[GZD 4.11.3a] Fragmentation v2.0
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
[GZD 4.11.3a] Fragmentation v2.0
This here is a similar concept with way better execution, a gameplay mod with fast paced gameplay and enhanced replayability through spicing up gameplay with modern design like more complex attack patterns. But this time I didn't forget about the enemies, you and your weapons may be an unstoppable force, but the demons are your immovable object. A lot of eye candy is borrowed from games like QUAKE and Half-Life so that things are modernized but still fit the early-industry vibe. I recommend you read the roster and arsenal sections to prevent having you wonder why that black hellknight isn't dying or trying to melee a spectre.
Main Highlights:
-Cool, futuristic-ish weapons that each have their own ideal situation and fluid animations without going overboard. All of them have an altfire.
-Intricate enemy attacks (barons & cybies doing a floor attack inspired by the Maulotaur and other surprises) along with variants that spice up your playthroughs.
-A fully supported voxelized version using Cheello's Voxel DOOM II (performance hit shouldn't be atrocious apart from the bosses or a slaughter-ish map, can't do anything about that).
-Extra decorations for mappers (dead chaingunner, dead revenant, rubble, hanging torch, etc.)
-A flashlight that uses dynamic spotlights, it works similar to the one from Half-Life 2 but lasts longer.
-Enemy variants inspired by other games in the franchise like D64 and (in a dumbed-down way) Eternal, along with re-imagining ones from DOOM RPG.
-Your beloved pew-pew weapon, the Unmaker, with an alt-fire that uses cells to heal you.
-A simple gore system (don't be scared, it's not brootal dewm) that gives enough feedback to actually feel like you're tearing through the hordes of hell.
-Very heavy use of the engine's particle system (that I've somehow never seen done before but I might just have missed it).
-A Spider Mastermind that isn't utterly pathetic, at least to some degree.
-Inventory items that can be used in specials situations, like a fuel can that you can shoot to halt enemy advance or a rare quad damage sphere with it's own mugshot and a short invulnerability.
-General player overhaul featuring diving, surfacing and swimming sounds and a flinching system Half-Life-style that moves the camera when the player is damaged, which also intertwines with jumping, which has a dedicated animation.
-Enhanced IWAD textures made by members of the community that don't break texture replacements (for example, if a mapset replaces IWAD textures, loading the mod below it should fix it).
-A testing map made by Kinsie.
-Responsive sounds for your arsenal and new ones for monsters that reuse already existing sounds (looking at you, DSDMPAIN).
-Integrated Tilt++ because that's one of the best parts about QUAKE, courtesy of Nash.
-A footstep system courtesy of The Zombie Killer.
-A boss-buff system that strengthens a certain enemy depending on the map number (but it doesn't go overboard as to not make custom maps impossible).
-A lot, and I mean, a lot of new quit messages, most being references to other shooters like L4D, HL and the QUAKE series.
-A responsive HUD inspired by Half-Life 2 that indicates your standard stuff along with your flashlight battery, map stats and inventory items. This is toggleable.
-Weapon bobbing inspired by HLMMOD's bobbing, that's also responsive to jumping. By version 3.0 there should also be weapon swaying.
-Legacy of Rust support, footsteps work perfectly and if you load the extra wad file you also have the new incinerator and ghoul elemental.
Your Arsenal:
-Fists: Your good old primate kit, beat a pinky, beat an imp, but be careful with spectres.Your hands are fast and firm, but your legs are more powerful, capable of killing revenants in 2 shots, but since you need them for balance they're slower and you can't move while using them as a weapon.
-Double-Bar Chainsaw: Meant for very specific plastic manufacturing back on Earth, somehow someone managed to sneak these to the U.A.C. bases. They're just like your regular chainsaw but twice as fast, you can also lob grenades with it.
