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Blake00

Quest for Glory IV 3D (ZDoom Hexen mod) WIP

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UPDATE 2 - 21/08/2017

 

WARNING: This mod no longer works with the latest versions of GZDoom! Most of the music tracks don't play (unless triggered by a script event), the sky's are all wrong, it ignores my cluster settings and you can't escape the your hotel window room at night in map 14 resulting in the demo being unfinishable and players missing out on a whole stack of content. Clearly it's not liking my old MAPINFO and I'm stumped as to how to fix it. :( Until I resolve these issues I recommend you play my mod with GZDoom 1.8.2 or ZDoom 2.7.1. Apologies for the inconvenience.

 

If anyone can see the issue with my MAPINFO please let me know!

 

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UPDATE 1 - 07/07/2017

 

Hi guys,

 

Been a crazy few months since releasing my Star Trek Doom and Quest for Glory IV 3D Hexen mods to the world last year. I originally thought that my Star Trek Doom level would be the big hit but boy was I wrong lol! QFG4-3D got featured in January on Rock, Paper Shotgun! and then if that wasn't crazy enough PC Gamer the largest gaming mag in the world decided to do a feature QFG4-3D in the number 1 spot of their top 10 downloads section! They did this in both their March US and Feb UK editions. I couldn't believe it as my stuff is a joke compared to the amazing mods they normally feature lol!! I'd been getting PC Gamer UK since I was a boy and never once did I ever think that something I'd made would end up in their magazine. Almost brought a happy tear to my eye.. almost haha. :P

 

However unfortunately that's where the good news ends..

 

I've been informed from fans that both my mods are no longer working with the newest versions of GZDoom. I'm guessing there were some big changes as so much stuff is broken now. :( I'll look into trying to fix everything!

 

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ORIGINAL POST - 03/12/2016

 

Hi guys :)

I figured it was finally time to drop by the Doom communities and publicly announce my 2 ZDoom projects, this one is my Hexen mod, the Quest for Glory IV 3D project. After years of tributing other peoples awesome QFG fan games at Blake's Sanctum I decided to have a go at making my own QFG fan game.

QFG4 3D is a total conversion single player mod for Hexen with the ZDoom enhancement (also looks pretty good in GZDoom). The mod contains new levels, textures, decoration, weapons, monsters, NPCs, cutscenes, music & sounds taking players on an old-school linear 3D action adventure set in the world and story of the great classic Sierra game Quest for Glory IV - Shadows of Darkness.

I've always enjoyed Doom editing and have been working on a Star Trek Doom level for many years so I thought it would be fun to take the world and story of QFG4 and use it as a template for a Hexen mod. Hexen players who don't know QFG may not get a big kick out of it but if you enjoy total conversion Hexen mods with lots of story elements, adventure & new graphics then perhaps you'll enjoy my mod.

Before any QFG fans here say it I'd like to say that QFG4 doesn't need to be in 3D, nor is my project an attempt to convert every single part of the game to 3D (if you want to do everything in QFG4 then go play QFG4 haha). I created QFG4 3D just for fun and to see if I could actually do it lol. Plus it was rather fun to create new areas/views not seen in the original game (eg I show more of the town & give you 360 degree views of each original game location). So if others happen to enjoy this project too then that's a bonus.

Hope you guys enjoy this first demo below. Be warned that it will likely be a while before there's another demo, I've spent nearly 2 years on this & my other Star Trek Doom project and have sacrificed a lot. I'm burnt out & want to do other things, including getting back to PLAYING games instead of making them lol!


Bonus01.png GScreenshot01.png Screenshot04.png GScreenshot02.png
GScreenshot07.png Screenshot12.png Screenshot05.png GScreenshot03.png


For more information, more screenshots, animations+descriptions of all weapons & monsters you'll face, and of course the download links for the demo and required files check out my QFG4 3D website here:
Blake's Sanctum – Quest for Glory 4 3D


Weapon03.gifMonster03.gifMonster05.gifWeapon09.gif


If you just want to see it without all the hassle then here's a playthrough/walkthrough video series I made..

Part 1 - Character Selection, Dark One Cave, Swamp, South Western Forest & Rusalka Lake.
qgJdCzQ.png

Part 2 - Rusalka Lake, North Western Forest, Borgov Castle Gate, Town Gate, Exploring Town, Burgomeister Office, General Store & Adventurers Guild.
https://youtu.be/tD8SwPYLuQc?list=PLZqnaGtTZxFYPoZDeuw0YobE6gBd_w9Z9

Part 3 - Adventurers Guild, Thieves Guild, Monastery, Monastery Basement, Exploring Town, Dr Cranium's Lab & Hotel Mordavia.
https://youtu.be/DXTXZzOG3cU?list=PLZqnaGtTZxFYPoZDeuw0YobE6gBd_w9Z9

Part 4 - Hotel Mordavia, Exploring Town at Night, Nikolai's House, Town Gate, Central Forest at Night & Graveyard Wraith Battle.
https://youtu.be/4PbrDEsst-M?list=PLZqnaGtTZxFYPoZDeuw0YobE6gBd_w9Z9

Part 5 - Graveyard Wraith Battle, South Eastern Forest, Eranas Peace & Storming Borgov Castle.
https://youtu.be/vuOBCFzsd38?list=PLZqnaGtTZxFYPoZDeuw0YobE6gBd_w9Z9

Note: My wad contains some things from Realm667 mod packs and a few other mod packs. They have been credited in my ReadMe file.

