Zagemod (v1.3.4 Released, Page 14)

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Re: Zagemod (v1.3.4 Released, Page 14)

Postby Mister Neauxbauxdeay » Sat Jun 29, 2019 6:12 pm

Just confirmed that the S3 Plasma Rifle's altfire does not alert enemies when used, even though the main fire mode does that bit just fine.
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby silentzora » Sat Jun 29, 2019 6:20 pm

Mister Neauxbauxdeay wrote:Just confirmed that the S3 Plasma Rifle's altfire does not alert enemies when used, even though the main fire mode does that bit just fine.

Fixed, thanks for the report. Looking at the code, that looks like it's been broken since release. Download's been updated with the hotfix.

LOLANONIMUS wrote:[EDIT]I'm new to attach

Unfortunately, no, I can't fix this. I think what's going on is that I'm using a feature only available in recent GZDoom builds that Delta Touch doesn't support. I recommend downloading the latest official GZDoom release.
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby LOLANONIMUS » Sat Jun 29, 2019 9:07 pm

I tell you something nise to use gzdoom for pc but good what you do is already and I really appreciate this beautiful mod
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby ShockwaveS08 » Sun Jun 30, 2019 12:42 pm

Any plans on implementing a CVAR that either...

1) limits the amount of blood and gibs on the map at any given time
or
2) makes the excess gibs fade away after a configurable timed delay?
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby silentzora » Sun Jun 30, 2019 12:44 pm

ShockwaveS08 wrote:Any plans on implementing a CVAR that either...

1) limits the amount of blood and gibs on the map at any given time
or
2) makes the excess gibs fade away after a configurable timed delay?

Haven't thought about it, no. Might be worth looking into. Either that, or a CVAR that just disables them entirely. I'll have to think on it.
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby Yebudoom » Mon Jul 01, 2019 4:30 am

It's high time I praised this great mod.

I took interest in Zagemod when I was in search of something similar to Final Doomer+, one od my favourites. Let me say, it (Zagemod) didn't disappoint. It's now up there with my fav gameplay/weapon Doom mods, alongside Weapons of Saturn, FD+, DRL Arsenal, D4T, Highway to Hell, High Noon Drifter... I think it could make it to the top 3 even.

And you always push for new stuff and constant updates, I love it.

Fav classes are ST-Guy, Alpha Guy, Quakeguy and Zoragal.

I had intended to suggest swapping the recent kick animation for something else, it looked too ballet-like, imo. Thus it didn't pack a punch (pardon the pun). But you've just swapped it in the new version for something new and better. Lucky me.

Still, one suggestion, if I may: consider swapping Quakeguy's single shotgun sprite with something more akin to Doom 64's shotty. It looks more similar to OG Quake's imo. But maybe that's just me.

Anyway, I love the mod. Keep up the good work and thank you.
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby Kaptin » Fri Jul 12, 2019 3:19 pm

I found bug armor bonuses regular ones refills your armor at 199% instead 200%
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby silentzora » Fri Jul 12, 2019 3:26 pm

Kaptin wrote:I found bug armor bonuses regular ones refills your armor at 199% instead 200%

Not a bug, see changelog. Armor bonuses only replenish to 199% now while wearing green armor, to guarantee that the player is able to pick up the Mega Armor if found, without having to damage themselves. While wearing Mega Armor, it will replenish to 200%.
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Re: Zagemod (v1.3.4 Released, Page 14)

Postby Kaptin » Fri Jul 12, 2019 4:47 pm

silentzora wrote:
Kaptin wrote:I found bug armor bonuses regular ones refills your armor at 199% instead 200%

Not a bug, see changelog. Armor bonuses only replenish to 199% now while wearing green armor, to guarantee that the player is able to pick up the Mega Armor if found, without having to damage themselves. While wearing Mega Armor, it will replenish to 200%.


Wouldn't be better just add ability to double press space to pick up blue armor? when you have 200% Also i would suggest adding scavenger mod so ammo boxes won't give you only 2 bullets
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