-Enhanced Battle Rifle MK-23: Your trusty friend that will back you on your lowest lows. It may lack full-auto, but it's precise and firm enough that it's 7.62x35mm will take care of enemies until you get something better, also recommended for sniping and not just hip-firing.
-Kel-Tec TSG4: An 8-gauge shotgun may not be much for literal demons but it's capable enough to be reliable. It's altfire lets you quickly pull out the MK-23 rifle in reference to the D1 box art.
-Super Shotgun: No explanation needed, this beast of an 8-gauge weapon will demolish anything and everything around it. You can also throw grenades with it.
-Portable Chaingun: It may use a weak caliber for a chaingun but pairing it with it's heat-conversion altfire, all demons will be stunned in the literal way, so it's useful in the sandwich-type of situations.
-PSRL-3 Rocket Launcher: It may look like a regular rocket launcher, but it's underbarrel shotgun attachment can decimate most enemies due to it's triple shot burst-fire being more efficient than the SSG's.
-Plasma Rifle: A prototype so early in production it doesn't even have a standard name. It's heating problems are leveraged by it's two barrels and a dedicated heat chamber that can be used to fire a ray of death capable of going through multiple enemies.
-XL21 Incinerator: Just a regular flamethrower. A product of the New Eden installations, it's a modernization of the old 20th century flamethrowers adapted for future Hell Expeditions.
-BFG-9000: This experimental beast can and will rip through anything and anyone. Not only does it boil everyone near it's impact alive, it can also fire a wave of piercing projectiles whose number depends on how long its charged. It's also compatible with the secretive fuel ammunition provided at the New Eden installations by converting the heat into plasma.
-The Unmaker: A mostly unknown weapon created by demonkind, it uses the abundant plasma found in Hell. Holes found at the bottom indicate possible attachments in the form of "keys", none have been found for now. It can also heal the user by using the plasma ammunition to form the same substance as stimpacks and medkits currently use.
The New Roster:
-Zombies: The regular joe found at the U.A.C. bases, except each of them have been possessed. Part of them carry grenades and ammunition, except for the chaingun-wielding commander, who sometimes carries radios that you can use to call for backup from unaffected U.A.C. bases.
-Imp: Spiky, fireball-casting fodder that can't help but hiss and die.
-Nightmare Imp: A stronger variant of the imp, only found in full-scale invasions, he channels the same magic as the spectre, allowing him to become partially invisible, though his inexpertise slips some particles through.
-Spectre: These guys are NO JOKE, any reasonable person with a berserk pack will try to punch them, but this is a death wish, not only do their invisibility magic make them stronger, faster and nigh-transparent, they reach farther than you so it's recommended to kill them from a distance.
-Malwrath: Biological brother of the cacodemon, they may be tougher but the heatless fire they produce due to the plasma in their mouths alerts all prey, it's surprising they're not extinct yet. They'll fire a volley of acid plasma in counts of 2, 1 and 3 and should be taken care of with a rocket launcher, specially with it's altfire.
-Lost Soul: A fodder demon that's made up of 1 or 2 spirits, though stripped of their autonomy. They're considerably weaker and less aggressive than in the vanilla game.
-Lost Sinner: This is what dead sinners become, their pent-up anger from their terrible lives used in combat as high aggressiveness and tough bone.
-Hellknight: The weaker hell noble may not be much different from imps, but he can still trap people because of his tanky attitude.
-Ogre: This hellknight born in the fires of violence can use it's fire magic to shield itself from all penetration-based and heat-based attacks like bullets or plasma, but it's weakness is on blunt force. Some rockets or a BFG shot should get rid of them quickly, since explosions and BFG shots cause massive knockback.
-Baron of Hell: A stronger hellknight, his higher power allows him to throw a volley of 3 fireballs and create an improsived arena by closing off space from the player. It's said there are 2 unique barons of hell sited in the deepest pits of Hell, waiting for the right opportunity to go to the frontlines.
