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

Posted: Mon Jan 13, 2020 2:31 pm
by silentzora
Mogh wrote:Cool, how long into the future would you rework it, such as Zagemod 1.5??
Possibly v1.4.1. But at my own leisure.

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

Posted: Mon Jan 13, 2020 4:18 pm
by Mogh
Ok, good, also nice mod, I'd rate this in my top 10 best DOOM mods of all time. :)

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

Posted: Tue Jan 14, 2020 3:55 pm
by Nems
Gonna give this a spin in Doom Core Delta. Will provide my thoughts after after I play through it. <3

I do have a question about one of the things in the changelog though: what WADs have Marine replacements? I can't recall off the top of my head at the moment any custom WADs that utilize them.

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

Posted: Tue Jan 14, 2020 5:01 pm
by silentzora
Nems wrote:Gonna give this a spin in Doom Core Delta. Will provide my thoughts after after I play through it. <3

I do have a question about one of the things in the changelog though: what WADs have Marine replacements? I can't recall off the top of my head at the moment any custom WADs that utilize them.
Mainly ZDoom based mods. Ultimate Torment & Torture, Extermination Day, and Cheogsh 2 come to mind.

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

Posted: Sun Jan 19, 2020 2:08 am
by Nems
Ah, nice! I think I'll hold off on playing through the Cacoward stuff I downloaded so I can give those a shot with the latest Zagemod. :D

Really digging the brightmaps you added. <3

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

Posted: Thu Jan 30, 2020 2:00 pm
by EmperorGrieferus
Is there any way to use new skies separately from this mod?

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

Posted: Thu Jan 30, 2020 2:13 pm
by silentzora
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?
Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.

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

Posted: Thu Jan 30, 2020 2:29 pm
by EmperorGrieferus
silentzora wrote:
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?
Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.
Another question.
Is it possible to recompile it for GZDoom 2.4.0?
I just don't play newer versions for some reasons.

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

Posted: Thu Jan 30, 2020 2:55 pm
by silentzora
EmperorGrieferus wrote:
silentzora wrote:
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?
Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.
Another question.
Is it possible to recompile it for GZDoom 2.4.0?
I just don't play newer versions for some reasons.
2.4.0? Not without killing a lot of functionality in the mod. If you need to use something older, I recommend using LZDoom. I had to go back and fix a bug in the previous major release to get it to run on it. It's basically GZDoom's latest revision, only designed to run on legacy hardware.

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

Posted: Thu Jan 30, 2020 3:01 pm
by EmperorGrieferus
Ok, thanks.
Sorry for disturbing.

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

Posted: Thu Jan 30, 2020 3:28 pm
by VecterStroke
I have noticed some weapons in the decorate code that are not present in game, such as
Spoiler:
are these going to be added to a futures version, or are they just leftover code?

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

Posted: Thu Jan 30, 2020 4:06 pm
by silentzora
VecterStroke wrote:I have noticed some weapons in the decorate code that are not present in game, such as
Spoiler:
are these going to be added to a futures version, or are they just leftover code?
Leftover code from initial design specs. I could go back and add them at some point, but to be honest, I kinda sorta... Forgot about them. lol :lol:

If there's enough interest, I probably wouldn't mind adding them in the future.
Spoiler:

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

Posted: Sat Feb 22, 2020 12:59 pm
by TheOldKingCole
So I may have asked this before, but is there any reason why the pistol reloads despite no other weapon, other than the ssg, does so?

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

Posted: Sat Feb 22, 2020 1:00 pm
by silentzora
TheOldKingCole wrote:So I may have asked this before, but is there any reason why the pistol reloads despite no other weapon, other than the ssg, does so?
To counter balance its increased fire rate and accuracy.

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

Posted: Mon Mar 16, 2020 1:10 am
by Dwailing
Suggestion, is there any chance you could implement a cvar for the amount of health/armor a health/armor boost provides? I feel like in some wads the default 5 is too high, and I've noticed when playing through Base Ganymede Complete that since it increases the armor boost effect to 5 as well I end up getting 25 armor per armor boost, which is... excessive, lol.