Zagemod (v1.5 Released, pg 24)

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7HEPOW
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Re: Zagemod (v1.5 In Development, pg 23)

Post by 7HEPOW »

No problem :)

The fix worked for me. All player classes get slot 4 now accordingly. :)

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

Post by ClessxAlghazanth »

Is it possible to use monster packs with Zagemod ?
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silentzora
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Re: Zagemod (v1.5 In Development, pg 23)

Post by silentzora »

ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?
It should be. Just note that the weapon drops might be a little screwy, but other than that, I don't see why one wouldn't work. Just make sure the monster pack is last in the load order, or else Zagemod's monsters will override it.
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ClessxAlghazanth
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Re: Zagemod (v1.5 In Development, pg 23)

Post by ClessxAlghazanth »

silentzora wrote:
ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?
It should be. Just note that the weapon drops might be a little screwy, but other than that, I don't see why one wouldn't work. Just make sure the monster pack is last in the load order, or else Zagemod's monsters will override it.
Thanks , I just experimented with a few mods like CH , Champions , Kriegsland and they seem to work fine :)

Btw is the gore mod in Zagemod based on Nashgore ? I usually add Nashgore when playing with mods which don't have blood/gore embedded , but Zagemod's effects seem to be original and different from the ones I see usually (Nashgore or bolognese based ones)
Bobby
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Re: Zagemod (v1.5 In Development, pg 23)

Post by Bobby »

I love this mod so much :D ! I'm going to try it with Doom after this.
Would it be possible to include a daikatana class? You could have the starting weapon be randomized and the other starting weapons dropped by the zombie men. You could find some sprites for the staffs somewhere. Also, do you know how to sprite weapons?
Just a thought.
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silentzora
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Re: Zagemod (v1.5 In Development, pg 23)

Post by silentzora »

Bobby wrote:I love this mod so much :D ! I'm going to try it with Doom after this.
Would it be possible to include a daikatana class? You could have the starting weapon be randomized and the other starting weapons dropped by the zombie men. You could find some sprites for the staffs somewhere. Also, do you know how to sprite weapons?
Just a thought.
I haven't played Daikatana, so probably not. I'm also not much of a spriter, I mostly write code and do occasional sound mixing, so most of the sprites are from other talented folks (all credited in the accompanying text file).
ClessxAlghazanth wrote:Thanks , I just experimented with a few mods like CH , Champions , Kriegsland and they seem to work fine :)

Btw is the gore mod in Zagemod based on Nashgore ? I usually add Nashgore when playing with mods which don't have blood/gore embedded , but Zagemod's effects seem to be original and different from the ones I see usually (Nashgore or bolognese based ones)
Sort of? It's based on a super, suuuuuuuper old version of it from like 10+ years ago (if it's not broke, don't fix it). I've done some modifications to it, but most of the code for it is from Nash.

Feel free to use Nashgore on top of it, should work fine. There's also a modded version of Bolognese in the Extras folder if you prefer, set up specifically for Zagemod. I'm not a huge gore hound, but it's there for people who are.
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Armaetus
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Re: Zagemod (v1.5 In Development, pg 23)

Post by Armaetus »

Didn't think you could build mods as sophisticated like this :D
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Vordenko
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Re: Zagemod (v1.5 In Development, pg 23)

Post by Vordenko »

This is definitely an improvement over your previous mod, DoomZone. Where that mod felt a bit too messy, this one feels more clean and easy to get into.

I do have a few suggestions though:
1- The grenade launcher distance feels a bit too weak. I almost never use it given that trying to shoot across walls or through corners is a gamble between the projectile bouncing back and blowing underneath me, or making it across but stopping too soon.

2- It appears some monsters are still in the Doom Format paletted image file type. This a pretty bad thing if you plan to play this mod on a mapset with their own custom palettes (BTSX1/2, Ancient Aliens, to name a few.) given that non-true color PNG sprites will get their colors messed up during gameplay. You can use SLADE to easily convert sprites into PNG (Truecolor).

3- The Autoshotgun on the Zora class feels a bit too op, and completely overshadows the SPAS12. This is mostly a nitpick though, but I feel like there is really no purpose to use the SPAS as soon as you grab the Auto Shotgun, since the latter can outperform it in DPS and total damage output altogether.

Beyond that though, I'd say this is a pretty solid mod. I definitely enjoy playing with it on custom mapsets, even in co-op.
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silentzora
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Re: Zagemod (v1.5 In Development, pg 23)

Post by silentzora »

Vordenko wrote:This is definitely an improvement over your previous mod, DoomZone. Where that mod felt a bit too messy, this one feels more clean and easy to get into.

