Concept of the DSC:

- maximum available graphics quality.

DSC uses absolutely all the technologies available in gzdoom. Development is carried out on the test builds of the engine and at any time synchronized with the new features of future versions. The developers guarantee that at the time of release - DSC will use absolutely all the graphical features of GZdoom.
For ease of launch, DSC package will contain the latest 32/64 bit versions of GZdoom.

- elastic, mod-friendly gameplay with an automatic increase if difficulty and some RPG elements.

DSC uses a dynamic system of monsters and items spawn on the map, which depends on the overall progress in each episode of the game.
DSC is designed in such a way that any mod that works adequately on the original doom2 cards will work correctly in DSC as well.
The DSC uses a rank system. There are achievements which depend on the number of murders committed by the player throughout the game and add some additional ability according to your current rank.

- DSC is infinite.

Each map of each episode can be played any number of times - without starting the game from begin.
Each time you play any map you will receive a different set of monsters. Each time harder and more.
At the same time you will receive new ranks with their abilities.
Each time receiving a larger number of enemies you have will be the appropriate enhance to deal with them.

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It's been a long time since our last update. Nothing special this time. We have released a repackaged version that fixes incompatibilities with the latest GZDoom engines.

> DSC-1.0.2

Troubleshooting:

1. If you can't hide the rank window, try binding dscRankMenu to any available key, or rebinding with a console command:
bind i dscRankMenu.

2. If there are too many or too few monsters for your taste, try adjusting the "Monster Spawn Ratio" in the settings menu of Doomslayer Chronicles. This can be done at any time.

~Bifurcator & Black Edition Team

Doom Slayer Chronicles Update 1.1 is coming

Doom Slayer Chronicles Update 1.1 is coming

News 10 comments

Soon will be released update 1.1 with the correction of the most important shortcomings of the project.

Doom Slayer Chronicles: Release Trailer (01/09/2018)

Doom Slayer Chronicles: Release Trailer (01/09/2018)

News 9 comments

We have come a long way and are now ready to confirm the release date of Doom Slayer Chronicles on 01-09-2018.

Doom Slayer Chronicles: Release date and compatibility with mods

Doom Slayer Chronicles: Release date and compatibility with mods

News 3 comments

Hi there! We are glad to announce that DSC release date is scheduled for September 1, 2018!

Doom Slayer Chronicles getting closer to release

Doom Slayer Chronicles getting closer to release

News 7 comments

Release date of Doom Slayer Chronicles is scheduled for fall 2018 For now the project is 100% complete. Final testing and bug fixing are in progress.

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DSC-1.0.2

DSC-1.0.2

Full Version 8 comments

This is standalone repacked version containing GZDoom 4.10.0

DSC 1.0.1 patch

DSC 1.0.1 patch

Patch 11 comments

Fix of "gl_lens" error in last GZDoom versions. Set the file after all other resources.

DSC textures packs

DSC textures packs

Texture 8 comments

DSC texture packs for separate download. To reduce the size of the further updates texture packs spread separately.

Doom Slayer Chronicles V1.0 - Full

Doom Slayer Chronicles V1.0 - Full

Full Version 110 comments

This is the full version with texture packs of different resolutions and GZDoom 3.5.1 Modern engine.

Post comment Comments  (0 - 10 of 198)
CaptPatrick01
CaptPatrick01 - - 124 comments

I additionally had to comment out flag.fp, grass.shader, lava.fp, fireplace.fp, frensel.fp, sky.fp and skydiff.fp reliant shaders from the GLDEFS to get it to load in Vulkan, on top of water.fp which is borked on both GL and Vulkan.

On the plus side, doing this made it run on VKDoom, and it is SMOOTH as butter there, even with a... somewhat overloaded Brutal Doom setup.

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cacruiks1
cacruiks1 - - 14 comments

Can I upload my remixed doom slayer chronicles in the files

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Massacher
Massacher - - 23 comments

updated to latest version

Now I get this error when I try and launch it


Execution could not continue.

Shader 'water' could not be compiled:
ERROR: 0:67: '' : array size must be a constant integer expression
ERROR: 0:67: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.


It was working fine last night when I tested it. How do I fix this?
I've cleared the shader cache in AMD Adrenaline. Still the same error.

