Zagemod (v1.3.6 Preview, Page 16)

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR 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.

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

Postby silentzora » Wed Jul 31, 2019 1:04 pm

DabbingSquidward wrote:No, not for queueing monsters. But you can queue gibs too. So, instead of disabling blood and gore entirely, you can set a soft limit to how many gibs can exist at the same time. Since this is controlled by the sv_corpsequeuesize CVar, everyone can set this to their preference depending on their computer performance. If you set it to 1000 (which you likely never reach in vanilla maps anyway), and an 1001th gib piece is spawned, the oldest in the game is removed from play. WildWeasel's Accessories to Murder uses this to limit the amount of blood splats on floors and ceilings, because they're 3D models.
https://github.com/wildweasel486/ww-doo ... enudef.txt, line 37

I'll keep it in mind for blood and gibs. By default, blood sticks around for 30 seconds, and gibs stick around for 60, though this will be customizable in the next release. I think you'll be hard pressed to generate over 1000 gibs in that amount of time, though 64 would be quite easy to do. I dunno. Kinda on the fence on this one.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

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

Postby DabbingSquidward » Wed Jul 31, 2019 1:07 pm

Like in the example I linked on the previous page, you can add a slider to the Zagemod options menu, with the minimum & maximum values and the increments per step. You can label it "max blood and gore" or something similar.
User avatar
DabbingSquidward
 
Joined: 08 Nov 2017
Location: Germany

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

Postby silentzora » Wed Jul 31, 2019 2:51 pm

DabbingSquidward wrote:Like in the example I linked on the previous page, you can add a slider to the Zagemod options menu, with the minimum & maximum values and the increments per step. You can label it "max blood and gore" or something similar.

I've gone ahead and implemented this feature for blood and gibs in the dev version. I can say there's a marked improvement in performance now. Still need to play with the menu a little bit so I can make it all customizable, but still, definitely a good idea. Thanks for the suggestion.

Incidentally, I'm also going through and trying to optimize some VFX with the NoInteraction flag. It's better, but not where I want it to be just yet. The mod does chug a bit for me on Scythe 2's MAP30, but at least it's not as bad as it was in the last official release. I'll keep poking at it and see what else I can optimize.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Re: Zagemod (v1.3.5 Released, Page 16)

Postby silentzora » Mon Aug 12, 2019 3:34 pm

Zagemod v1.3.5 is now live! New version fixes bugs from previous release, and heavily optimizes gore code. View the changelog for details.

Download Zagemod v1.3.5

Changelog:
Spoiler:
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Re: Zagemod (v1.3.5 Released, Page 16)

Postby Iniquitatis » Tue Aug 13, 2019 9:26 am

Ouch. It's getting messy. =)



Thanks for the update, by the way!
User avatar
Iniquitatis
 
Joined: 24 Oct 2009
Github ID: Iniquitatis
Operating System: Windows Vista/7 64-bit
Graphics Processor: nVidia (Modern GZDoom)

Re: Zagemod (v1.3.5 Released, Page 16)

Postby silentzora » Tue Sep 03, 2019 11:10 am

Zagemod v1.3.6 is on the way, and will be featuring some new enemies to fight. But while I'm working on the next release, something came to my attention recently that needs to be addressed.

The previous release contains a nasty game crashing bug, and it's related to the corpse queue system. When I implemented the system for the blood and gibs, I did so incorrectly. The way it's set up currently is that blood and gibs are added to the queue when spawned, but when they disappear due to their timer elapsing, they aren't actually removed from the queue. So, when it comes time for them to be removed from the game world, and they no longer exist, GZDoom crashes hard.

This will be fixed in the next release. It's already been fixed in the development built, but the update isn't quite ready for release yet. In the meantime, if you are having problems regarding an Access Violation related crash, please go into Zagemod Settings under Options and set the Blood and Gibs Queue option to -1 to disable queueing. This restores the original behavior for blood and gibs, and should suffice until the update is ready to go.

