A randomizer mod for GZDoom that unites elements of the Doom, Quake and Wolfenstein series into a mod that never plays the same twice and is always a blast to play. Featuring one hundred weapons, an expanded bestiary, and awesome powerups. Requires GZDoom v4.2 or newer or LZDoom 3.8.x (BARRING GZDOOM 4.9.x). WILL NOT WORK WITH ANYTHING OLDER OR PORTS LIKE ZANDRONUM OR SKULLTAG.

Post news Report RSS A Painful Setback

GFDI...I've run into a setback that's hurt a lot...

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This one hurts a bit to post, I'm not gonna lie.

9.2 is still indeed in the works, that's not changing; however, I've run into a setback, though unintentional, of my own making.

Basically, somehow, some way, my Doom folder got moved into a temporary folder I was using to house some Tabletop Simulator assets I was creating. I was done with those assets, so I did my usual thing and shift-deleted the folder. Ouch, there goes my entire Doom collection...but I can recover it, right? So I try that. I botch the process, and lose the latest WIP of ZX 9.2. I had a backup on my laptop...which has gone on the fritz, lovely...but I've gotten most everything back. Mostly.

See, the trouble is that the backup was *five months old*, and I'd made some significant changes to the mod in the intervening time (coupled with the shift to a new, desktop-based rig generously donated by two very, VERY good friends), including various remastered sounds, converting the technician's Ion Rifle to run on static charge instead, and introducing quick-melee on every weapon.

That's all gone. I've lost five months' work, and I've got to piece it all back together. It's not a matter of if I CAN-- because I certainly can, nothing was irreplaceable. It's just...disheartening to lose all that, especially because of a dumb mistake I had no idea I committed until it was too late.

Sorry, folks-- ZX 9.2 won't be coming out this year. I never assign myself hard deadlines on this stuff; I do hope to recover to where I was before and release 9.2 sometime around midway next year.

With this, I'm going to modify the update plan, too-- 9.2 will basically be a "spit and polish" release, 9.3 will have the new weapons and some A/V improvements, and finally 9.4-- how fitting, I was born in '94-- will be (presumably) the final major content update by way of bringing in more monsters to the proceedings, and finally have the monster blurbs in the menu, rounding out the game info available just a menu or two away.

To tell you the truth, the monster blurbs for the Game Info menu were the main obstacle to releasing 9.2 as just a little tide-over "mild" update...but in my infinite dumbassery I got ahead of myself. Look where that got me.

Oh well...I'll fix it. Eventually. I need to be more incremental about this stuff, like I swore I'd be.
(EDIT 10/15/23) Oh, and the final weapon count, when I pull everything together, will be 112, not 111-- I came up with another Classy Bastards weapon concept and matching class.

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