Search found 460 matches

by silentzora
Fri Jul 11, 2025 9:33 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.7 RELEASED, pg 26)

I don't want to sound like a smartass, but wouldn't it be a good idea to update the first post? Anyway, so much time and effort went into this. So, at this point: thank you so much for this great mod! Kind regards I fixed the download text. The link actually goes to the update, it was just labeled ...
by silentzora
Thu Jul 10, 2025 8:17 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.7 RELEASED, pg 26)

i know some weapons have flashlight but i like flashlight++, theres any way to play with the mod or is imposible? just asking, your mod is one of my favs Yes, you can use flashlight++ with Zagemod. I've seen some folks using it on Youtube, just set a separate keybind and you're golden. Doesn't ...
by silentzora
Thu Jul 10, 2025 2:18 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.7 RELEASED, pg 26)

Zagemod v1.7 is out now! mXLzKmd22vA Download Zagemod v1.7 Changelog: -- General -- * Pickup messages are now mostly colored by type. Powerups are colored by powerup color. * Reduced vertical spread for the Chaingun. (5 -> 1.5) * Increased horizontal spread for the Chaingun. (5 -> 5.6) * Reduced ...
by silentzora
Wed Jul 09, 2025 6:26 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.6 RELEASED, pg 25)

Hey guys, I'm alive. I got caught up in the bot protection mess a few months ago (and pairing that with my mom passing away around the same time, I've been having a rough few months). Update on the next version drop, v1.7 is pretty much done. All I have left to do is just shoot an announcement vid ...
by silentzora
Fri Feb 21, 2025 10:29 am
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.6 RELEASED, pg 25)

Zagemod v1.6 is now LIVE! New update includes a whopping 14 new weapons, the Ice Bomb for SlayerGuy, balance tweaks, bug fixes, and more! See changelog below. Changelog: -- General -- * Removed custom sky for Sigil. * Changed Commander Keen mass to 100. * Decreased ammo obtained from pistols. (8 ...
by silentzora
Tue Feb 11, 2025 7:16 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.6 Announced, pg 25)

Hey all. So, I've got some good news and bad news. The good news is that Zagemod v1.6 is more or less ready to launch. The bad news is, there's a nasty bug with one of the weapons that freezes it entirely and prevents you from being able to use other weapons or do much else. I'm doing lots and lots ...
by silentzora
Wed Oct 23, 2024 12:29 pm
Forum: Bugs [GZDoom]
Topic: A_LookEx FOV Still Broken?
Replies: 2
Views: 1734

Re: A_LookEx FOV Still Broken?

Just a head up, since I never made a weapon. The wiki page about A_Look and A_LookEx talks about monsters and not missiles. It might be the problem? It wasn't an issue before. Whether it's marked with the MONSTER combo or not, the behavior is the same. As far as I know, this was properly targeting ...
by silentzora
Sat Sep 28, 2024 7:01 pm
Forum: Bugs [GZDoom]
Topic: A_LookEx FOV Still Broken?
Replies: 2
Views: 1734

A_LookEx FOV Still Broken?

I'm still having an issue with A_LookEx in the v4.13 dev builds. I've got a BFG projectile that arcs between enemy targets, six arcs in total. However, currently, all six arcs now target one single target, whichever is closest with disregard for FOV, instead of a wide range of targets depending on ...
by silentzora
Fri Aug 16, 2024 9:16 am
Forum: Feature Suggestions [GZDoom]
Topic: Overridable Level Intermissions
Replies: 1
Views: 2083

Overridable Level Intermissions

With a recent increase in custom intermission scripts for IWADs, it'd be cool to be able to set these up as overridable so that mods with INTERPICs can replace them if applicable. This would be useful if you're autoloading intermission scripts, for example, DevilMyEye's Doom 2 intermission screen ...
by silentzora
Sun Aug 11, 2024 12:24 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.6 Announced, pg 25)

Zagemod v1.6 is in development. Here's a new look at the Tri-Rocket Launcher, which will replace AlphaGuy's RPG.


Yes, I am planning support for Legacy of Rust/ID24.
No, I don't currently have an ETA.
by silentzora
Fri Dec 08, 2023 4:53 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.5 Released, pg 24)

Zagemod v1.5.1 is now live! Changelog: -- General Changes -- * Reworked some animations via ANIMDEFS. * Glowing liquids now have animated lighting. * Increased damage for S3 Plasma Rifle by 40% (5 -> 7) * Decreased primary fire rate for S3 Plasma Rifle by (3 -> 4) * Increased Heavy Assault Rifle ...
by silentzora
Mon Jun 26, 2023 12:44 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.5 Released, pg 24)

Zagemod v1.5.1 is in the works. This QoL update will include some rebalanced weaponry for MarineGuy and some general enhancements, including but not limited to glowing flat animated heights and vanilla flat animation oscillation. The update is not intended to be a major content update, but it does ...
by silentzora
Thu Dec 29, 2022 10:56 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.5 Released, pg 24)

AvzinElkein wrote: Thu Dec 29, 2022 10:51 pmAny reason why there's all those error messages, then?
A small percentage of them are just little errors in my code. The rest are support for wads that you're not currently running with Zagemod. Ignore them. This is normal behavior.
by silentzora
Thu Dec 29, 2022 10:20 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.5 Released, pg 24)

This may be a problem; I just hope I loaded it in the right order. GZDoom 4.10.0 - 2022-12-04 15:23:05 +0100 - SDL version Compiled on Dec 5 2022 OS: Linux Mint 20.3, Linux 5.4.0-135-generic on x86_64 GZDoom version 4.10.0 W_Init: Init WADfiles. adding /opt/gzdoom/gzdoom.pk3, 672 lumps adding /opt ...
by silentzora
Sun Dec 25, 2022 2:55 pm
Forum: Gameplay Mods
Topic: Zagemod (v1.7 RELEASED, pg 26)
Replies: 394
Views: 147614

Re: Zagemod (v1.5 Released, pg 24)

I'm still alive. Know what else is? Zagemod v1.5 is now live! 6K5fJ91Ixyo Changelog: -- General Changes -- * Argent Cells now give two BFG shots instead of one. * Added recoil to Auto Shotgun. * BFG2016 ammo system reworked. One shot requires 30 cells. * Eliminated D-12 Chaingun's spinup per Eternal ...

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