Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

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Xim
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Xim »

Still working on the next update, but I've released a little spin-off I put together that I got distracted making. Hope you enjoy!

Download GZ-D33D here!
Dudejo
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Re: Xim's GZDoom3 for Classic Doom (Update MAR/31/23)

Post by Dudejo »

Is it just me or some of the texture replacements make Doom vanilla levels look like a NES game?
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Xim
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by Xim »

New update.

Changes from last version:
Spoiler:
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RevanGarcia
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by RevanGarcia »

Let's go!
Armage
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by Armage »

Hi Xim, how are you? First, congratulations for your amazing mod :D ! I downloaded this mod 2 years ago, 2021.

And i stopped with Doom mods, and i'm back today. But when i go to update your mod and test, i get this error message (your mod was working before in LZDoom, but now unfortunately not): Xim-Doom3-world.pk3:zscript/ddzd3_classes.zs, line 15: Unknown flag 'Weapon.NOAUTOSWITCHTO'
Execution could not continue.
1 errors, 0 warnings while compiling Xim-Doom3-world.pk3:zscript.zs

Another error i get if i use before version of world with other updated parts of mod: Warning: ZScript version mismatch. 4.7.1 required but only 4.6.1 supported.
Xim-Doom3-enemies.pk3:zscript.txt, line 10: Unknown flag 'SEEFRIENDLYMONSTERS'
Execution could not continue.
1 errors, 0 warnings while compiling Xim-Doom3-enemies.pk3:zscript.txt

Can you please make an small patch for your mod works in LZDoom?

Thanks for your attention and waiting for your response.
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AliciaPendragon
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by AliciaPendragon »

I love the monsters here. Its perfectly paired with mods like Red Spiral '93 so far. Though I have a question

Is it possible to add a CVAR that allows the melee zombies to spawn more often and in larger numbers? As I'd love to see them more often and in larger groups to add to that horror feeling.

That and the Zsec, as much as I love how they were expanded, are just as annoying to fight as they are in Doom 3 proper.
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-Ghost-
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by -Ghost- »

Some expanded melee zombies and such would be cool, yeah, both in having more types of them and just larger numbers.
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Xim
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Re: Xim's GZDoom3 for Classic Doom (Update OCT/27/23)

Post by Xim »

-Ghost- wrote: Sun Dec 15, 2024 4:27 pm Some expanded melee zombies and such would be cool, yeah, both in having more types of them and just larger numbers.
Hey thanks for the comment! I haven't done much work on this for a while. If I do come back to it I might be able to make some variations of the zombies like jawless versions you see in Doom 3. I might do some other new ideas but I'd want it to be something that'd look like they would be in Doom 3, like the fire extinguisher zombies.

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