No ETA on the next update.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Re: Zagemod (v1.3.5 Released, Page 16)

Postby Captain J » Tue Sep 03, 2019 10:49 pm

You're doing great as usual. Looking forward to it!
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: Zagemod (v1.3.5 Released, Page 16)

Postby Kaptin » Thu Sep 05, 2019 2:25 am

I really hope that new update brings us scavenger mod for ammunition so I won't waste shotguns shells because my shotgun has 99 bullets and it swallows the whole pack of 25 bullets to refill my one bullet.
User avatar
Kaptin
 
Joined: 07 Sep 2018
Operating System: Windows 10/8.1/8 64-bit

Re: Zagemod (v1.3.5 Released, Page 16)

Postby DabbingSquidward » Thu Sep 05, 2019 3:10 am

Kaptin wrote:I really hope that new update brings us scavenger mod for ammunition so I won't waste shotguns shells because my shotgun has 99 bullets and it swallows the whole pack of 25 bullets to refill my one bullet.


https://github.com/argv-minus-one/gzdoom-use-to-pickup

This should do what you want. It's autoload ready and in the options you can bind a key to toggle it on and off. With it, items are only picked up when pointed at and 'used'. Kinda like in RPGs like Fallout or Elder Scrolls.
User avatar
DabbingSquidward
 
Joined: 08 Nov 2017
Location: Germany

Re: Zagemod (v1.3.5 Released, Page 16)

Postby silentzora » Thu Sep 05, 2019 7:15 pm

Kaptin wrote:I really hope that new update brings us scavenger mod for ammunition so I won't waste shotguns shells because my shotgun has 99 bullets and it swallows the whole pack of 25 bullets to refill my one bullet.

I have no plans to implement Smart Scavenger or anything similar into the mod.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Re: Zagemod (v1.3.5 Released, Page 16)

Postby silentzora » Mon Sep 09, 2019 9:22 am

Showing off some of the new features in v1.3.6, so far. Been a while since I shot a vid of anything.



New features of note:
* New zombie variants, including a Possessed Soldier inspired variant from Doom 2016
* Bullet tracers, can be toggled on/off in menu
* Updated HUD to NC HUD v2.6.0, can manually set hud colors now
* Gore no longer crashes game (whew!)

To do:
* More zombies (scientists, anyone?)
* Returning Imp variants from previous projects
* A "f*ck it, spawn everything" option for zombies 'n imps
* One explodey boi
* ...Maaaaaybe some sorta rocket zombie? Iunno, haven't decided yet

More to come.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Re: Zagemod (v1.3.5 Released, Page 16)

Postby Kaptin » Fri Sep 13, 2019 11:38 am

silentzora wrote:Showing off some of the new features in v1.3.6, so far. Been a while since I shot a vid of anything.



New features of note:
* New zombie variants, including a Possessed Soldier inspired variant from Doom 2016
* Bullet tracers, can be toggled on/off in menu
* Updated HUD to NC HUD v2.6.0, can manually set hud colors now
* Gore no longer crashes game (whew!)

To do:
* More zombies (scientists, anyone?)
* Returning Imp variants from previous projects
* A "f*ck it, spawn everything" option for zombies 'n imps
* One explodey boi
* ...Maaaaaybe some sorta rocket zombie? Iunno, haven't decided yet

More to come.

Hey, nice work but I wanted to ask if there is going to be smooth doom patch so animations get more smooth and easier to react to them if it's already there then sorry for asking.
User avatar
Kaptin
 
Joined: 07 Sep 2018
Operating System: Windows 10/8.1/8 64-bit

Re: Zagemod (v1.3.5 Released, Page 16)

Postby silentzora » Fri Sep 13, 2019 12:12 pm

Kaptin wrote:Hey, nice work but I wanted to ask if there is going to be smooth doom patch so animations get more smooth and easier to react to them if it's already there then sorry for asking.

There will not be a Smooth Doom patch. It would require a complete overhaul of the mod, and a ton of spritework. I also wouldn't call it a patch.
User avatar
silentzora
Dead from the neck up. Also dead from the neck down.
 
Joined: 04 Jan 2004
Discord: silentzorah#1233

Previous

Return to Gameplay Mods

Who is online

Users browsing this forum: Hellstorm Archon, mrtaterz, Ribo Zurai and 12 guests