-Ghoul Elemental: A variant of the pain elemental exclusively produced by Hell for the New Eden installations, it uses the plasma energy found in ghouls to teleport them to it's mouth, similar to a pain elemental.
-Cyberdemon: A monstrous tower made from flesh & metal, it may not choose to use the same magic as baron to launch fireballs at you, but it does use it to trap you in it's own little arena.
-Spider Mastermind: Severely improved by it's mechanical skeleton, not only does it use it's chaingun to mow down everything, it can also channel hellish plasma to summon minions in case someone gets cowardly.
Important info:
This is only compatible with GZDoom, as it uses ZScript (unless you find a fork that supports current ZScript lol). It's been tested in GZD 4.11.3a but is compatible with 4.14.1 and likely higher. Everything in the mod is credited to original authors. (Cheello and Sonik.o.Fan carried this mod by the way)
My recommendations are turning max particles (in display options) to as high as you can and use brightmaps since the mod includes some for the revenant, rocket, bonuses and weapon pickups.
The voxelized version and sprite version are not synced. This means that in multiplayer games everyone must be using either one of the two.
Screenshots & GIFs (Images are outdated):
https://ibb.co/Zzx41Xwt
https://ibb.co/1YZh0C40
https://ibb.co/bRKWns56
https://ibb.co/qQ0xYFP
https://ibb.co/SXPzr0rt
https://ibb.co/BH2BV279
https://ibb.co/HpLLrNCS
https://ibb.co/FSbmbbP
https://ibb.co/CpgzrHYX
https://ibb.co/CKh1LSD9
https://ibb.co/6RtYGR0V
https://ibb.co/39JqGzrx
Teaser trailer:
https://www.youtube.com/watch?v=GgM-t_Ja-Ag
Showcase video:
https://www.youtube.com/watch?v=f1b52TpwXWo
Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v20
vBeta (Voxels): https://allfearthesentinel.com/zandronu ... n_beta.pk3
vBeta (Sprites): https://allfearthesentinel.com/zandronu ... d_beta.pk3
v1.0(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.0.pk3
v1.0 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.0.pk3
v1.1(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.1.pk3
v1.1 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.1.pk3
v1.2 (Voxels): https://allfearthesentinel.com/zandronu ... n_v1.2.pk3
v1.2 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.2.pk3
v2.0 (Voxels): https://allfearthesentinel.com/zandronu ... 2.0_3d.pk3
v2.0 (Sprites): https://allfearthesentinel.com/zandronu ... 2.0_2d.pk3
v2.0 (LoR): https://allfearthesentinel.com/zandronu ... .0_lor.wad
Last edited by -- Alexei -- on Mon Jul 28, 2025 7:01 pm, edited 9 times in total.
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation (Beta)
Version 1.0 is out!
College is kinda grabbing me by the neck this month but that wont stop me from releasing the first full version. This includes a couple of bugfixes and some nice eye-candy and code improvements.
Changelog:
-Enhanced explosion particles.
-Explosions now leave smoke behind.
-Each bloodsplatter has a random duration and scaling.
-Redone the plasmarifle.
-The worldmodel for the SSG is now consistent with the viewmodel.
-Fixed glove inconsistency in devoxelized version.
-Enhanced fuelcan fire particles.
-Fuelcan fire now leaves smoke behind.
-Adjusted boss gibs.
-Rockets have a noticeably better particle system.
-Fixed boss buffer affecting D2 maps.
-HUD now behaves properly on other 16:9 resolutions.
-Enhanced map stat and ammo blocks in HUD.
-Starter rifle is now semi-automatic.
-Fixed color inconsistency in grenade sprites.
-Changed CVAR names so as to not interfere with other mod configurations.
-Custom map-exclusive rubble thing now has random orientation and a more accurate thing height.
-The unmaker now fires extra projectiles, consequently has more separation between each beam.
-Ogre now is properly vulnerable to grenade damage.
-Fixed spectres being nearly invisible in devoxelized version.
Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v10
v1.0(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.0.pk3
v1.0 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.0.pk3
College is kinda grabbing me by the neck this month but that wont stop me from releasing the first full version. This includes a couple of bugfixes and some nice eye-candy and code improvements.
Changelog:
-Enhanced explosion particles.
-Explosions now leave smoke behind.
-Each bloodsplatter has a random duration and scaling.
-Redone the plasmarifle.
-The worldmodel for the SSG is now consistent with the viewmodel.
-Fixed glove inconsistency in devoxelized version.
-Enhanced fuelcan fire particles.
-Fuelcan fire now leaves smoke behind.
-Adjusted boss gibs.
-Rockets have a noticeably better particle system.
-Fixed boss buffer affecting D2 maps.
-HUD now behaves properly on other 16:9 resolutions.
-Enhanced map stat and ammo blocks in HUD.
-Starter rifle is now semi-automatic.
-Fixed color inconsistency in grenade sprites.
-Changed CVAR names so as to not interfere with other mod configurations.
-Custom map-exclusive rubble thing now has random orientation and a more accurate thing height.
-The unmaker now fires extra projectiles, consequently has more separation between each beam.
-Ogre now is properly vulnerable to grenade damage.
-Fixed spectres being nearly invisible in devoxelized version.
Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v10
v1.0(Voxels): https://allfearthesentinel.com/zandronu ... n_v1.0.pk3
v1.0 (Sprites): https://allfearthesentinel.com/zandronu ... d_v1.0.pk3
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation v1.0
I know its been a while, but don't think I've left this mod for dead (unrelated pun intended).
I'm a bit amazed this has gotten the attention of hundreds of people on ModDB and this many on Doomworld, I kind of expected it to be as popular as my previous mod, Disjointed Storms.
This time I bring to you a set of fairly decent changes along with an image explaining monsters and weapons, to anyone who doesn't meticulously read these descriptions.
Changelog:
https://ibb.co/6RtYGR0V
https://ibb.co/39JqGzrx
Download: https://www.moddb.com/mods/fragmentatio ... tation-v11
I'm a bit amazed this has gotten the attention of hundreds of people on ModDB and this many on Doomworld, I kind of expected it to be as popular as my previous mod, Disjointed Storms.
This time I bring to you a set of fairly decent changes along with an image explaining monsters and weapons, to anyone who doesn't meticulously read these descriptions.
Changelog:
- Slightly reduced flashlight illumination distance.
- Added cosmetic shrapnel to grenades.
- Tweaked chaingunner gibs.
- Slightly increased the spectre's attack reach.
- Tweaked lost soul to lost sinner spawning chances.
- Enhanced explosion smoke effect.
- Added soda cans to custom mapper random decoration.
- Divided the plasma rifle's railgun attack into 2 rays.
- Added an analysis sheet to the zip file on ModDB.
- Overhauled the secret weapon accessed from the credits menu.
- Zombies now use sounds from Quake's zombies.
- Enhanced explosion sounds.
- Grenades can now be held (not cooked, held).
- Improved Malwrath attack pattern to distinguish it from the Ogre.
- Added zrrion's skull switch texture.
https://ibb.co/6RtYGR0V
https://ibb.co/39JqGzrx
Download: https://www.moddb.com/mods/fragmentatio ... tation-v11
Re: [GZD 4.11.3a] Fragmentation v1.0
i just tried this out, for some reason i missed this mod.
Lots of fun so far! love the extra additions. Big fan of the shotgun with rifle alt too. any way to get a smaller hud though? I'm gonna play some more now, maybe il give some more feedback later
Lots of fun so far! love the extra additions. Big fan of the shotgun with rifle alt too. any way to get a smaller hud though? I'm gonna play some more now, maybe il give some more feedback later
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation v1.0
Hey sorry for the late reply my new windows update has been giving me some problems.