Here is the console dump:

OS: Windows 11 (or higher) (NT 10.0) Build 22631

GZDoom version 4.10.0
W_Init: Init WADfiles.
adding C:/DoomSlayerChronicles/data/gzdoom.pk3, 672 lumps
adding C:/DoomSlayerChronicles/data/game_support.pk3, 2559 lumps
adding C:/DoomSlayerChronicles/data/Doom.wad, 2306 lumps
adding C:/DoomSlayerChronicles/data/game_widescreen_gfx.pk3, 214 lumps
adding C:/DoomSlayerChronicles/data/DSC-1.0.2.pk3, 793 lumps
adding C:/DoomSlayerChronicles/data/DSC-1.0.2.pk3:dsc.wad, 85 lumps
adding C:/DoomSlayerChronicles/data/DSCmaterialPack.pk3, 231 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Speakers (Realtek(R) Audio)
EFX enabled
I_Init: Setting up machine state.
CPU speed: 3400 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 7 5800X3D 8-Core Processor
Family 25 (25), Model 33, Stepping 2
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
Invalid data encountered for texture DSC-1.0.2.pk3:textures/lut.psd
Texture BSEWALL1 has invalid dimensions (0, 0)
Script warning, "DSC-1.0.2.pk3:textures.txt" line 859:
Unknown patch 'BSEWALL1' in texture 'BSEWALL1'

ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Attempt to get invalid state Incative from actor SkyViewpointMover.
Attempt to get invalid state Incative from actor SkyViewpointDestroyer.
script parsing took 132.64 ms
You must use addkeysection first.
R_Init: Init Doom refresh subsystem.
DecalLibrary: Load decals.
M_Init: Init menus.
P_Init: Init Playloop state.
Unknown terrain Lava
Unknown terrain Lava
Unknown flat BLOOD3D
ParseSBarInfo: Loading custom status bar definition.
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
Vulkan device: AMD Radeon RX 7900 XTX
Vulkan device type: discrete gpu
Vulkan version: 1.3.262 (api) 2.0.283 (driver)
Max. texture size: 16384
Max. uniform buffer range: -1
Min. uniform buffer offset alignment: 16
Resolution: 2560 x 1440

Execution could not continue.

Shader 'water' could not be compiled:
ERROR: 0:67: '' : array size must be a constant integer expression
ERROR: 0:67: '' : compilation terminated
ERROR: 2 compilation errors. No code generated.

edit:
I downloaded the latest version of GZDoom (v4.11.3) but still no joy. Why is it giving me a shader error all of a sudden?!??

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Sgt_Viktor_mark_III
Sgt_Viktor_mark_III - - 62 comments

´´No Russian´´-Makarov-CoD:MW2(2009)

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kod_connect
kod_connect - - 8 comments

There will be repacked version with GZDoom 4.10 soon

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Guest
Guest - - 689,817 comments

This comment is currently awaiting admin approval, join now to view.

Guest
Guest - - 689,817 comments

I just wanted to come here and say nice song choice for your release trailer I love DISTURBED and I have to say "The Vengeful One" was VERY good choice

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plasmations
plasmations - - 7 comments

Guys, if you're using a GZDoom version which isn't compatible with this, I found a way to fix the problem.
All you need to do is unzip the dsc pk3 (change extension to zip then unzip).
Go to:
DSC-master >> CODE >> ZSCRIPT >> EVENTHANDLERS >> StaticShaderControl.zsc
Open StaticShaderControl with any text editor, go to line 90, and comment out the line of code there (add a // at the beginning).
Here's what the line of code should look like:
// Cvar.GetCvar("gl_lens",players).SetInt(0);
Save it, then run GZDoom with DSC-Master and the other things as well.

You're welcome.

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DR!Evil666
DR!Evil666 - - 6 comments

Perfect...I can't run it for squat on my current computer even with the low res packs but I made a note for what I did and will just hang on to it till I upgrade one day, thanks man!

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fourTH3MA573R
fourTH3MA573R - - 5 comments

I'm trying to play on Mac. I opened the folder and extracted the mod files, but when I opened it, I heard 1 second of music and then got this error.

VM execution aborted: Attempt to change CUAR'gl_lens' outside of menu code
Called from CVar.SetInt (Native]
Called from SDPWHScreenEffects.RenderOverlay at
DSC-1.0.pk3:code/zscript/eventhandlers/staticshadercontrol.zsc, line90

any doomers got a fix?

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