It works for me. There is probably a DNS outage near you. Try again later.
Re: Zagemod (v1.4.2 RELEASED, pg 20)
Posted: Tue Dec 22, 2020 12:39 am
by Kinsie
If the link isn't downloading on Chrome, it's because the link is HTTP instead of HTTPS. Like a caveman. Until Silentzora figures out how to set up Let's Encrypt, it'll work if you right click > save as.
Re: Zagemod (v1.4.2 RELEASED, pg 20)
Posted: Tue Dec 22, 2020 1:58 am
by Captain J
Or... Try open the download link in a new tab. It works like a medieval charm.
Re: Zagemod (v1.4.2 RELEASED, pg 20)
Posted: Tue Dec 22, 2020 1:48 pm
by silentzora
Kinsie wrote:If the link isn't downloading on Chrome, it's because the link is HTTP instead of HTTPS. Like a caveman. Until Silentzora figures out how to set up Let's Encrypt, it'll work if you right click > save as.
I'll work on it. This is admittedly a bit over my level of expertise.
EDIT: Should work now.
EDIT 2: The update is more or less done, but I haven't been testing it because reasons. When I'm positive it's in a solid state, I'll drop the update.
Re: Zagemod (v1.4.3 RELEASED, pg 22)
Posted: Thu Jan 14, 2021 3:13 pm
by silentzora
Well, it's been a while since the last release. Here's the new update, finally.
Changelog:
Spoiler:
-- General Changes --
* AlphaGuy's Battle Rifle now spawns on Shotgun spots with a 50% rate.
* AlphaGuy's Battle Rifle no longer spawns on Super Shotgun spots.
* Changed sprite index for bullet tracers to BTRC.
* Removed old kick sprites from earlier versions.
* Overhauled quick melee system.
* Added initial frame randomization for Baron fireball VFX.
* Updated QuakeGuy weapon pickup sound.
* Explosive barrels can now be pushed.
* The Hellfire Launcher is now known as the Hybrid Launcher.
* Hybrid Launcher now fires a cluster grenade for its altfire.
* Changed 64Guy, MarineGuy, and SlayerGuy kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Changed QuakeGuy's kick sprites. (Credit: osjclatchford)
* Changed ZoraGal's kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Changed AlphaGuy's kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Updated out of date documentation.
-- Additions --
* New Weapon: Storm Shotgun! The double barreled pump action beast arrives straight from the Doom II betas! For AlphaGuy. (Sprites: iD, hannsg; Sounds: MagmaCow)
* Added two new quit messages. (Go play Bloodstained.)
* New Weapon: Sub-Machine Gun! Straight from the original game's boxart. Replaces AlphaGuy's Machine Gun. (Sprites: TypicalSonicFan, XTerra (edit), silentzorah (edit); Sounds: MagmaCow)
* New Weapon: Flamethrower! You asked for it, and now you've finally got it. 25% chance to spawn in place of 64-Guy's Plasma Rifle. (Sprites: SamVision, iD Software, Midway; Sounds: MagmaCow)
* New Weapon: Sniper Rifle! Reach out and touch somebody. Replaces ZoraGal's Rifle. (Sprites: DoomNukem, Carbine Dioxide, CaptainJ, silentzorah, Cory Whittle, TheDarkArchon, TODM, Valve, GhostKillahZero, XTerra; Sounds: MagmaCow)
* Added new crosshair for Squad Rifle.
* Added additional taunt sound for AlphaGuy/MarineGuy.
-- Bug Fixes --
* Fixed Machine Gun display working incorrectly while using melee attack with flashlight active.
* Fixed bugged Rocket Launcher altfire animation after melee attack.
* Fixed bugged Rocket Launcher altfire animation after primary fire.
* Fixed Breach Shotgun being able to cancel reload prematurely before reloading a single round by holding the trigger.
* Added FloorClip flag to Battle Rifle.
* Fixed Lance Corporal fire death.
* Fixed Lazarus Guard fire death.
* Fixed Staff Sergeant fire death.
* Fixed Sergeant Major fire death.
* Fixed BFG-class weaponry not gibbing dead cacodemons. (What is "greater than or equal to?" I'll take Bullshit Typos for $400, Alex.)
silentzora wrote:Well, it's been a while since the last release. Here's the new update, finally.
Changelog:
Spoiler:
-- General Changes --
* AlphaGuy's Battle Rifle now spawns on Shotgun spots with a 50% rate.
* AlphaGuy's Battle Rifle no longer spawns on Super Shotgun spots.
* Changed sprite index for bullet tracers to BTRC.
* Removed old kick sprites from earlier versions.
* Overhauled quick melee system.
* Added initial frame randomization for Baron fireball VFX.
* Updated QuakeGuy weapon pickup sound.
* Explosive barrels can now be pushed.
* The Hellfire Launcher is now known as the Hybrid Launcher.
* Hybrid Launcher now fires a cluster grenade for its altfire.
* Changed 64Guy, MarineGuy, and SlayerGuy kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Changed QuakeGuy's kick sprites. (Credit: osjclatchford)
* Changed ZoraGal's kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Changed AlphaGuy's kick sprites. (Credit: Pa1nki113r, Ninlhil, TheUnbeholden)
* Updated out of date documentation.