When I first uploaded vbeta I saw one person also disliked the HUD but I wanted to see if it was just them so I waited, I'm now working on a new HUD and bugfixes seeing as more and more people are disliking it, this is my second attempt at understanding how to do it in ZScript (so its responsive to scaling, more dynamic and more customizable) so I hope it's good enough this time, anyway have fun!
When I first uploaded vbeta I saw one person also disliked the HUD but I wanted to see if it was just them so I waited, I'm now working on a new HUD and bugfixes seeing as more and more people are disliking it, this is my second attempt at understanding how to do it in ZScript (so its responsive to scaling, more dynamic and more customizable) so I hope it's good enough this time, anyway have fun!
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation v1.0
New Update: Version 1.2
Before the trimester starts again I'm bringing this last update to you guys, it's mostly fixes and small changes like some visual consistency and a few rebalances.
-Changed loading screen title to display current version (how did I miss that?).
-All trees face the same angle in the voxel version.
-Redid most gunflashes.
-Added a snow tree for mappers.
-Buffed the rifle's firerate.
-Reduced the hellknight's pain sound volume.
-Ogres are less common.
-Redid the HUD from scratch in ZScript.
-Made the chaingun's altfire actually eject casings.
-Increased the grenade's explosion radius.
-The unmaker is less effective at longer ranges.
-Added a couple more quit messages (I never get tired of adding more lol).
-Fixed a possible bug with the skullswitch texture.
-Fixed part of the BFG's gunflash frames not being fullbright.
-Turned the credits menu into a general menu.
-Added options related to the HUD in the menu, you can now turn it off to support mods that add a HUD.
-Tweaked the stray radio's use state.
-Reduced particles generated by the ogre.
-Nerfed the spectre.
-Increased the fuel can's hitbox and it's damage output.
-Nerfed the Baron of Hell's floor attack (cybie unaffected).
Download v1.2:
Voxels: https://allfearthesentinel.com/zandronu ... d_v1.2.pk3
Sprites: https://allfearthesentinel.com/zandronu ... n_v1.2.pk3
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v12
Before the trimester starts again I'm bringing this last update to you guys, it's mostly fixes and small changes like some visual consistency and a few rebalances.
-Changed loading screen title to display current version (how did I miss that?).
-All trees face the same angle in the voxel version.
-Redid most gunflashes.
-Added a snow tree for mappers.
-Buffed the rifle's firerate.
-Reduced the hellknight's pain sound volume.
-Ogres are less common.
-Redid the HUD from scratch in ZScript.
-Made the chaingun's altfire actually eject casings.
-Increased the grenade's explosion radius.
-The unmaker is less effective at longer ranges.
-Added a couple more quit messages (I never get tired of adding more lol).
-Fixed a possible bug with the skullswitch texture.
-Fixed part of the BFG's gunflash frames not being fullbright.
-Turned the credits menu into a general menu.
-Added options related to the HUD in the menu, you can now turn it off to support mods that add a HUD.
-Tweaked the stray radio's use state.
-Reduced particles generated by the ogre.
-Nerfed the spectre.
-Increased the fuel can's hitbox and it's damage output.
-Nerfed the Baron of Hell's floor attack (cybie unaffected).
Download v1.2:
Voxels: https://allfearthesentinel.com/zandronu ... d_v1.2.pk3
Sprites: https://allfearthesentinel.com/zandronu ... n_v1.2.pk3
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v12
Re: [GZD 4.11.3a] Fragmentation v1.2
i'm gonna play it now some more 
also your mod is featured on my new webpage if you're interested https://tuintje.org/

also your mod is featured on my new webpage if you're interested https://tuintje.org/
- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation v1.2
Hell yeah, glad you're liking it 

- -- Alexei --
- Posts: 11
- Joined: Sun Mar 24, 2024 11:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 11 Home
- Graphics Processor: ATI/AMD (Modern GZDoom)
Re: [GZD 4.11.3a] Fragmentation v2.0
New Update: Version 2.0
-Overhauled the rifle altfire.
