Zagemod (v1.5 In Development, pg 23)

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

Postby silentzora » Fri Dec 11, 2020 10:14 pm

Coming back to this after taking a break. Y'all wanted a flamethrower?



Now there's a flamethrower.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby rhyrhygogo » Fri Dec 11, 2020 10:44 pm

NGL that flamethrower is sick
Also I have a suggestion for the Doom 64 Super shotgun. to differentiate it from the ssg of the Doomguy ssg I suggest making it slower but deal more damage. Making it hit like a truck but move like a snail.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby Captain J » Sat Dec 12, 2020 5:37 am

Nice flamethrower! That Alt-Fire looks definitely useful for long range combat. Tho i see some enemies do not lit on fire.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby JacenXtreme » Sat Dec 12, 2020 10:37 am

That flamethrower is amazing! It's alt-fire is even cool.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Sat Dec 12, 2020 6:41 pm

Captain J wrote:Nice flamethrower! That Alt-Fire looks definitely useful for long range combat. Tho i see some enemies do not lit on fire.

Yes, there was an issue with their fire death states. I've fixed it after recording the vid, so it should work fine now.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Sun Dec 13, 2020 12:25 pm

New Sniper Rifle for Zoragal, replacing the Battle Rifle.

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

Postby Captain J » Sun Dec 13, 2020 2:05 pm

Always loved using Sniper Rifle back in Doom Zone days. Penetrating shot, fairly powerful damage and the reloading sound... All too perfect. Even to this day!
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby Gideon020 » Thu Dec 17, 2020 3:37 am

Captain J wrote:Always loved using Sniper Rifle back in Doom Zone days. Penetrating shot, fairly powerful damage and the reloading sound... All too perfect. Even to this day!


Heavy Weapons Guy was my gig. Could go through nearly a full-third of the game using the starting gun alone.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby Bobby » Fri Dec 18, 2020 1:32 pm

Can you add a halo class?
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Postby silentzora » Fri Dec 18, 2020 9:17 pm

Bobby wrote:Can you add a halo class?

I have no plans to add a Halo class, as I've never played any game of the series.
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