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.
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Nov 05, 2019 1:03 pm
by silentzora
"Is this compatible with Br*tal Doom?"
"Well, yes, but no."
Optional Bolognese addon coming in next version.
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Dec 24, 2019 3:16 pm
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.
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Dec 24, 2019 4:25 pm
by Dr_Cosmobyte
Great news!
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Wed Dec 25, 2019 3:11 am
by Captain J
Looking great there, Zora! I see that my metadoom-inspired monster sound effects are quite working still!
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Wed Dec 25, 2019 11:02 am
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
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Jan 07, 2020 2:50 pm
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. 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!
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Jan 07, 2020 2:58 pm
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. 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!
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.
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Jan 07, 2020 3:09 pm
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
Re: Zagemod (v1.3.6 RELEASED, Page 16)
Posted: Tue Jan 07, 2020 4:17 pm
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.
Re: Zagemod (v1.4 RELEASED, Page 17)
Posted: Sun Jan 12, 2020 7:31 pm
by silentzora
Zagemod v1.4 is now live!
Changelog:
Spoiler:
-- General Changes --
* Re-implemented Archvile crusher pain/death sequence, except better.
* Gave actors with colored blood their own blood types (for replacement)
* Gib spawning lines now have their own spawner actors in XDeath state.
* Changed VFX Queue option in Zagemod Settings from a slider to an option value.
* Greatly increased the VFX Queue cap.
* Teleporter flats no longer glow fullbright. Because teleporter mazes.
* Flats are no longer fullbright, and instead either use brightmaps or are not illuminated at all.
* Reworked all ambient glows for flats.
* Converted Nazi gib sprites to truecolor PNG.
* Changed Commando's firing animation.
* Added VFX Queueing Arachnotron and Mancubus projectile VFX.
* Converted sprite CZV1F1 to truecolor PNG.
* Updated fire sound for BFG10K.
* Updated Heavy Chaingun's muzzle flash.
* Updated cocking sound for Scattergun.
* Nudged frames in Imp's XDeath sequence.
* Converted Pinky1 sprites to truecolor PNG.
* Changed flying blood's radius from 8 DMU -> 1 DMU.
* Former Humans no longer share dynamic lights with players.
-- Additions --
* Added replacements for the following monsters:
- MarineRocket
- MarineBerserk
- MarineFist
- MarineChainsaw
- MarinePistol
- MarineShotgun
- MarineSSG
- MarineChaingun
- MarinePlasma
- MarineRailgun
- MarineBFG
- ScriptedMarine
(Sprites: DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag)
* Added brightmaps for IWAD assets. (Credit: Virtue, Z86)
* Added brightmap for SIGIL exit texture.
* Added brightmaps for Zagemod assets.
* Added custom sky for No Rest for the Living, zagemod.pk3 only.
* Added custom sky for SIGIL, zagemod.pk3 only. (Sorry, John.)
-- New Extras --
* Bolognese addon! Customized Bolognese addon specifically for use with Zagemod. (This is about as "brutal" as it's going to get, folks. Take it or leave it.)
-- Bug Fixes --
* Fixed Riot Shotgun allowing altfire with 0 ammo.
* Fixed startup crash in LZDoom.
* Fixed pistol Trooper spawning with the wrong sprites.
* Removed A_KillMaster call from Revenant.
* Removed A_KillMaster call from Hell Knight.
* Fixed improperly placed translucent pixels in POS2F5.
* Fixed stray pixels in BOSAP2P8.
* Fixed crash related to corpse queueing, blood, and deep water.
* Fixed firing animation for Heavy Commando.
* Fixed Heavy Commando firing WAY too many bullets.
* Fixed infinite recursion crash on Railgun scope with 0 ammo.
* Fixed some graphical inconsistencies for the Missile Launcher's fire sequence.
* Fixed Arachnotron plasma debris not being removed from the game under some circumstances.
* Fixed Corporal not killing its spawner.
* Fixed *gasp sound for all players.
* Fixed Plasma Bolter not playing its cooldown animation when releasing the altfire key if there is ammo left in the cell.
* Fixed bug where Mjolnir would not alert enemies with its primary fire.
* Added missing lights for Mjolnir.
* Added missing Demon Spawns option in Zagemod Settings. CVAR is there, just forgot to add the option. Oops.
* Fixed incorrect Raise animation for Commando 2.
* Fixed stray pixel in sprite MAGOB1.
* Fixed stray pixel in sprite MAGOD1.
* Hopefully fixed more instances where the game can crash from the corpse queue system.
* Fixed incorrect Raise sprites for Trooper 2.
* Fixed incorrect Raise sprites for Blind Mech Pinky.
* Fixed incorrect Raise sprites for Belphegor.
* Removed A_KillMaster call from Cacodemon.
Is it possible to get zageSkies.pk3 to work with DOOM Wadsmoosh because right now it doesn't work for me.
Re: Zagemod (v1.4 RELEASED, Page 17)
Posted: Mon Jan 13, 2020 8:11 am
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.
Re: Zagemod (v1.4 RELEASED, Page 17)
Posted: Mon Jan 13, 2020 12:18 pm
by Mogh
Cool, how long into the future would you rework it, such as Zagemod 1.5??