Zagemod (v1.4.2 RELEASED, pg 20)

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

Postby silentzora » Mon Mar 16, 2020 7:45 am

Dwailing wrote: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.

I'm implementing this feature now, and it will be available in the next release.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Dwailing » Mon Mar 16, 2020 12:59 pm

silentzora wrote:
Dwailing wrote: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.

I'm implementing this feature now, and it will be available in the next release.

Fantastic, glad to hear it! BTW, I just got done playing through Dimension of the Boomed with Quakeguy and it was friggin' great.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby TheDeathIncarnate76 » Tue Apr 28, 2020 2:26 pm

Cool and badass Mod, I've played it before (づ◔ ͜ʖ◔)づ
I just love everything in it :thumb:
Needs more overhaul, Have great Gameplay mechanics ^‿^ :chaingun:
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Fri Jun 05, 2020 8:32 am

Zagemod v1.4.1 is out now!

Changelog:
Spoiler:


Download Zagemod v1.4.1
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby Artman2004 » Fri Jun 05, 2020 7:20 pm

Would it be possible to add a flamethrower into this mod? Or is there no more room for new weapons?
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Fri Jun 05, 2020 7:57 pm

Artman2004 wrote:Would it be possible to add a flamethrower into this mod? Or is there no more room for new weapons?

There is certainly room for new weapons. I thought about adding a flamethrower to 64-Guy's arsenal, to sort of pay homage to the cut alpha weapon. I realize that Eternal's got an equipment launcher, but I don't currently plan on adding an Eternal themed class at this point in time.

At this point, I don't currently have any concrete plans for any new classes, though. Maybe a WolfenGuy? Iunno. I could give him a Flammenwerfer or something.
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby Captain J » Fri Jun 05, 2020 10:02 pm

Brilliant Update. This is getting greater and ever! But i think i found some weird glitch after running the mod with some addon named: zageSkies.
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Fri Jun 05, 2020 10:10 pm

I'll check it out. I'm currently out on vacation, so it will probably be tomorrow when I can take a look at it. It's probably just a bad texture definition, I think. Is this for Doom 2, or Wadsmoosh?
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby Captain J » Fri Jun 05, 2020 10:11 pm

Just played Doom 2 with GZDoom v4.3.3. Was the wad order incorrect or something?
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Fri Jun 05, 2020 10:13 pm

I'm not 100% certain. It should work regardless of it being before or after Zagemod. I'll look into it.
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Sat Jun 06, 2020 7:33 am

Alright, Captain J. I found the problem. When I added compatibility for Wadsmoosh, I changed the sky definition from SKY1 and SKY2 to RSKY1 and RSKY2. While this worked in Wadsmoosh, it broke Doom 2 compatibility. So I moved the textures from the Patches folder to a new Textures folder, and now it works fine.

The download for Zagemod's been updated, but if you just want to download the skies addon, you can do that here.
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby Captain J » Sat Jun 06, 2020 10:07 am

You're doing a good work. Glad it wasn't the only one who have found the issue!
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby silentzora » Tue Jun 23, 2020 10:48 am

Been a while since I posted any dev log stuff, so let's fix that.


ZoraGal's arsenal is getting a few enhancements. That altfire on her Riot Shotgun is kinda broke AF, so now she's got to reload it after eight shots. The news isn't all bad, though, as her Squad Rifle has gotten a substantial buff with an increased fire rate and cluster bombs.
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Re: Zagemod (v1.4.1 RELEASED, Page 19)

Postby Captain J » Tue Jun 23, 2020 9:47 pm

Oh yeah, she certainly need more love, alright! But don't over do it or she could beat nuts2.wad all by herself!
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Re: Zagemod (Voice Work Wanted!)

Postby silentzora » Sat Jun 27, 2020 4:42 pm

Alright, so, dev update. I'm working on a taunt system that plays a sound from the player occasionally when gibbing a monster. Chances are, you'll have a greater chance of triggering it when you gib a bunch of monsters at once, with a cooldown of at least 30 seconds between taunts. This system is enabled by default, and can be disabled in the menu.

I do have a single taunt, usually a laugh, for each character. But, sticking out like a sore thumb is ZoraGal, with 12 taunts.

So, I'm looking for voice work for the other six classes (counting Doomguy and ST-Guy as one). Preferrably something matching (or coming close to) the standard grunts and death cries currently used in Zagemod. If you've got anything that matches up close enough, let me know. Thanks.
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