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Description

QuakeStyle ZX version 8.2, featuring updates to weapons and quality-of-life fixes.

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QuakeStyle ZX v8.2- "Plain Sailing from Here"
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StarmantheBlaziken
StarmantheBlaziken

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.

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Xterra Author
Xterra

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.

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StarmantheBlaziken
StarmantheBlaziken

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. :)

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Xterra Author
Xterra

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.

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Hereticnic
Hereticnic

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

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Xterra Author
Xterra

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).

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Hereticnic
Hereticnic

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

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Xterra Author
Xterra

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.

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