damage, to slightly aid usefulness outside of "single big target" situations.
+/The Reaper's sprites have been de-janked, and the animations improved.
//Prox mines malfunction if they're exposed to ice damage-- I.E. that of the cryo launcher. That doesn't mean they won't blow up, though...
-Cryo bombs will put out any burning barrels they destroy-- they don't go boom and they don't spread flames everywhere.
//++EXTENSIVE update of the weapons' sprites to increase visual consistency and improve the trademark "muzzle glare" effect common to this mod and ZAGE. (who do you think did all that glare work for ZAGE, hm? :-P)
/Minigun and Perforator now have a harsher, more visible view vibration when firing. Weapon functionality is otherwise unaffected.
--Core pack pickups now give 25 cores, and not *50*. Backpacks now only give fifteen, not twenty. Jesus, why was I giving that many in the first place?
++Rifle round capacities increased to 150/300. Pickups now give six and twenty-four rounds, respectively. Might change the basic pickup to a stripper clip or a magazine in a future release.
+Slug capacity increased to 75/125, and boxes now give fifteen slugs.
++Core capacity increased to 125/250.
*New option and element: highlights on the side ammo bars for the ammo of the active weapon. Only functional if the side ammo bars are displayed.
+Ammo Forges now give three rounds of rifle ammo per "bump" (the roughly half-second cycle alternating between "in-hand weapon's ammo" and "random ammo type").
+Stimpacks now give +15 health, a la Quake 1 and Quake 2's "small" medikits
*Quad, Double and DualFire Damages are now in the form of spheres, adapted from DoomNukem's Quadsphere graphic from many a PillowBlaster mod. Much better and more fitting.
/Soulspheres are now tealish in color, as a purely aesthetic change. I wanted to use the Quad Damage's old light somewhere. :-P
++Soulspheres, health bonuses, Megaspheres and Regenspheres are now also sensitive to any adrenaline pickups the player has, thanks to Player701 on the ZDoom forums. This means that those items no longer cap out just at 200-- their caps rise with the medkit heal caps.
/Scientist and Hellrazer laser shots benefit from the new laser effects, and thus are much more visible.
*Most monsters now have a simple burn-death animation if killed by flamer, Reaper or napalm fire. They remain charred if they're resurrected by an arch-vile.
/Minigun guys can now be rezzed.
-Afrits are now vulnerable to fire damage again.
*New monster: the napalm guy. Big, slow fatass of a zombie who fires napalm balls. Spawns alongside other "heavy" zombies (revenant spawner); is immune to his own flames.
//Railgun arachnotrons were calling *hell knight* sprites should they be rezzed by an arch-vile. Whoops!
/-Pain elementals can no longer be rezzed by arch-viles, even though they don't always explode on death.
--Agony elemental spawn chance massively reduced. Too damn many of those assholes on OALR for my tastes.
/A couple of small script errors fixed.
*New weapons added to the wheel.
//Numerous small script errors in the Bolognese addon fixed.
/A bit of a slash-and-burn script fix courtesy of Scarlet Mango makes it to where enemies correctly freeze should they be killed with the Cryo Launcher. However, Bolognese *will not* trigger should you throw a frag with that weapon out. I don't know of a way to reliably fix *that*, so it's a "lesser of two evils" bug.
*The original version of Classy Bastards (the version that is basically loadouts only) has been removed. What *was* Classier Bastards now fully takes its place amd its name.*
*New class: the Brawler. He likes it up close and personal...and quiet. He starts with a silenced Tactical Shotgun and a burst pistol.
*New class: the Veteran. An old soldier who still hangs on to an old prototype plasma rifle.
*New class: the Gunslinger. A showy officer who carries a customized revolver as his arm of choice.
*New class: the Cowboy. A Wild West buff who carries a modernized version of a classic lever-action rifle.
*New class: the Ammo Carrier. A stranded, low-ranking member of a gunnery crew who has nothing but armor, a knife, an Ammo Forge, and supplies of all available ammo.
*New class: the Scientist. A lowly lab assistant who got his hands on a prototype, close-range superweapon.
*New class: the Archer. A survivalist who likes primitive armaments with a poisonous kick.
