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QuakeStyle ZX version 8.2, featuring updates to weapons and quality-of-life fixes.
Hey folks, here's version 8.2 of ZX, featuring a litany of weapon fixes, improvements, some new pickups and quality-of-life improvements.
key:
+ : 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 there if you didn't read it here or on Zorasoft. Also, read through the "Game Info" menu ingame. It's a lot of text, but it'll help your gameplay.
Once again, savegames from older versions *WILL* break with this update. There's mods to scripting in the weapon wheel.
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.
ZX log, version 8.2, "Plain Sailing From Here"
--WEAPONS--
/EMG rifle's pickup message was colored pink incorrectly. It's supposed to be purple-- the weapon uses cores, not static charge.
/+The flamethrower gets a complete A/V upgrade: new sprites and sounds, the former courtesy of Jimmy Beaubien and the Innocent Crew.
/The Inferno Shotgun gains some additional, cosmetic-only flames.
=The flamer's range is somewhat increased from before, and the flames move slightly slower.
/The shotgun's fire sound has been improved.
/The perforator's fire sprites have had their brightness fixed in dark areas.
/The TriBolt has a new spriteset, courtesy of CaptainJ.
/Quad shotgun had a mild sound bug when opening the gun up. Fixed.
=The Hellshot loses a bit of overall damage, but regains some accuracy and fires slightly faster.
+The BFG10K gains 50 extra damage to its possible output, just because. No additional risk to the player, though-- the 50 was added to a portion of the splash that players are immune to.
+The quad shotgun has a new upsound.
/The Vortex Rifle was taking more ammo than it was supposed to when firing a "level 1" charge shot in scoped mode. There'll be no more of that.
/Nail pistol and Perforator have updated fire sounds.
//The Skulltag now has a selectable spindown mode-- by default it has the "second chance" delayed spindown, allowing non-continuous fire but disallowing weapon switching until the barrels stopped spinning. It now also is able to immediately let the barrels spin back down upon cessation of fire, like the other rotary machineguns. Swap between the two with the zoom key with the weapon out and idle; the active mode is noted on the HUD.
/-The Plasma Beam has had a bit of a visual rework so it's not so much of a performance hog. Unfortunately, this means the weapon's had to take a slight hit in the visual-effects department; I just can't get the nice, thick beam it had before without absolutely tanking the framerate on my (admittedly old) hardware, mostly because GZDoom already tanks hard with actor-replacement rail attacks (what the Plasma Beam uses in code; basically a fancy hitscan with a particle trail, and the particles are in turn replaced by a game object that produces an orange "puff") as-is, and it tanks even harder when those are illuminated by dynamic lights (something which, to this day, I've never seen another Doom mod do, even those MILES more sophisticated and newer.)
--AMMO--
+Backpacks now give 20 bullets instead of just 10.
-Nail mags now only give 15 rounds (was 20), and nail boxes only 75 (was 100), but backpacks now give 30.
/Rifle rounds now come in stripper clips instead of loose piles, still yielding six rounds. Sprite courtesy of BigDaveHadSomeToo.
+Rifle ammo boxes now contain thirty rounds.
=Large Argent ammo pickups reduced to 40, but backpack amount increased to 20.
+Core packs now give 30 cores, and backpacks now give 20.
+Slugs are now usually found as three-round clips, but supply barrels and some enemies still drop singletons.
--HUD--
/Some minor tweaks and fixes.
/Berserk pack icon is slightly smaller.
--ITEMS--
/Strong bonuses now have different sprites that stand out more, courtesy of the FreeDoom team and Kinsie.
/Another "longtime derp" fix: the tracking map wasn't being correctly lit like it should. Goddamnit.
++LifeSpheres now carry a rare chance to drop at Soulsphere spawners, but they will never carry bonus drops like berserks. Additionally, LifeSpheres now carry a chance to drop a bonus Power Armor at Megasphere spawns.
*New item: super-adrenaline. Found at megasphere spawners, sometimes spawning a yellow armor with it. It nets a permanent +25 buff to max and overhealed health plus a full heal. Somewhat rare.
--MONSTERS--
No changes.
--WEAPON WHEEL--
/Error with the BFG9000's ammo display corrected.
/Chainfist added to weapon wheel, Power Fist removed.
/Magnum picture updated.
--BOLOGNESE--
No changes.
--CLASSY BASTARDS--
*New class weapon: the Chainfist, replacing the Berserker's power fist. It strikes multiple times per swing. This is a net nerf for the class, as the Chainfist doesn't hit as hard as the power fist, but it doesn't use ammo, and uniquely for "powered" melee weapons, it gets a buff from berserk packs. Basically...it's a reworked version of the Commando's old machete. Slot 1, exclusive to the Berserker.
--Correspondingly, the Power Fist has been removed from the mod.
+To compensate for the Berserker's reduced weapon damage, the class gains regular starting armor.
-The Gunner now starts with 50 green armor, not 75 yellow.
+The Commando's carbine gains a slight buff to damage potential, now doing 11d3+(1d3-1), and an improved fire sound.
--MISC.--
*Ammo, item and powerup writeups added.
/Typos in some weapon descriptions fixed, and some descriptions updated.
/++Higher-quality versions of certain Quake sounds, taken from Night Dive's recent remaster of the game, have been ported over, generally sounding crisper overall.
