<![CDATA[Zandronum]]> https://zandronum.com/forum 2026-02-24T23:36:34+00:00 Smartfeed Extension for phpBB 3.1 <![CDATA[Install on stemadeck not working single player.]]> 2026-01-30T22:55:52+00:00 2026-01-30T22:55:52+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11522&p=119415#p119415 https://wiki.zandronum.com/Install_Zandronum_on_Ubuntu
It works just fine and I mainly use it to play Doom and Doom2 single player, I like the updated graphics and controls, it gives the old games a new life. I just picked up a steam deck and installed Zandronum via the discover software center. When I launch Zandronum it only opens Doomseaker, I cannot figure out how to get the single player working like my PC that just worked. I also don't have the directory to put my wad files in like I did on my PC. I'm not really interested in the online play, just single player.]]>
https://wiki.zandronum.com/Install_Zandronum_on_Ubuntu
It works just fine and I mainly use it to play Doom and Doom2 single player, I like the updated graphics and controls, it gives the old games a new life. I just picked up a steam deck and installed Zandronum via the discover software center. When I launch Zandronum it only opens Doomseaker, I cannot figure out how to get the single player working like my PC that just worked. I also don't have the directory to put my wad files in like I did on my PC. I'm not really interested in the online play, just single player.]]>
<![CDATA[Re: Install on stemadeck not working single player. :: Reply]]> 2026-01-30T23:53:31+00:00 2026-01-30T23:53:31+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11522&p=119416#p119416 <![CDATA[Problems]]> 2026-02-05T17:21:37+00:00 2026-02-05T17:21:37+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11523&p=119420#p119420 <![CDATA[Re: Problems :: Reply]]> 2026-02-05T19:24:06+00:00 2026-02-05T19:24:06+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11523&p=119421#p119421 <![CDATA[Re: Problems :: Reply]]> 2026-02-08T19:49:00+00:00 2026-02-08T19:49:00+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11523&p=119423#p119423 <![CDATA[Re: Problems :: Reply]]> 2026-02-08T22:02:20+00:00 2026-02-08T22:02:20+00:00 https://zandronum.com/forum/viewtopic.php?f=39&t=11523&p=119424#p119424
2.5d_camper wrote:
Sun Feb 08, 2026 7:49 pm
Roskomnadzor is blocking the connection. You need to download the new version as a separate release.
ok, thank you]]>
2.5d_camper wrote:
Sun Feb 08, 2026 7:49 pm
Roskomnadzor is blocking the connection. You need to download the new version as a separate release.
ok, thank you]]>
<![CDATA[NEW Super Skulltag version is here! :: Reply]]> 2026-02-04T08:51:14+00:00 2026-02-04T08:51:14+00:00 https://zandronum.com/forum/viewtopic.php?f=58&t=231&p=119417#p119417
This version boasts 4 new maps, 10 new monsters, a new key, a new inventory item, map expansions/improvements, better sounds, and tons of bugfixes and balances!


New maps!
Spoiler: details and screenshots (Open)
Spoiler: Mirage (Open)
Image
Image
Image
Image
Image
An exotic realm outside of time and space. Explore a mosque built on an asteroid, complete with a minaret and kaaba. Climb on the roof and use the flying carpets to get to the yellow skull! Be careful, dune warriors, snake imps, and afrits are known to guard this holy ground. This map contains the High Jump rune, which can be used to reach secrets in other levels.
Accessed by: Alternate exit at end of Refueling Base.

Spoiler: Data Center (Open)
Image
Image
Image
Don't feel like trudging through the poo of Waste Tunnels? Play this level as an alternate path from The Focus to The Crusher! Solving simple barrel-pushing puzzles lets you bypass some broken doors. The plasma rifle can also be found here.
Accessed by: 3-key door in The Focus.

Spoiler: Dreamland (Open)
Image
Image
A weirdcore nightmare. Creepy eyeballs watch you as you try not to fall into the void. Well-stocked with mid-tier enemies.
Accessed by: Warp Zone #3 (found in Tenements).

Spoiler: Cathedral of Flesh (Open)
Image
Image
Image
Image
Image
A borderline slaughtermap with a powerful reward. Defeating the 3 minibosses at the end grants you the Black Skull, which can be used to open up shortcuts and health/ammo caches in the later levels.
Accessed by: Yellow skull door in Bloodfalls.

