DOOM mod compatibility layer for Chex Quest 3 [RELEASED]

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aeonlight
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DOOM mod compatibility layer for Chex Quest 3 [RELEASED]

Post by aeonlight »

Hello all! This project intends to act as a generic compatibility layer between chex quest 3 and any gameplay mod that uses doom's inventory items as a base. It also increases compatibility when loading chex quest 3 as a mod for doom in its own right.
In short, it does this by replacing any chex quest items (including weapons) spawned in a map with doom's equivalent. It does not support replacing items already in a player's inventory, nor will I make it do so. Monster replacements are being considered for a future version, but they're very low priority.
More info can be found in the included readme file directly inside the pk3. Detailed documentation is planned for a future release - I wanted to include it in the initial release, but life got in the way.

Welcome to release version 1.0! This release is slightly later and slightly less featureful than intended, but everything is completely functional. Sadly, certain events dragged my focus away from this project during the final steps, so while I have a chance to breathe, I've decided to release it as-is rather than let it rot at 99% finished.

Let's get on to the features!
What this patch does is simple. By default, it takes any chex quest item that spawns, and replaces it with its equivalent doom actor. A simple options menu is included which allows you to instead replace doom items with their chex equivalents, or to disable replacements entirely. It also allows you to use weapons from both doom and chex quest in either game seamlessly in your arsenal.
Here's a screenshot of the options menu, the only part of gameplay that's visibly different aside from certain language strings:


THE LOAD ORDER IS VERY IMPORTANT TO MAKE SURE THIS PATCH WORKS PROPERLY.
Load this file after your iwad(s) and before anything else. Otherwise, things may break.

Below this spoiler is the old (and long, and meandering) version of this post from before release, featuring more development information and screenshots, if you're interested.
Spoiler: dev info + screenshots
All that being said, here's the download link: https://github.com/aeonlight/ChexDoomCo ... g/releases
Please enjoy!
Last edited by aeonlight on Tue May 05, 2026 11:07 pm, edited 6 times in total.
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aeonlight
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Re: DOOM mod compatibility layer for Chex Quest 3 [WIP]

Post by aeonlight »

PROGRESS UPDATE: I've somehow managed, through what feels like some kind of black magic or mad science or both, to almost completely replace chex quest 3's use of DECORATE for the flemkeys goggles with ZSCRIPT versions with the same actor name - allowing for me to get all four menu toggles to work, and allowing for mods taking advantage of this patch wad to use these four items much easier than before! next target, lockdefs.
main post edit with more detail and screenshots coming after I get some sleep.
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aeonlight
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Re: DOOM mod compatibility layer for Chex Quest 3 [WIP]

Post by aeonlight »

PROGRESS UPDATE 2: I've managed to get most of the lockdefs nailed down, albeit without full language markers, and there are still some edge cases I want to cover. I've also implemented a player class which can wield both doom and chex weapons without encountering any weapon swapping issues, altered and included more editor numbers (this list may expand again in the future), planned out the beginnings of a language file to account for the extended lockdefs and certain overlapping or missing messages, and included an extra little surprise for modders.

like before, I'll edit the original post with more details and screenshot links (I really hope I get those imgur tags working soon) after getting some sleep. however, there are a few things I'd like to say now.
firstly, this mod is nearing a release! it might still be a few days to a week from now, depending on how things with the language file and setting up placeholder sprites for certain things go, but by far most of the actual code is finished and functional! so for the people interested in this project, which I know isn't too many, please look forward to a download link being up soon!
secondly, look forward to GAMEPLAY SCREENSHOTS! that's right, actual gameplay! there will only be a few in the coming update edit, but I plan on making and releasing a showcase map for this mod alongside or shortly after release, and that should come with LOTS of screenshots.

thirdly, and somewhat importantly for the future of this project, I want to ask something. don't worry, it's nothing dramatic.
doom has a few classes that aren't replaced by chex quest, those being the berserk pack, the blur sphere, the invulnerability sphere, and for doom 2 specifically, the megasphere. what do people think of chex-equivalent versions of these "missing" items being defined in this mod? (I wouldn't try to chexify the items myself, just make them inherit from the doom versions as separate things for the toggles. something like "ChexBlurSphere" or "BlurSphereChex" inheriting directly from the doom version with no changes, for example.)
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aeonlight
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Re: DOOM mod compatibility layer for Chex Quest 3 [WIP]

Post by aeonlight »

finally got the imgur embeds working! wow, those are bigger images than I expected.

good thing the dev update stuff is going under a spoiler when release is ready...
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aeonlight
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Re: DOOM mod compatibility layer for Chex Quest 3 [RELEASED]

Post by aeonlight »

RELEASE V1 IS FINALLY OUT! chex quest keys do not work properly yet - I know how to get that working, but I do not have time to focus on this project right now. decided it was better to release it at 99% complete than let it rot forever

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