I do have a few suggestions though:
1- The grenade launcher distance feels a bit too weak. I almost never use it given that trying to shoot across walls or through corners is a gamble between the projectile bouncing back and blowing underneath me, or making it across but stopping too soon.

2- It appears some monsters are still in the Doom Format paletted image file type. This a pretty bad thing if you plan to play this mod on a mapset with their own custom palettes (BTSX1/2, Ancient Aliens, to name a few.) given that non-true color PNG sprites will get their colors messed up during gameplay. You can use SLADE to easily convert sprites into PNG (Truecolor).

3- The Autoshotgun on the Zora class feels a bit too op, and completely overshadows the SPAS12. This is mostly a nitpick though, but I feel like there is really no purpose to use the SPAS as soon as you grab the Auto Shotgun, since the latter can outperform it in DPS and total damage output altogether.

Beyond that though, I'd say this is a pretty solid mod. I definitely enjoy playing with it on custom mapsets, even in co-op.
Thanks for the feedback. While I don't plan to adjust the grenade's gravity, I do plan on rebalancing the Auto Shotgun. That's going to have some recoil to offset its higher damage output - Someone as light as her shouldn't be able to stand straight while being repeatedly punched in the shoulder like that.

As for the monsters with the Doom palette still applied, please shoot me a DM with whichever monsters still need to be converted to PNG. I'll take care of it.

For everyone else, a general update. I'm not going to lie, I haven't been working too much on this due to a lifestyle change. I work a new job I love and work a lot of long hours. As a result, the next update will be scaled back a bit. Instead of adding a new EternalGuy class, I will instead be adding four weapons to SlayerGuy's arsenal - the Doom Blade, Lucifer's Bane (SSG), Ballista, and Unmaykr. The BFG2016's ammo pool will be overhauled to accommodate the Unmaykr, which, not gonna lie, is basically just going to be a reskin of the Unmaker with virtually no other changes to it.

I don't have an ETA for the next update. It will be done when it's done (tm).
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Captain J
 
 
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Re: Zagemod (v1.5 In Development, pg 23)

Post by Captain J »

Real life stuff is much more important, after all. I wish you good luck but take your time!
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silentzora
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Re: Zagemod (v1.5 In Development, pg 23)

Post by silentzora »

I haven't touched this mod in about eight months. That changed last night.



Changes as of last night:
* EMG Pistol now behaves similarly to the cut pistol in Eternal, with a burst fire primary and charged shot secondary. No charging required, but consumes ammo (primary consumes no ammo). tl;dr: It's actually fun to use now.

* Added Slayer's Shotgun, SlayerGuy's replacement for the SSG. Features a functioning Meathook altfire! (Code courtesy of Agent_Ash)

* SlayerGuy can use both the Frag Grenade from 2016 *and* the Flame Belch from Eternal. Since none of his weapons need to reload, just press the Reload key to spew some burning death.

* Enemies with fire death states now have a chance to drop goodies!

* The D-12 Chaingun no longer spools up to fire (not shown).

* The BFG2016's ammo system has been reworked, and shares its pool with the Unmaker. Oh, surprise, SlayerGuy can pick up the Unmaker now.

Also other stuff that isn't Eternal related. Think I've added about everything I'm going to at this point (walking back on the idea of including the Ballista), so now it's just testing and stuff. If there's no glaring or game killing bugs, might release in the next few days. Haven't decided.
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MsrSgtShooterPerson
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Re: Zagemod (v1.5 In Development, pg 23)

Post by MsrSgtShooterPerson »

The excitement is real! Can't wait to get the new SSG in my hands!
LoreCannon
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Re: Zagemod (v1.5 In Development, pg 23)

Post by LoreCannon »

silentzora wrote:I haven't touched this mod in about eight months. That changed last night.


I NEED THIS RIGHT NOW ZORA.
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silentzora
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Re: Zagemod (v1.5 Released, pg 24)

Post by silentzora »

I'm still alive. Know what else is?

Zagemod v1.5 is now live!



Changelog:
Spoiler:
Download Zagemod v1.5

Sorry for the lateness on this. Life, uhh... Gets in the way.
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Captain J
 
 
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Re: Zagemod (v1.5 Released, pg 24)

Post by Captain J »

silentzora wrote: Sun Dec 25, 2022 2:55 pmSorry for the lateness on this. Life, uhh... Gets in the way.
I'm currently in there so i know how frustrating and difficult IRL situation can be. Thanks for the cool update nevertheless!!

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