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Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 2:23 pm
by 666shooter
I'm not sure how to do it officially with a file, so I will place it in a spoiler:

Spoiler:

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 4:46 pm
by silentzora
You're trying to load up all the extra patches for specific map sets at once. Don't do that.

If you're only running Doom II and nothing else, zagemod.pk3 should work fine.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 5:33 pm
by StraightWhiteMan
Hey SZ, do you happen to know a way to get the Immerse mod to work with this? I noticed this mod has all the same options as Immerse except for the regular player leaning feature, which is the only feature I usually use. Would it be possible to add the lean feature, or maybe have an edited version of Zagemod that doesn't include the tilting scripts so that Immerse could be used with it?

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 5:39 pm
by silentzora
StraightWhiteMan wrote:Hey SZ, do you happen to know a way to get the Immerse mod to work with this? I noticed this mod has all the same options as Immerse except for the regular player leaning feature, which is the only feature I usually use. Would it be possible to add the lean feature, or maybe have an edited version of Zagemod that doesn't include the tilting scripts so that Immerse could be used with it?

I haven't touched Immerse, so I'm not sure. You can disable the ZTilt++ features in Zagemod Settings, though, so loading Immerse on top of doing that should work.

...I think.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 7:19 pm
by StraightWhiteMan
I tried doing what you said, but unfortunately it didn't work. I was able to figure out a work around though by making a copy of Immerse then opening it with Winrar and deleting everything except for the files that had "lean" in the title, and surprisingly it worked lol. Thanks for responding so fast and trying to help either way.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Feb 27, 2021 9:28 pm
by BROS_ETT_311
I guess you already figured it out, but why not try this: viewtopic.php?f=105&t=61649

It's from the same author of immerse.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sun Feb 28, 2021 2:12 am
by StraightWhiteMan
Figures lol. Still, thanks for showing me that and good find.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sat Mar 27, 2021 4:10 pm
by silentzora
Testing a new weapon build, the Dark Matter Cannon for Zoragal. This weapon coexists with the Arc Cannon, but requires a different ammo type. It behaves much like a BFG, but on non-boss targets, the projectile rips through and basically leaves a bloody wake in its path.


Figured I'd add this since it got brought up previously in the thread. Didn't quite make it into the last update. Brightmaps work, though.

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Sun Mar 28, 2021 1:16 am
by Captain J
Absolutely powerful, yet much safe to use than before!

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Mon Apr 05, 2021 1:15 pm
by silentzora
So, I've been informed that the Breach Shotgun (MarineGuy) has another bug now, where it consumes two shells per shot instead of one. This has been fixed as of today, but in regards to releasing the update, I actually wanted to get some input on that. See, I was considering adding a CVAR to disable the more aggressive enemy attack patterns and force only the original logic. Would you guys rather wait for me to implement this before releasing the update, or would you rather have the fix now?

Re: Zagemod (Hotfix Released, pg 22)

PostPosted: Mon Apr 05, 2021 4:05 pm
by NecroPoster
I say whichever's more convenient for you. Personally vanilla monster logic doesn't matter to me tho.

Re: Zagemod (v1.4.4 Released, pg 23)

PostPosted: Tue Apr 06, 2021 8:43 am
by silentzora
Zagemod v1.4.4 is now released!
This version fixes some bugs and adds a new weapon.

Changelog:
Spoiler:


Download Zagemod v1.4.4

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Wed Jul 07, 2021 7:33 pm
by silentzora
VERY early EternalGuy development.

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Sun Jul 11, 2021 10:09 am
by 7HEPOW
Hi SZ :)

I found a bug when playing 1.4.4 with Wadsmoosh 1.30 where picking up a chaingun gives the ammo but not the weapon. My WS 1.30 is composed without the Master Levels, but I'll add them and retest.
Vanilla Doom WADs and combinations of other megawads (I tried: BTSX, Community Chest, DUMP, Mayhem) work fine.

This is a fine and very enjoyabble mod, like Doomzone was too :)

EDIT: Recompiled WS and the problem is still there :P

Re: Zagemod (v1.5 In Development, pg 23)

PostPosted: Sun Jul 25, 2021 6:30 pm
by silentzora
7HEPOW wrote:Hi SZ :)

I found a bug when playing 1.4.4 with Wadsmoosh 1.30 where picking up a chaingun gives the ammo but not the weapon. My WS 1.30 is composed without the Master Levels, but I'll add them and retest.
Vanilla Doom WADs and combinations of other megawads (I tried: BTSX, Community Chest, DUMP, Mayhem) work fine.

This is a fine and very enjoyabble mod, like Doomzone was too :)

EDIT: Recompiled WS and the problem is still there :P

Sorry for the late response on this, I wasn't notified there was a reply to the thread.

I think I know why this is. I have the chaingun spawner filtered for different IWADs, as QuakeGuy's Perforator is classified as an SSG-tier weapon. This was necessary for the "SSG in Ultimate Doom" option to work without doubling up on SSG pickups in Doom 2. There currently isn't a filter set up for Wadsmoosh, I'll have this patched in a future update. In the meantime, until I have something to release, feel free to add a filter for doom.id.wadsmoosh under the "Filter" folder, and just copy the DECORATE entry from doom.id.doom2. It should work.