 

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BGx3xEC.gif
Blake's Sanctum:
- Total Conversion mods: Quest for Glory 4 3D Hexen, Star Trek Doom 2, & Star Wars Civilization 2
- Game Shrines: Age of Wonders, Babylon 5 Fan Games, Command & Conquer, Elder Scrolls Series, Dune Games, Final Fantasy, Freelancer, Heroes of Might & Magic, Master of Magic, Quest for Glory Series, Starflight, & Star Trek Games
- Movie & TV Shrines: Lord Of The Rings & Hobbit, & Star Trek
- Emulation

Edited by Blake00

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Oh dang!

I love the QfG games. I might actually say that they are Sierra's best games? Probably.

Man, I'm actually super stoked for this. Running around interpretations of these spaces in doomy 3D is the thing I never knew I wanted. The screenshots look fantastic. Can't wait to check it out when I get home.

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Nicely done recreating the areas from QfG. Those screenies look really good and are quite faithful to the originals; props! Only thing I can dig up to say bad about them is that the architecture doesnt look very zDoom-y. Given all its capabilities, there's no reason why some of those buildings can't be made to appear more faithful to the originals (and a bit less boxy perhaps, too), as so many of the other shots do.

That one, minor nitpick aside, this looks like a lot of fun! I'll be keeping an eye on this for sure.

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Thanks guys! Very kind of you all. :)

Fonze said:

Only thing I can dig up to say bad about them is that the architecture doesnt look very zDoom-y. Given all its capabilities, there's no reason why some of those buildings can't be made to appear more faithful to the originals (and a bit less boxy perhaps, too), as so many of the other shots do.

That one, minor nitpick aside, this looks like a lot of fun! I'll be keeping an eye on this for sure.


Yeah I can't argue with you on that mate. Personally I feel the starting Cave and the Town are the 2 areas needing more work as I was pretty much a zdoom/doombuilder novice when I worked on them. After working on the rest of QFG4 3D and then spending most of this year on my Star Trek doom level my abilities are much better than they were back when I was working on the QFG town in 2015. Don't get me wrong I spend months getting all those buildings done as all the little window ledges & shutters etc too forever to get right but I'm sure I can make them even more detailed and improve the textures (originally just used default hexen ones pretty much). Only issue is I'll probably need to switch the project from ZDoom to GZDoom as the town area is already very slow in ZDoom due to all those little floating objects used for windows and 2nd story areas etc. It just can't handle the hundreds of floating objects.

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just played trough the beta.
as a person whos never played an original qfg game i must say the atmosphere of the environments really catched me, and i cant wait to find out more about this universe.
keep on going, some really great stuff so far!

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Fun idea, looks well executed too! I was raised on those games, so much character in them.

Fun that John Rhys-Davies was the narrator in QfG4. (Gimli from LoTR, Professor in Sliders, etc)

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On 14/12/2016 at 9:58 PM, omegamer said:

just played trough the beta.
as a person whos never played an original qfg game i must say the atmosphere of the environments really catched me, and i cant wait to find out more about this universe.
keep on going, some really great stuff so far!


Thanks man, glad you liked it! :) Oh yes the QFG series is imo the best point & click adventure series of all time it had a lot of things other famous point & click adventure series didn't have such as full combat encounters, rpg skills & abilities (similar to Morrowind style) and the ability to save your character at the end of the game and load it into the sequel with all stats, skills & spells preserved (eg like Mass Effect). On top of all that it had great worlds, soundtracks, stories, characters and puzzles.

My quest for glory page is filled with pictures & videos from the 5 QFG games if you're curious about them. I think I saw someone posting a couple of days ago that the old series is on sale on Steam & GoG at the moment too!
http://blakessanctum.x10.mx/Games/QFGSeries/

On 16/12/2016 at 7:40 AM, PsychoGoatee said:

Fun idea, looks well executed too! I was raised on those games, so much character in them.

Fun that John Rhys-Davies was the narrator in QfG4. (Gimli from LoTR, Professor in Sliders, etc)


Thanks man. :) Yeah he visited my city for Comicon this year, I went & wanted to ask him about QFG4 but chickened out as I've previously heard he hated the experience calling it the "CD-Rom from hell" haha.

Edited by Blake00

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Sadly, the newest stable version of GZDoom (2.4.0) doesn't want to play with this lovely mod.  It starts to load, then give me this error before closing:

 

"Script error, "QFG4_3D.wad:DECORATE" line 2298:
Expected '(', got 'WRTH'.

