Zagemod (v1.4 RELEASED, Page 17)

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

Postby Artman2004 » Wed Oct 16, 2019 6:16 pm

This no longer supports LZDOOM for some reason.
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Re: Zagemod (v1.3.6 RELEASED, Page 16)

Postby silentzora » Wed Oct 16, 2019 6:23 pm

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

Postby silentzora » Tue Nov 05, 2019 1:03 pm

"Is this compatible with Br*tal Doom?"


"Well, yes, but no."

Optional Bolognese addon coming in next version.
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Re: Zagemod (v1.3.6 RELEASED, Page 16)

Postby silentzora » Tue Dec 24, 2019 3:16 pm

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

Postby GAA1992 » Tue Dec 24, 2019 4:25 pm

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

Postby Captain J » Wed Dec 25, 2019 3:11 am

Looking great there, Zora! I see that my metadoom-inspired monster sound effects are quite working still!
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Re: Zagemod (v1.3.6 RELEASED, Page 16)

Postby silentzora » Wed Dec 25, 2019 11:02 am

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

Postby Nems » Tue Jan 07, 2020 2:50 pm

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

Postby silentzora » Tue Jan 07, 2020 2:58 pm

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

Postby Enjay » Tue Jan 07, 2020 3:09 pm

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

Postby silentzora » Tue Jan 07, 2020 4:17 pm

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

Postby silentzora » Sun Jan 12, 2020 7:31 pm

Zagemod v1.4 is now live!



Changelog:
Spoiler:


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

Postby Mogh » Sun Jan 12, 2020 10:24 pm

Is it possible to get zageSkies.pk3 to work with DOOM Wadsmoosh because right now it doesn't work for me.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Mon Jan 13, 2020 8:11 am

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

Postby Mogh » Mon Jan 13, 2020 12:18 pm

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