key: + buff - nerf = neutral change * shiny new thing / fix / modification / A E S T H E T I C changge more of the same symbols = more severe PLEASE PLEASE PLEASE READ THE DOCUMENTATION!! They're in the "dox" folder, and they collectively contain a shitload of beneficial information, and giving at least qstylezx.txt and the readme a thumb through will greatly benefit your experience. You'll also find a copy of this file here if you didn't read it on Zorasoft. This update will break any savegames involving the weapon wheel, as it's been modified. Doom community, I would greatly appreciate help in shoring up the holes in the mod's asset credits (found in qstylezx.txt). I'm a stickler for properly crediting folks for their hard work, yet at times I can't find what I need to do so. Any help with that would be appreciated, whether it be a missing credit, an updated one or anything necessary. Should someone come forward saying "Hey, don't use my assets", I'll remove them if possible. I ask your understanding; my ZDF account has been dormant for years and I've never quite been in touch with the community at large. Note, to any asset makers, I never, ever intend to take credit for your work; the only things I *ever* intend to take credit for are the coding I've done and the edits I have done. Quote me on that and hold me to it. In the past, ZX hasn't had very good crediting. Chronos Ouroboros (AKA phantombeta) was the one who opened my eyes towards that issue, and Zorah and I have been working ever since to fix that issue in spades. Even though the sprite in question (CO's "Heavy Chaingun") isn't in use in ZX anymore, I still credit them for the heads-up. Also, to any people wondering "Hey, why's the mod starting at v7.2?", it's not. This is only the first time I've posted ZX to the ZD forums. It's been live for five plus years over at my buddy silentzora's website, Zorasoft.net. I guess I've just been too focused on the development of this and QuakeStyle Unbound (not to mention beta testing for ZAGE, DoomZone and Ratchet and Clank: Hot and Bothered) to post to ZDF. Sorry! At least you guys get to play the mod in its most refined, polished form. LASTLY: Please, PLEASE be advised that certain weapons in this mod are possible epilepsy triggers with bloom lighting turned on-- mainly, the Thunderbolt. While I wouldn't recommend playing an FPS at all if you're epileptic, if you're sensitive to flashing lights, you can turn off bloom lighting (if it's on at all) in GZDoom's options. Just go to the option search and type in the word "bloom". ZX log, version 7.2, "Weapon Wheel of Fortune": --WEAPONS-- *New toy: the Flak Cannon. The shotgun for Slot 7, this yellow bastard of a gun chews up a slug and fires it out as a bunch of bouncy, gravity-affected shrapnel. Good for close range or carpet-flakking an area, hut kiss reliability beyond close range goodbye. Sprites courtesy of Eppn5 and Amuscaria, with a couple of edits (mainly a recolor) by myself. /Gauntlet modified to take static charge instead of cells. It behaves very slightly differently (having a slight "trigger lag" effect sometimes) but is otherwise unmodified. *The MRL and MGL now throw some gorgeous new explosion debris (Jay's work, yanked from ZAGE) to differentiate their explosions from their lesser counterparts'. Also, it's a way to explain away those two weapons forcing their splash damage where other conventional explosives don't. :-P *Also, other explosives (and flames, too!) throw up smoke clouds upon going bang. Mostly Jay's work, with some mods by TBG. /Railgun was using two slugs when it should've used one. Whoops! +Phalanx and railgun both have gotten a damage boost. +Disintegrator now fires an additional ball in a slightly wider spread, with a bit greater explosive damage. It's also louder, and a few projectiles might have a chance to very briefly stun enemies. (Also, remember, the Disintegrator forces pain on anything it hits. So, you can force even bosses to break off their attacks.) +The Tri-Bolt behaves rather differently, firing its grenades slower with a faster reload, but said grenades travel further and pop faster (in an effort to closer match Quake Champions). ++The prox mine launcher now has IFF! TBG, once again, saves the day, and Jay made a clutch play as well. ///The prox mine launcher and Tri-Bolt shots now work a whole hell of a lot better. Prox mines are now correctly affected by damage-boosting powerups, as are Tri-Bolt grenades, Furthermore, prox mines and Tri-Bolt grenades are correctly affected by ownership and such, and thus now work 100% correctly. /Prox mines now beep and flash when armed. /Nails of all shapes and sizes have a trail taken from ZAGE. It looks pretty cool. -The Suppressor has a much more stuttery rate of fire, but gains a bit of accuracy. =The Schockhammer is now belt-fed, with a more badass pickup sprite. Actual operation is unchanged. +Gauntlet and chainsaw now throw sparks should they hit a wall or a non-bleeding actor...and make some nice, chewy meat sounds should they hit a bleeding actor. --AMMO-- No changes. --HUD-- No changes. --ARMOR-- No changes. --ITEMS-- //The Horn of Conjuring has been fixed to work better. --MONSTERS-- No changes. --WEAPON WHEEL-- ++/WHEEL! OF! FIREPOWER! The Weapon Wheel has gotten a whole helluva lot more better-lookin'. Now, every weapon and item appears as if it's projected on a screen with a color-coded background. Said BGs coorespnd to ammo (for the weapons) or powerup screen tint/pickup message color (for the items). Plus, the selected weapon will appear in the center of the wheel with a display of the weapon's ammo or inventory count. /Fixed the weapon wheel's item graphics for the Quad, Double and DualFire damages. They were still using the old "sphere" graphics that Unbound still uses. /Suppressor (the silenced SMG) wasn't showing up in the Wheel. Fixed. --OTHER BUGFIXES-- ///Every spawner in the mod contained an error in its code. Fixed 'em. --MISC.-- /A few more weapons have gotten refinements and edits to their muzzle flare graphics.