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SITE NEWS

News: 12/04/16

A quick fix has been released for Doomzone. Evidently, there was an issue where the Arc Rifle was displaying the incorrect sprites while the weapon was active. This has been fixed.

News: 12/03/16

Doomzone v1.5.3 is out! As always, pick it up from the Doom Wads section. Changelog:

General Changes
  • LS57 reload cycle changed. (Credit: Sgt. Shivers, JoeyTD, NeuralStunner, Captain J, silentzorah)
  • StA-11/SE reload cycle updated. (Credit: Captain J, Vostyok, Railgunner and Silentzorah)
  • StA-11/SE fire rate increased.
  • StA-11 zombie fire rate increased.
  • StA-11 zombie damage decreased.
  • StA-11 firing sound changed to something that suits its new fire rate better.
  • Changed how the StA-11/SE and StA-3 handle recoil.
  • The UAC22 Combat Chainsaw has been redesignated the MX-BT.
  • StA-14 reload cycle updated. (Credit: Mike12, Blox, Captain J, silentzorah, id Software)
  • M224-A1/A2 reload cycle updated. (Credit: Captain J, HellCattX, silentzorah, Railgunner, DoomNukem)
  • M33 reload cycle updated. (Credit: Captain J, Valve, TODM, silentzorah, GhostKillahZero)
  • VC-32 reload cycle updated. (Credit: Captain J, Valve, TODM, silentzorah, GhostKillahZero)
  • VC8 pickup sprite changed to better reflect its viewmodel.
  • StA-18/SE crosshair changed to better reflect its accuracy.
  • SA-92 Elitist crosshair changed to better reflect its accuracy.
  • Q4-B Blaster crosshair changed to better reflect its accuracy.
  • M66-C crosshair changed to better reflect its accuracy.
  • Overhauled the flashlight system. (Credit: The Zombie Killer [additional coding])
  • Changed how explosive barrels handle ambient sound.
  • Overhauled the blood system to be more compatible with monsters from other mods.
  • Smoke from barrels and Lost Souls now bounce from world geometry to mimic real-world dispersion.
  • Added some interpolation frames for the StA-18/SE's reload cycle.
  • Gauss Cannon power buffed 50 -> 150 for semi-auto mode.
  • Gauss Cannon power buffed 300 -> 450 for charge mode.
  • Gauss Cannon sprites updated. (Credit: Kinsie)
  • Arc Cannon and Thunderbolt balls now have trails and shockwave effects.
  • Plasma balls now have an initial frame randomization, so particle trails appear less artificial.
  • Explosive animations now feature interpolated animation. (Credit: Kinsie, Gifty, silentzorah)
  • Removed shrapnel dynamic lighting, due to high performance requirements.
  • Additional classes in DZMOD1.WAD merged into DZCORE.WAD.
  • Palette moved to external file (DZMOD1.WAD).
  • Laser Cannon has been reclassified as an Exotic class weapon.
Additions
  • M4 revolver reload sequence added. (Credit: Sgt. Shivers, Lobotomy Software, Captain J, silentzorah)
  • Doom Eater difficulty added. Forces pistol start between levels, and enemy aggression is set to maximum. Weapon pickups replaced with cache pickups that give every weapon of a specific type.
  • New weapon: XBFG10k added. Prototype hybrid BFG with 9k and 10k fire modes. For UAC Elite. (Credit: Zrrion the Insect)
  • DZMOD667 module added. Maintenance file intended to replace incompatible monsters in ZDoom/GZDoom maps that use Realm667 content.
Bug Fixes
  • Fixed default keybindings for Doomzone-specific functions (reloading, melee, flashlight, etc).
  • Accelerator Rifle ammo counts now correctly change colors.
  • Proxy light offsets changed to better suit their sprites.
  • Bullet puffs for the LSR44 and the Blaster pistol no longer show the wrong frame for the first tic.
  • The player pawn for the Slipgater class now correctly uses dynamic lights while firing.
  • Removed some unused junk code from the Q4-B Blaster.
  • Corrected an offset that caused the M82 to use the wrong crosshair when selecting the weapon as Support.
  • Added decal for the LS13 frag round.
  • Added decal for the Q4-B charge shot.
  • Barrel smoke's pitch is no longer aimed at the destroyer if the destroyer is above or below it.
  • Suicide Bombers now correctly kill their spawners upon death.
  • Fixed missing dynamic lights for boltgun zombies.
  • Fixed missing dynamic lights for HE grenades.
  • Fixed UAC7 rockets displaying an incorrect initial frame.
  • Fixed incorrect dynamic lights for the Quad Rocket Launcher.
  • Fixed missing dynamic lights for revenant grenades.
  • Catharsi now correctly faces its target when firing.

News: 10/19/16

IMPORTANT NOTICE: 10/17/16

Due to a change in how ZDoom and GZDoom handle duplicate actor definitions, many of the Doomzone patches are now broken when using the development builds of the port. I am currently working on updating Doom Gaiden's coding to help it run easier with Doomzone, as well as the patch code.

During this time, I urge everyone who supports my work - If you find something is broken before I do, PLEASE send me a bug report, so I can fix it. This is going to be a long process, and I'm working as quickly as I can, so any help with identifying bugs is GREATLY appreciated.

