Zagemod (v1.5.1 Released, pg 25)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Artman2004
Posts: 196
Joined: Sat Aug 31, 2019 11:59 pm

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by Artman2004 »

This no longer supports LZDOOM for some reason.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

Artman2004 wrote:This no longer supports LZDOOM for some reason.
It was not designed for LZDoom. The text file clearly states it is designed for GZDoom.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

"Is this compatible with Br*tal Doom?"


"Well, yes, but no."

Optional Bolognese addon coming in next version.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

Adding brightmaps to the mod. Most of the IWAD assets are covered by the Real667 release, but a heavy amount of custom work has been done for Zagemod-specific assets.



v1.4 coming whenever.
User avatar
Dr_Cosmobyte
Posts: 2755
Joined: Thu Jun 04, 2015 9:07 pm
Location: Killing spiders.

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by Dr_Cosmobyte »

Great news!
User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by Captain J »

Looking great there, Zora! I see that my metadoom-inspired monster sound effects are quite working still!
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

Captain J wrote:Looking great there, Zora! I see that my metadoom-inspired monster sound effects are quite working still!
Of course, your monster sounds are perfect, still. I just still screw around with weapon sounds, lol :lol:
User avatar
Nems
Posts: 689
Joined: Wed Jan 12, 2005 1:09 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: Your forum thread

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by Nems »

Just had a random thought/inquiry while I was playing with Zagemod: do you have any plans to add more monsters from other Doom games into the mod? The main one that kept popping in my head is the Mother Demon from D64 as either a Cyberdemon and/or Spider Mastermind spawn considering the Nightmare Imps and Nightmare Spectres are in the mod. :P I like that there's plenty of monster variety in the mod while still staying pretty close to the vanilla monsters.

Looking forward to the next release in any event! :D
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

Nems wrote:Just had a random thought/inquiry while I was playing with Zagemod: do you have any plans to add more monsters from other Doom games into the mod? The main one that kept popping in my head is the Mother Demon from D64 as either a Cyberdemon and/or Spider Mastermind spawn considering the Nightmare Imps and Nightmare Spectres are in the mod. :P I like that there's plenty of monster variety in the mod while still staying pretty close to the vanilla monsters.

Looking forward to the next release in any event! :D
Mother Demon is probably a no, though admittedly, I have thought of it from time to time. Might make a fun E4M8 boss. Could maybe do a checksum comparison for that level. Maybe for the end of Lost Episode by Xaser.

Iunno. I'll think on it.
User avatar
Enjay
 
 
Posts: 26517
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by Enjay »

Cage did a nice Doom-style mother demon sprite set if that helps:

viewtopic.php?f=37&t=61718

HorrorMovieGuy already made an enemy out of it too:
viewtopic.php?f=43&t=61724
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.3.6 RELEASED, Page 16)

Post by silentzora »

Enjay wrote:Cage did a nice Doom-style mother demon sprite set if that helps:

viewtopic.php?f=37&t=61718

HorrorMovieGuy already made an enemy out of it too:
viewtopic.php?f=43&t=61724
Oh yes, I'm familiar. I've seen it in D64D2. I just haven't decided whether or not I want to implement it.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.4 RELEASED, Page 17)

Post by silentzora »

Zagemod v1.4 is now live!



Changelog:
Spoiler:
Download Zagemod v1.4
Mogh
Posts: 3
Joined: Sun Jan 12, 2020 10:21 pm

Re: Zagemod (v1.4 RELEASED, Page 17)

Post by Mogh »

Is it possible to get zageSkies.pk3 to work with DOOM Wadsmoosh because right now it doesn't work for me.
User avatar
silentzora
Posts: 450
Joined: Sun Jan 04, 2004 6:24 pm
Contact:

Re: Zagemod (v1.4 RELEASED, Page 17)

Post by silentzora »

Mogh wrote:Is it possible to get zageSkies.pk3 to work with DOOM Wadsmoosh because right now it doesn't work for me.
Unfortunately, not in its current state, it isn't. I'd need to add a map checksum check for every map in every IWAD to do that. Considering most people just use the standard IWADs, I didn't see it as necessary to do. I'll see about reworking it in the future, though.
Mogh
Posts: 3
Joined: Sun Jan 12, 2020 10:21 pm

Re: Zagemod (v1.4 RELEASED, Page 17)

Post by Mogh »

Cool, how long into the future would you rework it, such as Zagemod 1.5??
Post Reply

Return to “Gameplay Mods”