-- Additions --
* New Weapon: Storm Shotgun! The double barreled pump action beast arrives straight from the Doom II betas! For AlphaGuy. (Sprites: iD, hannsg; Sounds: MagmaCow)
* Added two new quit messages. (Go play Bloodstained.)
* New Weapon: Sub-Machine Gun! Straight from the original game's boxart. Replaces AlphaGuy's Machine Gun. (Sprites: TypicalSonicFan, XTerra (edit), silentzorah (edit); Sounds: MagmaCow)
* New Weapon: Flamethrower! You asked for it, and now you've finally got it. 25% chance to spawn in place of 64-Guy's Plasma Rifle. (Sprites: SamVision, iD Software, Midway; Sounds: MagmaCow)
* New Weapon: Sniper Rifle! Reach out and touch somebody. Replaces ZoraGal's Rifle. (Sprites: DoomNukem, Carbine Dioxide, CaptainJ, silentzorah, Cory Whittle, TheDarkArchon, TODM, Valve, GhostKillahZero, XTerra; Sounds: MagmaCow)
* Added new crosshair for Squad Rifle.
* Added additional taunt sound for AlphaGuy/MarineGuy.
-- Bug Fixes --
* Fixed Machine Gun display working incorrectly while using melee attack with flashlight active.
* Fixed bugged Rocket Launcher altfire animation after melee attack.
* Fixed bugged Rocket Launcher altfire animation after primary fire.
* Fixed Breach Shotgun being able to cancel reload prematurely before reloading a single round by holding the trigger.
* Added FloorClip flag to Battle Rifle.
* Fixed Lance Corporal fire death.
* Fixed Lazarus Guard fire death.
* Fixed Staff Sergeant fire death.
* Fixed Sergeant Major fire death.
* Fixed BFG-class weaponry not gibbing dead cacodemons. (What is "greater than or equal to?" I'll take Bullshit Typos for $400, Alex.)
wow, thanks for the new update.
I will play this 1.4.3 today!
Re: Zagemod (v1.4.3 RELEASED, pg 22)
Posted: Thu Jan 14, 2021 9:06 pm
by silentzora
TheOldKingCole wrote:So I downloaded this and uhh, it's still 1.4.2
Sorry about that, I uploaded the wrong file (pk3 instead of zip). I've fixed it.
Re: Zagemod (v1.4.3 RELEASED, pg 22)
Posted: Fri Jan 15, 2021 5:47 pm
by xDFx IRONWING
So happy to see the new version finally come out! Was planning on spending my weekend taking advantage of the double weapon xp in Cold War, but now I have to seriously consider whether or not to devote my time to that or blowing through a few oblige map sets with this...
Congrats on the release! Definitely one of my favorite mods.
Re: Zagemod (v1.4.3 RELEASED, pg 22)
Posted: Sun Jan 17, 2021 3:09 pm
by Dr_Cosmobyte
So, somehow your flashlight seems to work differently from DarkDoom and other mods's flashlights, mainly because i use Direct3D as the renderer. Is there a chance you could make a standalone version of it? =p
Re: Zagemod (v1.4.3 RELEASED, pg 22)
Posted: Sun Jan 17, 2021 6:58 pm
by silentzora
Dr_Cosmobyte wrote:So, somehow your flashlight seems to work differently from DarkDoom and other mods's flashlights, mainly because i use Direct3D as the renderer. Is there a chance you could make a standalone version of it? =p
Here you go. Please note that most of the code is by TheZombieKiller, and I mostly just did some edits to it. Feel free to poke at it in Slade or something if you want.
Oh, you might have to set a keybind for it, you can do that in the controls menu. Just scroll to the bottom, there's a "Flashlight Toggle" option.
Have fun.
Re: Zagemod (Hotfix Released, pg 22)
Posted: Mon Feb 08, 2021 10:56 am
by silentzora
A hotfix update for Zagemod v1.4.3 has been released. This update fixes a critical bug that causes the Breach Shotgun to fail to fire when using gp_olddmg. If you use the Force Vanilla Damage option in Zagemod Settings, download this update. Otherwise, feel free to disregard this update until v1.4.4 drops.
Hi, I downloaded the latest version of the mod to give it a try, and am experiencing an error when starting it up, "11 errors while parsing Decorate scripts", in GZDoom 4.5.0. I checked the zip folder to ensure there wasn't a file conflict, but I'm not seeing what is causing this error? I am using Doom Launcher and trying to run with Doom2.exe.
Re: Zagemod (Hotfix Released, pg 22)
Posted: Sat Feb 27, 2021 1:25 pm
by silentzora
666shooter wrote:Hi, I downloaded the latest version of the mod to give it a try, and am experiencing an error when starting it up, "11 errors while parsing Decorate scripts", in GZDoom 4.5.0. I checked the zip folder to ensure there wasn't a file conflict, but I'm not seeing what is causing this error? I am using Doom Launcher and trying to run with Doom2.exe.
It loads fine for me. A console log would be helpful in diagnosing the issue. Otherwise, I can't reproduce the problem.