Improvements to existing maps!
Spoiler: screenshots (Open)

Entryway:
Image

Dead Simple:
Image
Image

The Citadel:
Image
Image

TDRR's hangout in Downtown:
Image
Image
Image

Secret valley pass (I'll let you find what map it's in):
Image
Image
Image

New torture chamber in Tenements (black skull door):
Image

Black skull!
Acquired after killing the 3 minibosses in the secret map accessed through Bloodfalls. Like the green and purple keycards, this key will remain in your inventory across all levels, and will grant you access to very useful shortcuts later in the game.
Spoiler: (Open)
Image
Image
Image

Auto-Stims!
Like Heretic's quartz flask, but fancier. Heals 10% health and will automatically be used when your health drops below 50% (or you can use them manually whenever). Dropped by some monsters and can also be found scattered around the SST maps. You can carry 9 max.
Spoiler: screenshot (Open)
Image

Security robots!
These friendly mechs are armed with miniguns and rocket pods. They can help take some of the heat off of you during larger fights.
Spoiler: screenshots (Open)
Image
Image

Better invasion experience!
All players start invasion maps with a Magnum and fully-automatic AR-10 to better deal with the first few waves. Invasion spawners have also been changed to include the new monsters added in this version. The next version may also include a "Utility Gun" for spawning turrets, sandbags, and mines!


Better skin integration!
The included ZandroSkins version now includes Master Chief! Many skins have also had extra sounds added for SST's burning/ragdoll deaths. (Any additional skins to be used with SST must still be edited to include "class = Player" in SKININFO, however. This is still being looked into.)


We're also testing out an optional jukebox add-on, powered by tracker modules! (15 tracks, less than 20mb) It's a mix of dark ambient, industrial, and metal tracks that I kinda like. If you have any good trackers to add, please send them to me!

You also no longer need to explicitly include skulltag_content-3.2-beta2.pk3 in your launcher/command-line when loading SST, as it will now automatically be loaded so long as skulltag_content-3.2-beta2.pk3 is in your main PWAD folder. This allows you to simply drag+drop the Super Skulltag pk3 onto Zandronum.exe without having to highlight multiple files (if you use the drag+drop method). You don't need to check the "Skulltag content" checkbox on TSPG, either.


also MAXWELL!
Spoiler: CAT (Open)
Image

[Download links in first post]



Planned for the next upcoming version:
  • Voting system to prevent players from leaving the current map without majority approval (like what always happens in Strife/Hexen coop)
  • More weapon upgrades:
    -Dragon's Breath for the Magnum
    -multi-rocket pods for Rocket Launcher
    -napalm grenades and paint grenades for grenade launcher
    -poison/radiation BFG9000
    -20mm conversion for Minigun (slower fire rate, but heavy ripper/railgun-type damage)
    -smart plasma (mild homing)
  • login system to save weapons/upgrades
  • better ragdolls
  • better gibs for larger monsters
  • scope for Railgun
  • finish Doom2 remake maps (Help wanted!)
  • implement new features that will be in Zandro 3.3
  • optional sprite/voxel alternatives for the 3D models to make the mod slightly friendlier to non-OpenGL players



Love you guys. <3 Thanks for continuing to support the mod's development after all these years. :igor:


As usual, if you find any bugs or have any suggestions, let us know!]]>

This version boasts 4 new maps, 10 new monsters, a new key, a new inventory item, map expansions/improvements, better sounds, and tons of bugfixes and balances!


New maps!
Spoiler: details and screenshots (Open)
Spoiler: Mirage (Open)
Image
Image
Image
Image
Image
An exotic realm outside of time and space. Explore a mosque built on an asteroid, complete with a minaret and kaaba. Climb on the roof and use the flying carpets to get to the yellow skull! Be careful, dune warriors, snake imps, and afrits are known to guard this holy ground. This map contains the High Jump rune, which can be used to reach secrets in other levels.
Accessed by: Alternate exit at end of Refueling Base.

Spoiler: Data Center (Open)
Image
Image
Image
Don't feel like trudging through the poo of Waste Tunnels? Play this level as an alternate path from The Focus to The Crusher! Solving simple barrel-pushing puzzles lets you bypass some broken doors. The plasma rifle can also be found here.
Accessed by: 3-key door in The Focus.