In the meantime, I have released an emergency update for Doomzone, v1.5.2a. Changelog is as follows:

-- Changes --
  • New sprites for VC8 Shotgun Pistol. (Credit: Kirbip4, CaptainJ)
-- Additions --
  • Dark Cacodemon has been given an XDeath state. (Credit: David G)
  • Hell Warrior has been given an XDeath state. (Credit: David G)
-- Bug Fixes --
  • Fixed Stova reverting to old sprites when using melee or grenades.
  • Removed blue pixels near Baron and Hell Knight's feet in their XDeath states.
  • Fixed a bug that caused a Skulltag grenade to spawn when using a weapon with HE Grenades, instead of the custom grenade in GZDoom dev builds.

That is all.

Update - 12:08 PM: All the patches should be up-to-date now. I apologize for the inconvenience.

Update - 10/18/16 09:08 AM: There are known issues with the flashlights not illuminating the surrounding area very well. This is a problem with GZDoom itself, and a known one at that. Currently, there is nothing I can do to fix this, but I am exploring alternative solutions to the hitscan based flashlight. In the meantime, all I can do is wait for the new light code to be reverted, according to the devs.

News: 10/02/16

Doomzone v1.5.2 has been released! Changelog follows, as usual.

-- General Changes --
  • Elite and Slipgater no longer carry the StA-18 pistol.
  • StA-18/SE reload sequence added. (Credit: JoeyTD & Sgt. Shivers, silentzorah [animation])
  • UAC S3 Plasma Rifle reload sequence changed.
  • M82/SE reload sequence added. (Credit: Captain J, Doom Nukem, Carbine Dioxide, silentzorah [animation])
  • StA-52/SE reload sequence added. (Credit: Captain J, Doom Nukem, Carbine Dioxide, Chronoteeth, silentzorah [animation])
  • StA-59B reload sequence added. (Credit: Captain J, Doom Nukem, Carbine Dioxide, silentzorah [animation])
  • LS57 reload sequence added. (Credit: Captain J, Doom Nukem, Carbine Dioxide, silentzorah [animation])
  • StA-11/SE reload sequence added. (Credit: Captain J, Railgunner, silentzorah)
  • M224-A1/A2 reload sequence added. (Credit: HellCattX, Railgunner, silentzorah)
  • MG-88 reload sequence added. (Credit: Mike12, Captain J, Railgunner, silentzorah)
  • M66 reload sequence added. (Credit: Mike12, Eriance, silentzorah [animation])
  • StA-14 reload sequence added. (Credit: Captain J, Doom Nukem, Carbine Dioxide, silentzorah)
  • VC8 reload sequence added. (Credit: Captain J, Carbine Dioxide, silentzorah)
  • StA-3 sprites changed and reload sequence added. (Credit: osjclatchford, Doom Nukem, Carbine Dioxide, silentzorah)
  • LSR44 sprites changed and reload sequence added. (Credit: Doom Nukem, silentzorah, Skulltag Team)
  • LSR44 charge animation improved.
  • LSR44 now fires a weak shot immediately upon trigger release if the weapon did not finish charging.
  • VC-32 sprites recolored to gray polymer, and reload cycle added. (Credit: Doom Nukem, Carbine Dioxide, Captain J, silentzorah, Cory Whittle, TheDarkArchon, TODM)
  • M33 reload sequence added. (Credit:Captain J, Doom Nukem, Carbine Dioxide, silentzorah)
  • Weapons no longer illuminate the environment with the flashlight active and reloading.
  • Accelerator rifle charge sequence now cancels the instant you release the trigger, before it's fully charged.
  • Arachnotanks now fire two rounds at once, instead of one.
  • Sniper rifles no longer eject invisible casings when firing while scoped.
  • MP5 zombie marine skin changed to a female trooper.
  • M224-A1 zombie marine skin changed to a female marine.
  • Pulver zombie skin changed to a female sergeant.
  • Plasma Z-Sec skin changed to a female trooper.
  • SMG Z-Sec skin changed to a sergeant.
  • Carbine Z-Sec HP increased from 40 to 50.
  • Confirmation message added to Hardcore difficulty.
  • Dynamic lighting added to proximity mines while armed.
  • Removed some unused weapon sprites.
  • All weapon sprites converted to PNG format.
-- Additions --
  • New Weapon: SA-92 Pistol. Better damage than the StA-18, but won't fire as quickly. Starter weapon for Elite. (Credit: Eriance)
  • New Weapon: Q-4B Blaster. Weak but chargable plasma blaster pistol with infinite ammo. Starter weapon for Slipgater. (Credit: Mor'ladim)
  • Added compatibility features for use with Spawn v1.0 (Yo Dave, it's Jay, not Richard)
-- Bug Fixes --
  • UAC Elite can no longer pick up the M82SE if dropped by another player in Deathmatch/Co-Op.
  • LSR44 obituary changed to correctly reflect its new name.
  • Ammo counters for the Shredder now correctly change colors.
  • M82 now sets the correct cursor when selecting the weapon as Tactician, if it's currently set to EGLM mode.
  • Killing a monster with A_KillMaster in its death state summoned by an Archvile no longer kills said Archvile.
  • Cyber Barons now play the correct sprites when being raised by an Archvile.
  • Cyborgs now correctly face their target when firing.
  • The Unmaker's ammo count now correctly changes colors.
  • Performing a trigger reload with the UAC11 no longer inserts the first shell slowly.
  • Arachnotank now correctly faces its target while firing.
  • M224-A3 now uses the correct frames when triggering melee.

Head on over to the Doom Wads section to pick up the update. Additionally, I've released a patch for Doomzone to run with The Doom Tribute Project (HIGHLY recommended, even without Doomzone), and have updated the Doom Gaiden patch so that I don't have to update it every time I release a new version of Doomzone. So grab those, too.


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