Zagemod (v1.4.2 RELEASED, pg 20)

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

Postby silentzora » Sun Aug 16, 2020 5:58 pm

-Ghost- wrote: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!

It was a total pain to put together, lol. I achieved the effect by using overlays, but I'm still learning with them. I'm sure there's an easier way to implement them, but that particular weapon's got 61 separate overlays, and the correct one is displayed on each frame. But hey, at least it works.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Tue Oct 06, 2020 3:30 pm

Still poking about at this.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby NeonLights95 » Wed Oct 07, 2020 8:30 am

I think the Storm Shotgun and the Sub-Machine Gun are great inclusions!
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby Captain J » Wed Oct 07, 2020 10:15 am

That Alpha SMG looks sleek and smooth! I do hope it also has Alt-Fire mode as well.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Wed Oct 07, 2020 12:45 pm

Captain J wrote:That Alpha SMG looks sleek and smooth! I do hope it also has Alt-Fire mode as well.

Its AltFire mode launches a grenade that bounces around and is somewhat difficult to control. This is in contrast to the grenade fired by the Assault Rifle, which detonates on impact with world geometry.
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