Spoiler: Dreamland (Open)
Image
Image
A weirdcore nightmare. Creepy eyeballs watch you as you try not to fall into the void. Well-stocked with mid-tier enemies.
Accessed by: Warp Zone #3 (found in Tenements).

Spoiler: Cathedral of Flesh (Open)
Image
Image
Image
Image
Image
A borderline slaughtermap with a powerful reward. Defeating the 3 minibosses at the end grants you the Black Skull, which can be used to open up shortcuts and health/ammo caches in the later levels.
Accessed by: Yellow skull door in Bloodfalls.

Improvements to existing maps!
Spoiler: screenshots (Open)

Entryway:
Image

Dead Simple:
Image
Image

The Citadel:
Image
Image

TDRR's hangout in Downtown:
Image
Image
Image

Secret valley pass (I'll let you find what map it's in):
Image
Image
Image

New torture chamber in Tenements (black skull door):
Image

Black skull!
Acquired after killing the 3 minibosses in the secret map accessed through Bloodfalls. Like the green and purple keycards, this key will remain in your inventory across all levels, and will grant you access to very useful shortcuts later in the game.
Spoiler: (Open)
Image
Image
Image

Auto-Stims!
Like Heretic's quartz flask, but fancier. Heals 10% health and will automatically be used when your health drops below 50% (or you can use them manually whenever). Dropped by some monsters and can also be found scattered around the SST maps. You can carry 9 max.
Spoiler: screenshot (Open)
Image

Security robots!
These friendly mechs are armed with miniguns and rocket pods. They can help take some of the heat off of you during larger fights.
Spoiler: screenshots (Open)
Image
Image

Better invasion experience!
All players start invasion maps with a Magnum and fully-automatic AR-10 to better deal with the first few waves. Invasion spawners have also been changed to include the new monsters added in this version. The next version may also include a "Utility Gun" for spawning turrets, sandbags, and mines!


Better skin integration!
The included ZandroSkins version now includes Master Chief! Many skins have also had extra sounds added for SST's burning/ragdoll deaths. (Any additional skins to be used with SST must still be edited to include "class = Player" in SKININFO, however. This is still being looked into.)


We're also testing out an optional jukebox add-on, powered by tracker modules! (15 tracks, less than 20mb) It's a mix of dark ambient, industrial, and metal tracks that I kinda like. If you have any good trackers to add, please send them to me!

You also no longer need to explicitly include skulltag_content-3.2-beta2.pk3 in your launcher/command-line when loading SST, as it will now automatically be loaded so long as skulltag_content-3.2-beta2.pk3 is in your main PWAD folder. This allows you to simply drag+drop the Super Skulltag pk3 onto Zandronum.exe without having to highlight multiple files (if you use the drag+drop method). You don't need to check the "Skulltag content" checkbox on TSPG, either.


also MAXWELL!
Spoiler: CAT (Open)
Image

[Download links in first post]



Planned for the next upcoming version:
  • Voting system to prevent players from leaving the current map without majority approval (like what always happens in Strife/Hexen coop)
  • More weapon upgrades:
    -Dragon's Breath for the Magnum
    -multi-rocket pods for Rocket Launcher
    -napalm grenades and paint grenades for grenade launcher
    -poison/radiation BFG9000
    -20mm conversion for Minigun (slower fire rate, but heavy ripper/railgun-type damage)
    -smart plasma (mild homing)
  • login system to save weapons/upgrades
  • better ragdolls
  • better gibs for larger monsters
  • scope for Railgun
  • finish Doom2 remake maps (Help wanted!)
  • implement new features that will be in Zandro 3.3
  • optional sprite/voxel alternatives for the 3D models to make the mod slightly friendlier to non-OpenGL players



Love you guys. <3 Thanks for continuing to support the mod's development after all these years. :igor:


As usual, if you find any bugs or have any suggestions, let us know!]]>
<![CDATA[Re: Zombie Horde 2 :: Reply]]> 2026-02-13T20:05:07+00:00 2026-02-13T20:05:07+00:00 https://zandronum.com/forum/viewtopic.php?f=58&t=9379&p=119428#p119428 :small_orange_diamond:Zombie Horde 2 Beta 3 :small_orange_diamond:

The next major version is here, and this one is absolutely packed with changes and new features!
This is the biggest update made so far, and a single message isn't big enough to contain all of the changes.
  • Added newmappack support, adding 12 new legacy maps to the mod!
  • A new weapon, called the Riot Gun
  • New obituary system!
  • Many fixes and improvements to existing legacy maps!
  • Many other quality of life improvements and bugfixes!
Patch notes have been included which (hopefully) lists all changes that this version has undergone.

