-- General Changes --
* Set FLOORCLIP flag on RPG.
* Unmaker lasers now inherit from FastProjectile.
* Unmaker laser trail behavior more closely mimics the behavior in Doom 64.
* Tightened Unmaker spread.
* Set a proper MissileType for Nailgun projectiles.
* Set a proper MissileType for Lava Nails.
* Changed the tagline for the BFG2704.
* Renamed lt_enable CVAR to gp_loot.
* Renamed cs_enable CVAR to gp_ammo.
* Renamed bexp_enable CVAR to gp_bexp.
* Renamed fs_enable CVAR to fx_step.
* Renamed sl_enable CVAR to fx_lowhp_sg.
* Disabled READ THIS! menu when running Ultimate Doom. Come on. The game's been out since 1993. I think we know how it works.
* Mjolnir now discharges when using primary fire underwater.
* Set a proper MissileType for Shotgun Slugs.
* Split Combat Shotgun behavior into two weapons: Combat Shotgun (SlayerGuy) and Breach Shotgun (MarineGuy).
* Gave Combat Shotgun a new cocking sound.
* Halved damage of EMG pistol while firing with a partial charge. It was doing *WAY* too much damage.
* Replaced sprites for the Pulse Rifle. (Credit: zrrion the insect)
* Changed Pulse Rifle's altfire sound.
* Arc Cannon now plays its up sound when ready to fire.
* Improved Gauss Cannon ammo depleted sprite.
* Changed fire sound for Plasma Bolter.
* Changed MarineGuy's fire sound on the ending cast call screen.
* Updated Gunnery Sergeant's sprites.
* Powerups now play their wear-off sounds three seconds before wearing off. (Coding: XTerra, ThatBlindGuy)
* Unloaded HUDAMMO ACS module from memory. (NC HUD handles this anyway, no need to keep track of ammo twice.)
* Standard Trooper with a rifle is back.
* Painsaw no longer plays its up sound when throwing grenades or hitting the Melee key.
* Removed ten corpses from Dead Sergeant. They were all just recolors of the same thing.
* Moved ShotgunSpawner and ChaingunSpawner to Filter folder.
* Armor Bonuses are capped at 199 while wearing green Armor.
* Glass shards from destroyable lamps now lay around for ten seconds before disappearing.
* Glass shards from destroyable lamps now bounce half as much.
* Removed explosive death filters from all player classes. They didn't work anyway.
* Set NoDamageThrust flag for poison gas.
* Removed Explosive damage type from all direct-hit projectiles.
* Added Explosive damage type to A_Explode calls for future implementation. I may or may not get to this. Haven't decided.
* Incendiary Launcher has been renamed to Hellfire Launcher.
* Updated fist sprites. (Credit: TheAdamantArchvile)
* Increased kickback for quick melee by 4x.
* Changed idle sounds for barrels.
-- Additions --
* Added new lighting definitions for the Railgun.
* Added new option that disables Railgun lighting.
* Added new alerts to notify the player of achieving 100% kills, items, or secrets.
* Added new option that disables map stat reporting.
* Added new option that toggles bonuses counting as items. Also affects whether or not they are always picked up.
* Implemented the NC HUD into Zagemod. Replaces old HUD.
* New weapon: Breach Shotgun! Security-issue shotgun with a shortened barrel specifically for breaching doors in Mars City. Comes with armor piercing slugs. For MarineGuy. (Sprites: TorridGristle, Eriance)
* Added new option that disables zombie randomization (only classic zombies).
* Added new sounds for slug impacts (world).
* Added idle sounds to the following weapons:
- Pulse Rifle
- BFG9000
- Added idle sound to Railgun
- Arc Cannon
- Plasma Bolter
- S3 Plasma Rifle
- Plasma Rifle
- Plasma Prototype
- BFG2704
- BFG10K
- XBFG
- Plasma Rifle Mk4
- Gauss Cannon
- BFG-2016
* Added some new quit messages, with addon recommendations.
