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.
Mogh wrote:Cool, how long into the future would you rework it, such as Zagemod 1.5??
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.
EmperorGrieferus wrote:Is there any way to use new skies separately from this mod?
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.
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.
Spoiler:are these going to be added to a futures version, or are they just leftover code?
VecterStroke wrote:I have noticed some weapons in the decorate code that are not present in game, such asSpoiler:are these going to be added to a futures version, or are they just leftover code?
Spoiler:
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?
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