I had a first try in playing a Chex Quest level set, Chex Quest: The Lost Quest. One thing is immediately apparent, the new death and pain animations of flemoids are nowhere to be seen.
Just gave it a shot, and I'm afraid there's not much I can do about that, sorry. For some reason, The Lost Quest guys decided to replace the Flemoids with custom enemies that behave exactly like the existing Flemoids--and because the Lost Quest operates off Chex Quest 1 rather than Chex Quest 3, replacing them with the existing Flemoids would result in a lot of sprite borking (for example, Cyclops Flemoids being invisible).
Which is a shame, really, since I think it's one of the most promising Chex Quest mods out there.
Also, the ammo counters are colored green in Chex Quest in Zandronum but they're correctly color yellow in ZDoom. Is that another limitation of Zandronum?
It's more that Chex Quest 3 has custom font colors to turn red and gold/yellow into slime green respectively, which is the same reason you pick up a single armor bonus and the counter turns green as well.
It's very possible (and very easy) to deal with that by including the default font color and/or including a new font color file, but I'd be incredibly interested in seeing if that'd mess with any other wads and their custom font colors.
Found a couple of things though. The blue marks that are normally momentarily left on walls by Doomguy's plasma rifle look different in Chex Quest. They're colored red and circular and they're off-center.
Will fix, thank you.
Weapons don't auto switch when empty/ammo is insufficient for use:
-Phoenix Rod
-BJ's Rocket launcher
-Firestorm
-Wraithverge
Is there any extra information you can give on this? I just gave them all a shot and they seem to work fine for me.
could you add dynamic lights to the zorch pain and death animations of the flemoids?
Noted and added for the cosmetic improvements section, thank you.
When loading a saved game, the mugshot of the character that was being played when you started is still used. For example, I boot up Zandronum and Doomguy is automatically chosen. I load my Corvus saved game, and DooMGuy's face is still there.
For now, starting a new game with the desired character and loading the saved game again will fix this. Unless like, you wanted to play as DooMGuy with Corvus' weapons. :)
Oogh, that's really worrying. I'll have to figure out what's going on with that, and/or if it's fixable.
The boss monologues are pretty awesome, by the way. It adds character to otherwise distant just-the-boss-at-the-end-of-the-game enemies. Really sets up for the final showdown. :)
Thank you very much! I had a lot of fun writing them.