*New class weapon: the Tactical Shotgun. Slot 3, Brawler exclusive. Silenced pump shotty with loose spread.
*New class weapon: the Prototype Plasma Rifle. Slot 8, Veteran exclusive. A prototype twin-barrel plasma rifle straight out of the same trial batch as the BFG2704. Loses RoF and accuracy but gains power over its refined progeny, and can be used up close.
*New class weapon: the Revolver. Slot 2, Gunslinger exclusive. A double-action revolver that turns rifle ammo into huge magnum slugs. Requires reloading.
*New class weapon: the EMG Storm. Slot 5, Assault exclusive. A burst-firing, double-barreled EMG rifle that's the closest to a shotgun that the technology allows. Uses two cores per burst.
*New class weapon: the Lever-Action Rifle. Slot 3, Cowboy exclusive. A Winchester-pattern rifle with a compression chamber, turning four bullets into one .45-70 slug per shot. Basically a rifle version of the Magnum.
*New class weapon: the Annihilation Field Generator, or AFG for short. Slot 9. Scientist exclusive. A powerful but limited-range cannon that doesn't fire a projectile; rather, it fires electro-plasmatic fields that project damaging rays ahead as well as a blast of radiant sound around the firer. Uses 30 cells a shot.
*New class weapon: the Crossbow. Slot 3, Archer exclusive. A slow-firing but quiet crossbow that spends two nails to fire a fast, poisonous bolt that has a degree of gravity drop-off over long range. Ineffecient as hell but that poison damage can make the difference in a pinch.
*New, replacement class weapon: the Carbine. Slot 2, Commando exclusive, replacing the Machete. A reasonably-powerful pistol-calibre carbine. Uses two bullets a shot, overpenetrates, and is quite accurate. Fires about as fast as the standard pistol.
/Plasma shotgun spread fixed...it had the same "consistently firing high" problem as a couple of other weapons.
-As with the other launchers, the frag launcher now has some slight spread in where it puts its 'nades.
-The Magnum loses some accuracy.
=/The Inferno Shotgun has been reworked and has a complete new A/V package, partially courtesy of Sgt. Shivers. (if you want to re-use those sprites, don't do so until you message Shivers on the ZDoom forums and get permission. Same policy as with the hunting shotty.) The weapon is now a modified WSTE-M5 from Marathon 2-- basically, a one-handed, lever-action double shotgun. It fires a bit faster now, at the expense of some damage overall.
/++The Ubergewehr now properly forces its radiant damage, and now has a refined impact animation. Direct-hit damage is reduced, but this weapon is now *actually* the truly terrifying monster-gun it was meant to be, carrying a fair chance to one-shot cyberdemons.
/Gatling gun has an improved fire sound.
/PDW has a brand-new spriteset, assembled by yours truly from the combined work of GreenEyesMan and TypicalSonicFan. Also, a new upsound from Sgt. Kelly's Weapon Pack (a UT2004 submod for Ballistic Weapons).
/The Machete has been removed, replaced by the Carbine. The Commando's new loadout consists of a carbine, a knife and some frag grenades.
///The Pulverizer has been completely reworked into an ETF machinegun, instead of the shard-shotgun it was before. It now only consumes two nails a shot, and fires full-power ETF "lava" nails, but with none of the ETF rifle's accuracy. Consequently it's also been moved to slot 6 and reclassified as a heavy automatic.
*+The mod is now certified to work with the latest version of LZDoom at the time of release, as well as GZDoom. GZ remains the primary engine for ZX, but LZ is a very good alternative for older systems. I will maintain this compatibility for as long as I can-- this is why the mod is very light on the ZScript. HOWEVER! The "ZX Options" menu is optimized only for the newer font used from GZDoom v4.0 onwards; I'll see about redoing those menus for LZ/pre-3.8 GZ applications in 8.2.
*Sliders added to the game options menu for the inbuilt field-of-view and "turbo" parameters, as a shortcut.
**/Blurbs added for every weapon within the new "Game Information" submenu. The "Read This!" help screen has been moved there as well. Expect information about the rest of the mod to be added there eventually. These blurbs obviate the "Weapon Info" section of the external documentation, and thus that section has been removed.