I would like to ask a question about ammo, something I been thinking to talk about.
Do you sometimes think the mod can be rather more generous with ammo than in a usual game without QSZX? As in usually being full on ammo types.
Ever since I try to play on harder modes and even ammo lacking maps with this version, I seem to get some ammo types on max usually the early tiers, but it does crawl into the other ammo types with time too.
Even with the ammo restocking item I must include, I never really need to use them much at all since I have enough to use another gun at any time. Yet, all that about ammo, health is pretty fine is comparison and I have needed to scavenge for health items ether way on maps before in this on the even harder difficulties after playing the mod for quite a time.
Yeah, ammo's on the generous side, especially with melee ammo drops being a thing. This is by design-- some weapons use *a lot* of common ammo fast, like, say, the minigun, the Perforator, the Shockhammer, the Autocannon, etc.
The difficulty lies not in ammo starvation, but in trying to keep yourself alive. You usually have to worry more about health and armor than ammo. I'm not taking the Doom Eternal/Turok approach.
If the player dies to lack of ammo, it's their own fault most of the time, barring the mapset doing the starvation. The melee ammo drops, Ammo Forges and MegaPacks are an attempt at mitigating that.
Ah, I see. It feels funny just to have a lot of ammo like that and I was not sure if that is how it is played after all this time since it feel a bit odd over a good balance of health items. Keep up the good work then. :)
I'm thinking of making nail ammo a bit less generous in terms of pickups (they were nerfed a bit in this update anyway), but yeah, generally you're supposed to have a decent amount of most ammo available at a given time unless the player is incredibly wasteful with it; the exception is superweapons, as they chew through their ammo, usually of rarer varieties (cells, cores, Argent...) and do so quickly.
Even with the generous ammo distribution, it's still usually a bad idea to use a slot-9 or slot-0 weapon as a main because you'll run dry on ammo at a critical time, unless you've got the powerups or pickups handy to mitigate that.
Oh, one thing I also wanna note: the gameplay balance is such that powerups are *generally* not required. They're there if you need them, and generally pretty strong-- hell, I even finagled it to where, if you've got one active, it will *stay* active on a level transition. ZX is a gameplay-above-all mod for that reason and others.
This is what I'm talking about right here. Newer gzdoom versions BREAK compatibility with mods and puts all the effort you had to build this stuff to waste.
These error messages while trying to load with latest Zandronum 3.1.1 update from december-2021 (last month):
(aim at compatibility with gzdoom version 1.9.1 to make it work with Zandronum and online play)
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Script error, "quakestyle_zx.pk3:2core.wad:MAPINFO" line 52:
Unknown property 'TotalInfighting' found in skill definition
Texman.Init: Init texture manager.
ANIMDEFS: Can't find water4
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "quakestyle_zx.pk3:2core.wad:DECORATE" line 2454:
Sprite names must be exactly 4 characters
This mod is not meant to run on Zandronum. Like, at all. It's singleplayer.
I...have no words. I tried so, so hard to clearly spell out what this mod requires, and yet you go and do that.
...
Cripes, I'm starting to lose faith in humanity. Before you complain at me next time, please at least try to run the mod in the minimum specified engines? Please? It'd literally take only a few minutes, and you can find mouse-driven GZ launchers that do the same things that Doom Legacy does for level-selection. And as I've stated elsewhere, there IS a fork of GZ, LZDoom, that still runs the legacy GL 3.x renderer. Try that one, then get back to me (if you still give a damn).
These messages while trying to load in gzdoom 3.2.0
This is a crappy way to force people to update their gzdoom version... You really do not want people playing your mod, huh?
S_Init: Setting up sound.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ANIMDEFS: Can't find water4
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Execution could not continue.
Script error, "quakestyle_zx.pk3:zscript.zc" line 1:
Version mismatch. 3.6.0 expected but only 3.2.0 supported
That particular error message is related to ZScript code the mod requires to function. I cannot downgrade it. Most other mods containing ZScript will give you a similar error. Update your engine; it requires GZ 3.6 or newer. Preferably the latest version. It's in bold text on the mod page, too; it is not me "forcing" you to update, it's you consciously ignoring version requirements that *I spelled out as clearly as possible on the mod landing page*. Mind you, I can run the latest engine on a ten-year-old laptop, so you frankly have little excuse to NOT update outside of maybe DRLA or REALLY outdated hardware or something else like that.
Plus, they run better, and there are features in newer engine versions that ZX takes full advantage of. If you refuse to update, that's on you; I cannot make the mod feasibly work with an engine that is by now nearly a full version number out-of-date. If you're worried about performance, you can try LZDoom's last version, which ZX is also certified to run on.
I don't mean to be rude, quite honestly, but when you're accusing me of deliberately breaking compatibility with an older pet version of the engine that would cripple critical features of the mod and would unacceptably hamper functionality otherwise, I'm liable to get a bit surly. Besides, I didn't ever say this mod was aiming to be Zandro-compatible. This mod's meant primarily for *singleplayer* and also, when I said "GZ 3.6+ or LZ 3.8+", I meant "GZ 3.6+ or LZ 3.8+". That doesn't mean Zandronum, that doesn't mean ZD 2.8, that doesn't mean Doomsday, that doesn't mean GZ 3.2.
In other words: RTFM, and don't make me tap the sign.