* Added two new Imp variants. (Sprites: Vader, ItsNatureToDie)
* Added new CVAR to toggles Imp variation spawns.
* Added new Pinky variants. (Sprites: IMX, HorrorMovieGuy)
* Added new CVAR to control Pinky variation spawns.
* Added new Spectre variant. (Sprites: HorrorMovieGuy)
* Added new Trooper variant, the Lance Corporal. Rapid Fire Trooper behavior. (Sprites: Marty Kirra; Sounds: Marty Kirra, Blue Vertigo)
* Added new Sergeant variant. (Sprites: Taggart)
* Added spawner to replace stealth Sergeants.
* Added Staff Sergeant (Rifle Trooper) to stealth Sergeant spawner.
* Added Gunnery Sergeant (SSG Zombie) to stealth Sergeant spawner.
* Added two new Trooper corpses.
* Added eight new Demon corpses.
* Added Sergeant Major to stealth Sergeant spawner.
* New Weapon: Accelerator Rifle! Man-portable particle accelerator, converted into a rifle by HikariTek. This'll liquify a few things. For ZoraGal.
* Added option that allows SSG to spawn in Ultimate Doom. Disabled by default.
* Added option to disable decorative sound loops.
* Added new player class selection menu, with custom player portraits. (Code: Kinsie; Graphics: Kinsie, TheDOOMGuy, Derrick Drysdale)
* Added option to force vanilla damage fomulas. Disabled by default.
-- Bug Fixes --
* Changed keycards and skullkeys back to Keys instead of CustomInventory.
* Fixed Berserk timer not resetting when picking up a second Berserk pack.
* Added minimum rip level to Baron of Hell.
* Added TIF_NOTAKEINFINTE flag to all A_TakeInventory calls relating to ammo consumption.
* Fixed Pulse Rifle going fullbright in some circumstances.
* Fixed Thunderbolt negating damage amplification sounds.
* Fixed muzzle flash on S3 Plasma Rifle's altfire.
* Fixed some gibs attempting to display nonexistent frames upon stopping.
* Fixed QuakeGuy death animation.
* Correctly assigned Scattergun to do Buckshot damage.
* Correctly assigned Riot Shotgun's altfire to do Buckshot damage.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 1:41 am
by Captain J
Very cool and most wanted Update of all time. Nice work!
However, i was wondering, would you care for making Zoragirl's katama widescreen friendly? Because it's not really friendly on my 1680x1050 Monitor!
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 3:26 am
by namsan
Hey thanks for the update.
I like nightmare imps.
I think kicking could use a bit longer cool-down time to emphasize its attack power, because I think current doomguys kick bit too fast.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 10:03 am
by silentzora
Captain J wrote:However, i was wondering, would you care for making Zoragirl's katama widescreen friendly? Because it's not really friendly on my 1680x1050 Monitor!
Consider it done.
It's just a quick hackjob, but it works. Download link has been updated with the hotfix.
namsan wrote:I think kicking could use a bit longer cool-down time to emphasize its attack power, because I think current doomguys kick bit too fast.
The kick only does five more damage than the standard punch - Its main use is kickback or just striking an enemy that got too close now. I'll see if I can add an extra frame or two in-between, but that's about it. I don't want the player to be defenseless.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 10:54 am
by Thorogrimm
Hi. Just gotta say how impressed I am with this new update, many welcome changes have been implemented and the overall gameplay feels much better. I'm loving the new hud as it isn't so specific to the current class you chose, and the new enemy variants are terrific! Helmets off to you
Just a quick note, I seem to keep getting the error 'runaway script "HB_loop" terminated'?
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 11:33 am
by silentzora
Thorogrimm wrote:Just a quick note, I seem to keep getting the error 'runaway script "HB_loop" terminated'?
Seems to be a problem with the heartbeat loop. For some reason, the hb_delay CVAR doesn't set right, and defaults to zero. I'll hardcode the script to have a delay of 30 (what the default should be) and see if that resolves the issue.