 

 

Also, I got my Quest for Glory Anthology manual signed by John Rhys-Davis at a con last year.  He was pretty awesome, and has apparently forgotten about recording the game.  :-p

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ah cr*p.. thanks for letting me know man.. looks like both my mods are in real trouble due to the GZDoom update.

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Hi guys,

 

Been a crazy few months since releasing my Star Trek Doom and Quest for Glory IV 3D Hexen mods to the world last year. I originally thought that my Star Trek Doom level would be the big hit but boy was I wrong lol! QFG4-3D got featured in January on Rock, Paper Shotgun! and then if that wasn't crazy enough PC Gamer the largest gaming mag in the world decided to do a feature QFG4-3D in the number 1 spot of their top 10 downloads section! They did this in both their March US and Feb UK editions. I couldn't believe it as my stuff is a joke compared to the amazing mods they normally feature lol!! I'd been getting PC Gamer UK since I was a boy and never once did I ever think that something I'd made would end up in their magazine. Almost brought a happy tear to my eye.. almost haha. :P

 

However unfortunately that's where the good news ends..

 

I've been informed from fans that both my mods are no longer working with the newest versions of GZDoom. I'm guessing there were some big changes as so much stuff is broken now. :(

 

My Star Trek Doom wad will load if added to the GZDoom ini as usual, however if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting this error:
Script error, "STDoomExtras.wad:DECORATE" line 2356:
Script error, "STDoomExtras.wad:DECORATE" line 2356:
Tried to define class 'Leaf1' more than twice in the same file.
It wasn't be defined twice before and it still isn't now so I don't know what that one's about as the holodeck forest leaves still work just fine when the game is started the other way.
Then even if you do get into the game I've discovered that nearly all my star trek music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays doom tracks (main menu & end sequences appear to sound fine though), my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings overriding mine), I'm now getting the stupid Doom Score/kills screen in-between my level jumps, I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2, and finally I seem to get a regular Doom Intermission briefing screen at the end of the game before my end game intermission sequences. So clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms.

 

As for my Quest For Glory 4-3D wad that wouldn't even load all! Just via adding to the GZDoom ini and trying to start it triggers this error:
Script error, "QFG4_3D.wad:DECORATE" line 2298:
Expected '(', got 'WRTH'.
This part isn't my stuff and is from the 'Chiller' monster from Realm 667. Appears to no longer like the fact that the author ProjectAngel uses the "A_Jump" command without any parameters. The wiki talks about it have a jump chance range of 0-255 so I don't know what value using A_Jump on its own originally did but for now I just chucked in a (0,0) to shut it up and that got me into the game lol. However much like with Star Trek Doom if I try to load any of the levels in DoomBuilder using the new GZDoom as the test engine the game fails to start due to me getting another error:
Script error, "QFG4_3DExtras.wad:DECORATE" line 4060:
Script error, "QFG4_3DExtras.wad:DECORATE" line 4060:
Tried to define class 'Wizard' more than twice in the same file.
Like with the leaf I don't get why the new GZDoom is unhappy about Wizard as its not being used twice and it's not complaining about my Paladin & Thief characters which are setup the same way.
Then just like with ST Doom even if you do get into the game I've discovered that nearly all my QFG music tracks are no longer playing (unless its a track triggered by a linedef event) and it just plays Hexen tracks (main menu & end sequences appear to sound fine though), I can't access my Wizard character start (likely due to the above issue), flame torches don't light up in level 1, my sky's seem to be mixed up now (presumably the default lvl 1,2,3 etc sky settings), I'm no longer getting my intermission briefing screen when going from cluster 1 to cluster 2 and it seems to play elsewhere at the wrong moment (presumably using default hexen level clusters instead of mine), I now can't seem to exit via the hotel window which is was just a linedef level teleport from 14 to 15 making the demo unfinishable (visit cheat seems to take me to hexen levels instead of mine from 14 onwards), and as a result I can't test my end game intermission sequences so who knows whether they're broken too. So once again clearly a lot of my old MAPINFO stuff is no longer compatible with the newer GZDooms.

 

Before anyone says it yes I have no doubt that these problems are due to newer versions of GZDoom being less tolerant of bad coding lol! Unfortunately I'm rather useless at Doomscript so I have no idea how to fix these problems at this stage so for the moment my wads are unplayable unless you're using an older GZDoom version (the wads were originally built & tested using GZDoom 1.8.2 and ZDoom 2.7.1 ). Sorry guys!!! :(

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Got some help on the double issues elsewhere. Doombuilder was loading my assets and because I already had them in the GZDoom ini it was double loading them (the old GZDoom obviously let me get away with it haha). That solved the double leaf issue (as there's no leaf in Doom) and I renamed the Wizard to WIT-Wizard (you're a graduate from QFG's Wizard's Institute of Technocery so that'll do for now lol) to solve the double Wizard problem as there's a Wizard in Hexen that the old GZDoom didn't care about me overriding.

 

So far as I can tell all that's left are the music, skys and cluster group bugs in both STDoom & QFG4-3DHexen which all point to the new GZDoom not liking my old MAPINFO.

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