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

Thanks

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.ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?
Thanks , I just experimented with a few mods like CH , Champions , Kriegsland and they seem to work finesilentzora wrote: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.ClessxAlghazanth wrote:Is it possible to use monster packs with Zagemod ?
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).Bobby wrote:I love this mod so much! 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.
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.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)
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.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.
I NEED THIS RIGHT NOW ZORA.silentzora wrote:I haven't touched this mod in about eight months. That changed last night.
Spoiler:Download Zagemod v1.5
I'm currently in there so i know how frustrating and difficult IRL situation can be. Thanks for the cool update nevertheless!!silentzora wrote: ↑Sun Dec 25, 2022 2:55 pmSorry for the lateness on this. Life, uhh... Gets in the way.