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

PostPosted: Sat Jul 04, 2020 9:57 am
by silentzora
Doors make clicking noises when they stop moving now, and the taunt system in action. Let me know what you think.

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

PostPosted: Sat Jul 04, 2020 12:07 pm
by Captain J
Did i miss something or the taunt option does not exist on Zagemod Settings?

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

PostPosted: Sat Jul 04, 2020 12:26 pm
by silentzora
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.

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

PostPosted: Mon Jul 27, 2020 8:58 pm
by silentzora
Reloadable Breach Shotgun (two shells per insert) and working ammo display for Machine Gun. Check it out.

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

PostPosted: Mon Jul 27, 2020 9:52 pm
by Captain J
Nice updatte, and DARN this map is absolutely gorgeous! :D

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

PostPosted: Mon Jul 27, 2020 10:05 pm
by silentzora
Captain J wrote:Nice updatte, and DARN this map is absolutely gorgeous! :D

It is, and you can find it right here. :)

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

PostPosted: Sat Aug 08, 2020 2:03 pm
by silentzora
Zagemod v1.4.2 is now live!

Changelog:
Spoiler:

Download Zagemod v1.4.2

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

PostPosted: Sun Aug 09, 2020 9:27 pm
by Lime
-- 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.

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

PostPosted: Sun Aug 09, 2020 9:34 pm
by silentzora
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.

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

PostPosted: Fri Aug 14, 2020 3:21 pm
by silentzora
So, it turns out I missed an alpha weapon. Oops. :oops:



Not yet available, but hopefully will be soon.

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

PostPosted: Fri Aug 14, 2020 4:04 pm
by TheOldKingCole
Do you think at some point we could get a doom 3 class?

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

PostPosted: Fri Aug 14, 2020 4:09 pm
by silentzora
TheOldKingCole wrote:Do you think at some point we could get a doom 3 class?

MarineGuy is the Doom 3 class.

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

PostPosted: Sat Aug 15, 2020 2:42 pm
by TheOldKingCole
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

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

PostPosted: Sat Aug 15, 2020 3:27 pm
by NeonLights95
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.

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

PostPosted: Sun Aug 16, 2020 12:58 pm
by -Ghost-
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!