Download has been updated with the second hotfix.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 1:30 pm
by Iniquitatis
While I love the NC HUD, I still don't think it fits nicely with vanilla-style mods. Maybe it could be an optional thing?
Also, this goddamn line between the barrels and a muzzle flash has been annoyed me for years in various mods. IIRC, it's a GZDoom bug (I honestly can't call it a feature), but it could be avoided by merging the weapon with its flash into a single sprite.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 1:41 pm
by silentzora
Iniquitatis wrote:While I love the NC HUD, I still don't think it fits nicely with vanilla-style mods. Maybe it could be an optional thing?
Also, this goddamn line between the barrels and a muzzle flash has been annoyed me for years in various mods. IIRC, it's a GZDoom bug (I honestly can't call it a feature), but it could be avoided by merging the weapon with its flash into a single sprite.
I don't know how I would be able to make the HUD optional. From what I understand, it involves setting a HUD class in MAPINFO. I don't know ZScript for shit, so I'm not sure how I would go about rewriting the original Zagemod HUD code to ZScript, or making the old HUD a toggle-able thing. If someone else has any suggestions on this, please let me know, as I would like to make the original HUD an optional feature.
With the "line between barrels" thing with the SSG, I'm not sure I understand what line you're talking about. However, rest assured, the muzzle flash has been merged with the weapon sprite in Zagemod's case, and has been since its initial release. I don't know how I would go about fixing this.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 1:43 pm
by phantombeta
Iniquitatis wrote:Also, this goddamn line between the barrels and a muzzle flash has been annoyed me for years in various mods. IIRC, it's a GZDoom bug (I honestly can't call it a feature), but it could be avoided by merging the weapon with its flash into a single sprite.
It's not a bug at all. It's simply what happens if you include part of the weapon sprite in the muzzleflash and make the muzzleflash fullbright. Even vanilla (with the original EXE) has this with its sprites. What can and should be done in such cases is to only include the flash itself in the flash sprite.
Though, based on silentzora's post, this isn't even that issue - it's just an error in the firing sprite itself.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 2:36 pm
by Iniquitatis
silentzora wrote:snip
I'm talking about this horizontal line.
phantombeta wrote:It's not a bug at all. It's simply what happens if you include part of the weapon sprite in the muzzleflash and make the muzzleflash fullbright. Even vanilla (with the original EXE) has this with its sprites. What can and should be done in such cases is to only include the flash itself in the flash sprite.
Though, based on silentzora's post, this isn't even that issue - it's just an error in the firing sprite itself.
Yes, I do understand the reason of this... Ahem... Sorry, it's still a visual bug. Even if it came from vanilla.
Actually, it doesn't matter, if it's something wrong with code or with sprites, while it's giving bad results.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 2:39 pm
by silentzora
Iniquitatis wrote:I'm talking about this horizontal line.
Yes, I do understand the reason of this... Ahem... Sorry, it's still a visual bug. Even if it came from vanilla.
Actually, it doesn't matter, if it's something wrong with code or with sprites, while it's giving bad results.
It does matter what's causing it, because it determines whether it's something I can deal with myself, or something that the GZDoom devs have to deal with. Fortunately, it's the former. But you'll have to be patient with me, as I don't have a lot of time to work on spriting today.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 2:43 pm
by Iniquitatis
Sure, it does matter for the developer, but not for the player/consumer/end user.
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 3:46 pm
by LOLANONIMUS
Hello, there is no error in the mod when I play it in the Android emulator delta touch the error says "1 errors when analyzing DECORATE scripst" can be solved?
[EDIT]I'm new to attach
files
Re: Zagemod (v1.3.4 Released, Page 14)
Posted: Sat Jun 29, 2019 4:59 pm
by silentzora
LOLANONIMUS wrote:Hello, there is no error in the mod when I play it in the Android emulator delta touch the error says "1 errors when analyzing DECORATE scripst" can be solved?