Been a crazy few months since releasing my Star Trek Doom and Quest for Glory IV 3D Hexen mods to the world last year. I originally thought that my Star Trek Doom level would be the big hit but boy was I wrong lol! QFG4-3D got featured in January on Rock, Paper Shotgun! and then if that wasn't crazy enough PC Gamer the largest gaming mag in the world decided to do a feature QFG4-3D in the number 1 spot of their top 10 downloads section! They did this in both their March US and Feb UK editions. I couldn't believe it as my stuff is a joke compared to the amazing mods they normally feature lol!! I'd been getting PC Gamer UK since I was a boy and never once did I ever think that something I'd made would end up in their magazine. Almost brought a happy tear to my eye.. almost haha.

However unfortunately that's where the good news ends..
I've been informed from fans that both my mods are no longer working with the newest versions of GZDoom. I'm guessing there were some big changes as so much stuff is broken now.

My Star Trek Doom wad will load if added to the GZDoom ini as usual, however if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting this error:
Script error, "STDoomExtras.wad:DECORATE" line 2356:
Script error, "STDoomExtras.wad:DECORATE" line 2356:
Tried to define class 'Leaf1' more than twice in the same file.
It wasn't be defined twice before and it still isn't now so I don't know what that one's about as the holodeck forest leaves still work just fine when the game is started the other way.
Then even if you do get into the game I've discovered that nearly all my star trek music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays doom tracks (main menu & end sequences appear to sound fine though), my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings overriding mine), I'm now getting the stupid Doom Score/kills screen in-between my level jumps, I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2, and finally I seem to get a regular Doom Intermission briefing screen at the end of the game before my end game intermission sequences. So clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms.
As for my Quest For Glory 4-3D wad that wouldn't even load all! Just via adding to the GZDoom ini and trying to start it triggers this error:
Script error, "QFG4_3D.wad:DECORATE" line 2298:
Expected '(', got 'WRTH'.
This part isn't my stuff and is from the 'Chiller' monster from Realm 667. Appears to no longer like the fact that the author ProjectAngel uses the "A_Jump" command without any parameters. The wiki talks about it have a jump chance range of 0-255 so I don't know what value using A_Jump on its own originally did but for now I just chucked in a (0,0) to shut it up and that got me into the game lol. However much like with Star Trek Doom if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting another error:
Script error, "QFG4_3DExtras.wad:DECORATE" line 4060:
Script error, "QFG4_3DExtras.wad:DECORATE" line 4060:
Tried to define class 'Wizard' more than twice in the same file.
Like with the leaf I don't get why the new GZDoom is unhappy about Wizard as its not being used twice and it's not complaining about my Paladin & Thief characters which are setup the same way.
Then just like with ST Doom even if you do get into the game I've discovered that nearly all my QFG music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays Hexen tracks (main menu & end sequences appear to sound fine though), I can't access my Wizard character start (likely due to the above issue), flame torches don't light up in level 1, my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings), I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2 and it seems to play elsewhere at the wrong moment (presumably using default hexen level clusters instead of mine), I now can't seem to exit via the hotel window which is was just a linedef level teleport from 14 to 15 making the demo unfinishable (visit cheat seems to take me to hexen levels instead of mine from 14 onwards), and as a result I can't test my end game intermission sequences so who knows whether they're broken too. So once again clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms.
Before anyone says it yes I have no doubt that these problems are due to newer versions of GZDoom being less tolerant of bad coding lol! Unfortunately I'm rather useless at Doomscript so I have no idea how to fix these problems at this stage so for the moment my wads are unplayable unless you're using an older GZDoom version (the wads were originally built & tested using GZDoom 1.8.2 and ZDoom 2.7.1 ). Sorry guys!!!