All official servers have also been updated with this new version.
Click here to view all servers in WebDoomer.

Enjoy this new version and see you all in game! :sunglasses:

This is a combined release, including the new beta and devbuild. Please see the patch notes for features.

:small_blue_diamond: Click here to view all latest versions :small_blue_diamond:

Beta v3.0.0 downloads
:small_blue_diamond: Click here to download the pk3 :small_blue_diamond:
:small_blue_diamond: Click here to download the mod package :small_blue_diamond:

Devbuild v3.0.0 download
:small_blue_diamond: Click here to download the devbuild :small_blue_diamond:
zh2_beta_v3.0.0_patchnotes.txt
]]>
:small_orange_diamond:Zombie Horde 2 Beta 3 :small_orange_diamond:

The next major version is here, and this one is absolutely packed with changes and new features!
This is the biggest update made so far, and a single message isn't big enough to contain all of the changes.
  • Added newmappack support, adding 12 new legacy maps to the mod!
  • A new weapon, called the Riot Gun
  • New obituary system!
  • Many fixes and improvements to existing legacy maps!
  • Many other quality of life improvements and bugfixes!
Patch notes have been included which (hopefully) lists all changes that this version has undergone.

All official servers have also been updated with this new version.
Click here to view all servers in WebDoomer.

Enjoy this new version and see you all in game! :sunglasses:

This is a combined release, including the new beta and devbuild. Please see the patch notes for features.

:small_blue_diamond: Click here to view all latest versions :small_blue_diamond:

Beta v3.0.0 downloads
:small_blue_diamond: Click here to download the pk3 :small_blue_diamond:
:small_blue_diamond: Click here to download the mod package :small_blue_diamond:

Devbuild v3.0.0 download
:small_blue_diamond: Click here to download the devbuild :small_blue_diamond:
zh2_beta_v3.0.0_patchnotes.txt
]]>
<![CDATA[Re: IWAD detecting code? :: Reply]]> 2026-02-05T01:30:03+00:00 2026-02-05T01:30:03+00:00 https://zandronum.com/forum/viewtopic.php?f=11&t=10031&p=119418#p119418
TDRR wrote:
Fri Sep 18, 2020 9:22 pm
There's reliable ways to detect the game (Doom, Hexen, Heretic or Strife) but no real easy way to detect Doom 1 or Doom 2 specifically. The only way I can think off the top of my head, would be using an ACS OPEN script with Stricmp, StrMid and StrParam to get and compare the map lump name to the ExMx format, set a map variable and another script that sets this map var as it's result value. The check itself is separate so as to reduce the performance impact of doing it every time a monster needs to use it.
In Zan 3.2.1+, we have ACS technology:

Code: Select all

int lump_index = LumpOpen("DEMO4", 0);
if(lump_index >= 0 && LumpGetInfo(lump_index, LUMP_INFO_SIZE) == 3286)
{
    LumpClose(lump_index);
    log(s:"It's Ultimate DOOM time.");
}
https://zdoom.org/w/index.php?title=Lump_filtering doesn't work for me in Zandronum, but that's the better way to do it in UZDoom]]>
TDRR wrote:
Fri Sep 18, 2020 9:22 pm
There's reliable ways to detect the game (Doom, Hexen, Heretic or Strife) but no real easy way to detect Doom 1 or Doom 2 specifically. The only way I can think off the top of my head, would be using an ACS OPEN script with Stricmp, StrMid and StrParam to get and compare the map lump name to the ExMx format, set a map variable and another script that sets this map var as it's result value. The check itself is separate so as to reduce the performance impact of doing it every time a monster needs to use it.
In Zan 3.2.1+, we have ACS technology:

Code: Select all

int lump_index = LumpOpen("DEMO4", 0);
if(lump_index >= 0 && LumpGetInfo(lump_index, LUMP_INFO_SIZE) == 3286)
{
    LumpClose(lump_index);
    log(s:"It's Ultimate DOOM time.");
}
https://zdoom.org/w/index.php?title=Lump_filtering doesn't work for me in Zandronum, but that's the better way to do it in UZDoom]]>