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

PostPosted: Sun Aug 16, 2020 5:58 pm
by silentzora
-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.

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

PostPosted: Tue Oct 06, 2020 3:30 pm
by silentzora
Still poking about at this.

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

PostPosted: Wed Oct 07, 2020 8:30 am
by JacenXtreme
I think the Storm Shotgun and the Sub-Machine Gun are great inclusions!

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

PostPosted: Wed Oct 07, 2020 10:15 am
by Captain J
That Alpha SMG looks sleek and smooth! I do hope it also has Alt-Fire mode as well.

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

PostPosted: Wed Oct 07, 2020 12:45 pm
by silentzora
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.

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

PostPosted: Fri Dec 11, 2020 10:14 pm
by silentzora
Coming back to this after taking a break. Y'all wanted a flamethrower?



Now there's a flamethrower.

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

PostPosted: Fri Dec 11, 2020 10:44 pm
by rhyrhygogo
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.

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

PostPosted: Sat Dec 12, 2020 5:37 am
by Captain J
Nice flamethrower! That Alt-Fire looks definitely useful for long range combat. Tho i see some enemies do not lit on fire.

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

PostPosted: Sat Dec 12, 2020 10:37 am
by JacenXtreme
That flamethrower is amazing! It's alt-fire is even cool.

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

PostPosted: Sat Dec 12, 2020 6:41 pm
by silentzora
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.

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

PostPosted: Sun Dec 13, 2020 12:25 pm
by silentzora
New Sniper Rifle for Zoragal, replacing the Battle Rifle.


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

PostPosted: Sun Dec 13, 2020 2:05 pm
by Captain J
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!

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

PostPosted: Thu Dec 17, 2020 3:37 am
by Gideon020
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.

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

PostPosted: Fri Dec 18, 2020 1:32 pm
by Bobby
Can you add a halo class?

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

PostPosted: Fri Dec 18, 2020 9:17 pm
by silentzora
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.