-Overhauled the plasma rifle sprites.
-Added custom weapon bobbing that's also intertwined with jumping. This can be toggled.
-The shotgun altfire now checks if the player has a rifle.
-The rocket launcher altfire now fires in bursts of 3 with much more power.
-Player running animations now depend on speed.
-The BFG now spawns particles when firing
-Added an altfire to the BFG that acts like the calamity blade from Legacy of Rust.
-Reworked the malwrath to no longer use particles and fire a volley of 2, 1 and then 3 projectiles.
-Rockets now have their own original voxels to match their sprite counterpart.
-Friendly marines can drop their helmet when killed.
-Colored health background in the HUD is back.
-Frags are fully stylized in the HUD.
-Redone water and blood splashes.
-Fists no longer do the sprinting animation when airborne.
-Nerfed the baron's floor fire attack. Now they require distance to be performed.
-Fixed jumping animation playing when airborne even if killed or firing.
-Redone the SSG's firing animation.
-Added full support for Legacy of Rust, including footstep sounds, shocktrooper helmet drops, a new weapon replacement and a new enemy variant.
GIFs:
https://ibb.co/zTbHwwDn
https://ibb.co/wFfBjfyw
https://ibb.co/MDwTQX6G
https://ibb.co/Pvy24jhV
https://ibb.co/BHjr2Ssm
https://ibb.co/vxKbqdWb
https://ibb.co/4ZZm2GNk
https://ibb.co/vntq6jY
https://ibb.co/4RLjxZfS
https://ibb.co/VWsCsWND
Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v20
v2.0 (Voxels): https://allfearthesentinel.com/zandronu ... 2.0_3d.pk3
v2.0 (Sprites): https://allfearthesentinel.com/zandronu ... 2.0_2d.pk3
v2.0 (LoR): https://allfearthesentinel.com/zandronu ... .0_lor.wad
-Overhauled the rifle altfire.
-Overhauled the plasma rifle sprites.
-Added custom weapon bobbing that's also intertwined with jumping. This can be toggled.
-The shotgun altfire now checks if the player has a rifle.
-The rocket launcher altfire now fires in bursts of 3 with much more power.
-Player running animations now depend on speed.
-The BFG now spawns particles when firing
-Added an altfire to the BFG that acts like the calamity blade from Legacy of Rust.
-Reworked the malwrath to no longer use particles and fire a volley of 2, 1 and then 3 projectiles.
-Rockets now have their own original voxels to match their sprite counterpart.
-Friendly marines can drop their helmet when killed.
-Colored health background in the HUD is back.
-Frags are fully stylized in the HUD.
-Redone water and blood splashes.
-Fists no longer do the sprinting animation when airborne.
-Nerfed the baron's floor fire attack. Now they require distance to be performed.
-Fixed jumping animation playing when airborne even if killed or firing.
-Redone the SSG's firing animation.
-Added full support for Legacy of Rust, including footstep sounds, shocktrooper helmet drops, a new weapon replacement and a new enemy variant.
GIFs:
https://ibb.co/zTbHwwDn
https://ibb.co/wFfBjfyw
https://ibb.co/MDwTQX6G
https://ibb.co/Pvy24jhV
https://ibb.co/BHjr2Ssm
https://ibb.co/vxKbqdWb
https://ibb.co/4ZZm2GNk
https://ibb.co/vntq6jY
https://ibb.co/4RLjxZfS
https://ibb.co/VWsCsWND
Downloads:
ModDB: https://www.moddb.com/mods/fragmentatio ... tation-v20
v2.0 (Voxels): https://allfearthesentinel.com/zandronu ... 2.0_3d.pk3
v2.0 (Sprites): https://allfearthesentinel.com/zandronu ... 2.0_2d.pk3
v2.0 (LoR): https://allfearthesentinel.com/zandronu ... .0_lor.wad