Zagemod (v1.4.2 Preview, pg 20)

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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Mon Jan 13, 2020 2:31 pm

Mogh wrote:Cool, how long into the future would you rework it, such as Zagemod 1.5??

Possibly v1.4.1. But at my own leisure.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Mogh » Mon Jan 13, 2020 4:18 pm

Ok, good, also nice mod, I'd rate this in my top 10 best DOOM mods of all time. :)
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Nems » Tue Jan 14, 2020 3:55 pm

Gonna give this a spin in Doom Core Delta. Will provide my thoughts after after I play through it. <3

I do have a question about one of the things in the changelog though: what WADs have Marine replacements? I can't recall off the top of my head at the moment any custom WADs that utilize them.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Tue Jan 14, 2020 5:01 pm

Nems wrote:Gonna give this a spin in Doom Core Delta. Will provide my thoughts after after I play through it. <3

I do have a question about one of the things in the changelog though: what WADs have Marine replacements? I can't recall off the top of my head at the moment any custom WADs that utilize them.

Mainly ZDoom based mods. Ultimate Torment & Torture, Extermination Day, and Cheogsh 2 come to mind.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Nems » Sun Jan 19, 2020 2:08 am

Ah, nice! I think I'll hold off on playing through the Cacoward stuff I downloaded so I can give those a shot with the latest Zagemod. :D

Really digging the brightmaps you added. <3
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby EmperorGrieferus » Thu Jan 30, 2020 2:00 pm

Is there any way to use new skies separately from this mod?
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Thu Jan 30, 2020 2:13 pm

EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?

Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby EmperorGrieferus » Thu Jan 30, 2020 2:29 pm

silentzora wrote:
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?

Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.

Another question.
Is it possible to recompile it for GZDoom 2.4.0?
I just don't play newer versions for some reasons.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Thu Jan 30, 2020 2:55 pm

EmperorGrieferus wrote:
silentzora wrote:
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?

Yes, the skies can be run separately from the mod. There is some duplicate sky code for Sigil and No Rest for the Living in Zagemod, but for the most part, zageSkies.pk3 is self-contained and can even be run vanilla, if you wanted to.

Another question.
Is it possible to recompile it for GZDoom 2.4.0?
I just don't play newer versions for some reasons.

2.4.0? Not without killing a lot of functionality in the mod. If you need to use something older, I recommend using LZDoom. I had to go back and fix a bug in the previous major release to get it to run on it. It's basically GZDoom's latest revision, only designed to run on legacy hardware.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby EmperorGrieferus » Thu Jan 30, 2020 3:01 pm

Ok, thanks.
Sorry for disturbing.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby VecterStroke » Thu Jan 30, 2020 3:28 pm

I have noticed some weapons in the decorate code that are not present in game, such as
Spoiler:
are these going to be added to a futures version, or are they just leftover code?
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Thu Jan 30, 2020 4:06 pm

VecterStroke wrote:I have noticed some weapons in the decorate code that are not present in game, such as
Spoiler:
are these going to be added to a futures version, or are they just leftover code?

Leftover code from initial design specs. I could go back and add them at some point, but to be honest, I kinda sorta... Forgot about them. lol :lol:

If there's enough interest, I probably wouldn't mind adding them in the future.

Spoiler:
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby TheOldKingCole » Sat Feb 22, 2020 12:59 pm

So I may have asked this before, but is there any reason why the pistol reloads despite no other weapon, other than the ssg, does so?
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby silentzora » Sat Feb 22, 2020 1:00 pm

TheOldKingCole wrote:So I may have asked this before, but is there any reason why the pistol reloads despite no other weapon, other than the ssg, does so?

To counter balance its increased fire rate and accuracy.
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Re: Zagemod (v1.4 RELEASED, Page 17)

Postby Dwailing » Mon Mar 16, 2020 1:10 am

Suggestion, is there any chance you could implement a cvar for the amount of health/armor a health/armor boost provides? I feel like in some wads the default 5 is too high, and I've noticed when playing through Base Ganymede Complete that since it increases the armor boost effect to 5 as well I end up getting 25 armor per armor boost, which is... excessive, lol.
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