Porting a GZDoom ipk3 to another engine?
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Before asking on how to use a ZDoom feature, read the ZDoom wiki first. If you still don't understand how to use a feature, then ask here.
Please bear in mind that the people helping you do not automatically know how much you know. You may be asked to upload your project file to look at. Don't be afraid to ask questions about what things mean, but also please be patient with the people trying to help you. (And helpers, please be patient with the person you're trying to help!)
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ZepBladez
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Porting a GZDoom ipk3 to another engine?
I have an ipk3 mod that I'd love to play in multiplayer, but GZDoom being peer to peer can cause frequent desyncs and other issues. I've heard other engines such as Zandronum have much better netcode, how would I go about converting or playing the mod to an engine with better multiplayer support?
The original mod is https://strawberryoctii.itch.io/memoirs-of-magic made in a modified version of GZDoom 3.2.5
The original mod is https://strawberryoctii.itch.io/memoirs-of-magic made in a modified version of GZDoom 3.2.5
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drfrag
- Vintage GZDoom Developer
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Re: Porting a GZDoom ipk3 to another engine?
Zandronum is based on an ancient GZDoom, it's better to convert it to UZDoom 5.0 if needed which has better netcode too.
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ZepBladez
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Re: Porting a GZDoom ipk3 to another engine?
I have UZDoom 5.0 but I haven't done much testing with it in multiplayer, does it still have sync issues and the inability to load saves while in multiplayer?drfrag wrote: Fri Jul 31, 2026 10:40 am Zandronum is based on an ancient GZDoom, it's better to convert it to UZDoom 5.0 if needed which has better netcode too.
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Enjay
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Re: Porting a GZDoom ipk3 to another engine?
As drfrag said, Zandronum is based off an old version of GZDoom so it is highly likely that there will be things in the ipk3 that aren't supported by Zandronum. UZDoom is a continuation of GZDoom, so it's far more likely to work, and if there is anything that doesn't, it could well be something that the UZDoom team wants to fix engine-side.
What ipk3 are we talking about? Someone might know the answers already if you give a few more details.
If you do run into problems, I'm sure that people will be happy to help.
What ipk3 are we talking about? Someone might know the answers already if you give a few more details.
If you do run into problems, I'm sure that people will be happy to help.
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ZepBladez
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Re: Porting a GZDoom ipk3 to another engine?
I'm willing to put in the effort to make changes so that it works in a different engine, the main issue I have with GZDoom is how tedious it can be to have to close and reopen the game every time you want to load a save or when a sync issue happens. If UZDoom has a resync feature or the ability to load saves mid-session then I'd love to port it over to that.Enjay wrote: Fri Jul 31, 2026 11:02 am As drfrag said, Zandronum is based off an old version of GZDoom so it is highly likely that there will be things in the ipk3 that aren't supported by Zandronum. UZDoom is a continuation of GZDoom, so it's far more likely to work, and if there is anything that doesn't, it could well be something that the UZDoom team wants to fix engine-side.
I posted a link to the specific game I'm talking about in the first message, it's Memoirs of Magic.Enjay wrote: Fri Jul 31, 2026 11:02 am What ipk3 are we talking about? Someone might know the answers already if you give a few more details.
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m8f
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Re: Porting a GZDoom ipk3 to another engine?
Switching to UZDoom may be a good idea, but first, just in case, make sure that desyncs aren't caused by your ipk3 itself. Check this page out, if you haven't already: https://zdoom.org/w/index.php?title=Cre ... ly_ZScript
Last edited by m8f on Sat Aug 01, 2026 6:50 am, edited 1 time in total.
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ZepBladez
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Re: Porting a GZDoom ipk3 to another engine?
I appreciate the guide, thanks! I'm working on putting it in UZDoom 5.0 right now and aside from some minor UI issues it seems to be working great. However I've yet to get an answer as to whether or not I can load a save while in multiplayer in UZDoom as no matter what that seemed to cause an instant desync on any game I've played in GZDoom. Was I just unlucky or does that not normally happen in G/UZDoom?m8f wrote: Fri Jul 31, 2026 9:53 pm Switching to UZDoom may be a good idea, but first, just in case, make sure that desyncs aren't caused my your ipk3 itself. Check this page out, if you haven't already: https://zdoom.org/w/index.php?title=Cre ... ly_ZScript
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Enjay
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Re: Porting a GZDoom ipk3 to another engine?
So you did. My bad.ZepBladez wrote: Fri Jul 31, 2026 6:28 pm I posted a link to the specific game I'm talking about in the first message, it's Memoirs of Magic.
As expected, it falls over immediately when trying it with Zandronum.
Like you found, it started up with no major issues in UZDoom 5.0. However, I have the developer cvar set to "2" and that did flag up an error that you might want to look at. With developer at "1" or "2" the following message gets spammed repeatedly to the console:
Code: Select all
ACS: 'StrengthDebuffCounter': Unknown actor class.As for the load game issue, sorry, I can't comment. The closest I get to a multiplayer game these days is using the built-in bots.
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ZepBladez
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Re: Porting a GZDoom ipk3 to another engine?
Okay yeah that makes sense why that's happening. "StrengthDebuffCounter" isn't ever used by the game as it's a scrapped mechanic. That's an easy fix! Now I just gotta figure out how all the UZDoom menu stuff is handled. All the in-game UI seems to be the exact same but for some reason all the settings and save menus are using the wrong fonts and colors.Enjay wrote: Sat Aug 01, 2026 4:24 amSo you did. My bad.ZepBladez wrote: Fri Jul 31, 2026 6:28 pm I posted a link to the specific game I'm talking about in the first message, it's Memoirs of Magic.
As expected, it falls over immediately when trying it with Zandronum.
Like you found, it started up with no major issues in UZDoom 5.0. However, I have the developer cvar set to "2" and that did flag up an error that you might want to look at. With developer at "1" or "2" the following message gets spammed repeatedly to the console:So, there is obviously an ACS script running that is looking for an actor that can't be found. The message goes away when developer is at "0" (the default) so you might not be concerned about it - but it might be trying to do something important that is failing. I'm just letting you know that it's a thing.Code: Select all
ACS: 'StrengthDebuffCounter': Unknown actor class.
As for the load game issue, sorry, I can't comment. The closest I get to a multiplayer game these days is using the built-in bots.
Even if UZDoom can't load saves mid game if the netcode is at least more stable that could make a big difference, and considering how easy it seems like it's going to be to just plop this into UZDoom I might settle for that
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Enjay
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Re: Porting a GZDoom ipk3 to another engine?
On the font thing, it could be because the version of GZDoom that the game is based on is a version from before the more modern unicode font was added and the menus were changed to use that. Previously (if I remember correctly) those menus used to use the regular smallfont. They don't any more.
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ZepBladez
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Re: Porting a GZDoom ipk3 to another engine?
Ooh that's a good piece of info thank you! Any idea where I could look to change the other fonts back to? I've changed a bunch of values in both uzdoom.pk3 and the mod's ipk3 but I've yet to find what defines the font and color for the console, options menus, and save/load menus.Enjay wrote: Sat Aug 01, 2026 11:43 am On the font thing, it could be because the version of GZDoom that the game is based on is a version from before the more modern unicode font was added and the menus were changed to use that. Previously (if I remember correctly) those menus used to use the regular smallfont. They don't any more.
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drfrag
- Vintage GZDoom Developer
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Re: Porting a GZDoom ipk3 to another engine?
You can't do it but LZDoom still uses the old fonts however using the classic UI not all languages work xD. The modern UI was added in GZDoom 4.0. And hi.