Zagemod (v1.4.2 RELEASED, pg 20)

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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby silentzora » Sat Jul 04, 2020 9:57 am

Doors make clicking noises when they stop moving now, and the taunt system in action. Let me know what you think.
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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby Captain J » Sat Jul 04, 2020 12:07 pm

Did i miss something or the taunt option does not exist on Zagemod Settings?
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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby silentzora » Sat Jul 04, 2020 12:26 pm

Captain J wrote:Did i miss something or the taunt option does not exist on Zagemod Settings?

It's not in the current release, nor is it implemented. It's in the dev build, for now.
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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby silentzora » Mon Jul 27, 2020 8:58 pm

Reloadable Breach Shotgun (two shells per insert) and working ammo display for Machine Gun. Check it out.
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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby Captain J » Mon Jul 27, 2020 9:52 pm

Nice updatte, and DARN this map is absolutely gorgeous! :D
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Re: Zagemod (v1.4.2 Preview, pg 20)

Postby silentzora » Mon Jul 27, 2020 10:05 pm

Captain J wrote:Nice updatte, and DARN this map is absolutely gorgeous! :D

It is, and you can find it right here. :)
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Sat Aug 08, 2020 2:03 pm

Zagemod v1.4.2 is now live!

Changelog:
Spoiler:

Download Zagemod v1.4.2
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby Lime » Sun Aug 09, 2020 9:27 pm

-- Additions --
* Machine Gun's digital display is now functional.

- I encountered a bug for Marineguy's Assault Rifle. If you turn on the flashlight and kick, The Digital Display just floats.


- The Update is pretty good, rather just bug fixes. Still enjoy playing it though.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Sun Aug 09, 2020 9:34 pm

Lime wrote:
-- Additions --
* Machine Gun's digital display is now functional.

- I encountered a bug for Marineguy's Assault Rifle. If you turn on the flashlight and kick, The Digital Display just floats.


- The Update is pretty good, rather just bug fixes. Still enjoy playing it though.

Fixed.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Fri Aug 14, 2020 3:21 pm

So, it turns out I missed an alpha weapon. Oops. :oops:



Not yet available, but hopefully will be soon.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby TheOldKingCole » Fri Aug 14, 2020 4:04 pm

Do you think at some point we could get a doom 3 class?
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Fri Aug 14, 2020 4:09 pm

TheOldKingCole wrote:Do you think at some point we could get a doom 3 class?

MarineGuy is the Doom 3 class.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby TheOldKingCole » Sat Aug 15, 2020 2:42 pm

silentzora wrote:
TheOldKingCole wrote:Do you think at some point we could get a doom 3 class?

MarineGuy is the Doom 3 class.


Thanks I'm a dumbass
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby NeonLights95 » Sat Aug 15, 2020 3:27 pm

I think the way you handled the Beta SSG was pretty damn good! I think it may be called something like a Flak Shotgun? Just a guess.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby -Ghost- » Sun Aug 16, 2020 12:58 pm

Nice job on that visual ammo count on the MarineGuy's rifle, was that hard to implement? Don't think I've seen that effect very often in mods. I'm always happy to see more for that class, it's my favorite class and favorite Doom!
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