The Sig-Cow can't be reloaded with the bayonet attached. Understandable, seeing as there probably is no sprite sheet for that. Just thought I'd mention it.
Re: Zagemod (v1.2.1 Released, Page 3)
Posted: Thu Nov 01, 2018 11:04 am
by silentzora
DabbingSquidward wrote:The Sig-Cow can't be reloaded with the bayonet attached. Understandable, seeing as there probably is no sprite sheet for that. Just thought I'd mention it.
Yep, I knew about that. Since there's no sprite of the bayonet from an angle, I just had to make do.
Re: Zagemod (v1.2.1 Released, Page 3)
Posted: Thu Nov 01, 2018 9:47 pm
by Dwailing
A thought: since right now STGuy is basically just Doomguy with extra weapons, maybe the chaingun, rocket launcher, plasma gun, and BFG 9K should be removed from STGuy leaving him with the Skulltag weapons filling those slots? There isn't a huge reason to play Doomguy instead of STGuy right now unless you just want an enhanced version of the base game's arsenal. It's up to you, of course, just my 2 cents.
Re: Zagemod (v1.2.1 Released, Page 3)
Posted: Tue Dec 11, 2018 1:32 pm
by silentzora
So, I've been reading some comments the last month or so, and a few folks have asked for a unique shotgun for the 64 Guy. I just had to oblige.
Here's a look at the Tactical Shotgun, a unique weapon to the 64 Guy class. On the surface, it's statistically identical to the standard Shotgun, with one minor twist - When the UAC issues this weapon to personnel, they also stock them with patented HydraGas grenades. These projectiles spew corrosive hydrochloric gas that eats away at flesh and metal alike. That being said, don't breathe this.
The Tactical Shotgun will be included in v1.2.2, which will release before Christmas.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sat Dec 15, 2018 9:34 pm
by silentzora
Aaaaaand v1.2.2 is out now! MAJOR thanks to Captain J, who put together the sprites for the new player class!
-- General Changes --
* Chainsaw damage halved (4 -> 2).
* Combat Chainsaw damage halved (8 -> 4).
* Chainsaw kill ammo spawn rate halved (50% -> 25%).
* Adjusted sprite offset for halved dead pinky.
* Shifted Plasma Rifle sprites for use with Plasma Prototype.
* Added new sprites for Plasma Rifle. (Credit: OSJClatchford)
* Renamed Plasma Prototype to Plasma Gun.
* Increased base damage for shotgun slugs. (10*random(5,10) -> 12*random(5,10))
* Changed Railgun crosshair. (Credit: XTerra)
* Increased Railgun zoom. (2x -> 3x)
* Changed dynamic lighting for Cacodemon and Baron balls.
* Changed Cacodemon ball sprite. (Credit: unknown)
* Changed particle trail translation for Cacodemon ball to fit its new sprite.
* Changed dynamic lighting for Arachnotron balls.
* Removed all enemies' weakness to BFG damage.
* Removed speed penalty while using the Combat Chainsaw.
* Changed Corporal footsteps to be the same as Troopers. Yeah, I know, this keeps going back and forth.
-- Additions --
* Added new option to disable footsteps in Zagemod Settings.
* Added new voice module for 64-Guy. (Sounds: iD Software, Midway, Sound Ideas)
* New Class: ZoraGal! Not much is known about her, other than she loves fighting. (Sprites: Captain J; Sounds: Alice Jameson)
* New Weapon: Katana. On the surface, it's an ordinary blade. But those with enough mastery can take advantage of it... (Sprites: 3D Realms)
* New Weapon: Machine Pistol. Likely stolen from some high ranking officer or bought from the black market. (Sprites: JoeyTD, Sgt. Shivers)
* New Weapon: Assault Shotgun. Pilfered SWAT breach shotgun, modified for burst fire. (Sprites: Z.Franz)
* New Weapon: Assault Rifle. G36K with attached grenade launcher, reflex sight, and extended magazine. (Sprites: id Software, Captain J, DoomNukem, CarbineDioxide, silentzorah)
* New Weapon: Auto Shotgun. Fully automatic 12-gauge with optional flechette shells. (Sprites: DoomNukem)
* New Weapon: Flakgun. Grenade launcher with contact grenades and custom shrapnel rounds. (Sprites: eppn5)
* New Weapon: Nikita Launcher. Rocket launcher with optional homing missiles. Now all it needs is a manual guidance system! (Sprites: LossForWords, Captain J, silentzorah (minor edits))
* New Weapon: Plasma Bolter. Improved stock plasma rifle with bolts that ricochet off walls and floors via electromagnetic repulsion. (Sprites: SgtMarkIV, Plague Doctor, Uboa, XTerra1 (minor edit))
* New Weapon: BFG8000. Rapid fire BFG-class weapon. (Sprites: Eriance)
* New Weapon: Tactical Shotgun. Exclusive pump action shotgun with gas grenades for 64-Guy. (Sprites: OSJClatchford, Midway. Additional Coding: XTerra, ThatBlindGuy)
* New Enemy: ZSec. Security zombie with tactical helmet and an Assault Rifle. Randomly spawns in place of Commandos. (Sprites: Captain Toenail)
* Added new voice modules for the Corporal and Specialist. (Sounds: Trent Reznor, iD Software)
* Added new voice module for AlphaGuy. (Sounds: Trent Reznor)
* New Weapon: Incendiary Launcher. Exclusive rocket launcher for 64-Guy, equipped with incendiary cluster rockets. (Sprites: iD Software, Midway)
-- Bug Fixes --
* Fixed a bug that caused the Pulse Rifle to sometimes jump to the wrong ready state when there's no ammo in reserve.
* Fixed Plasma Rifle altflash causing an external full brightness effect.
* Corrected the shotgun slug's damage type. (Explosive -> Bullet)
* Fixed BFG tracer sounds obliterating GZDoom's sound engine. Oops.
* Adjusted offset for berserk and invulnerability player lights so they aren't emitted at floor level.
* Fixed Commandos firing three bullets per shot. They were essentially miniature Masterminds. OOPS.
* Fixed missing blood trails for Diabloist gore.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sat Dec 15, 2018 9:55 pm
by Gideon020
My only complaint about the new version was that Plasma Prototype was an awesomely appropriate name for AlphaGuy's plasma weapon.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sat Dec 15, 2018 9:56 pm
by silentzora
Gideon020 wrote:My only complaint about the new version was that Plasma Prototype was an awesomely appropriate name for AlphaGuy's plasma weapon.
I don't mind changing it back, y'know. I'll revert that change in the next version.
EDIT: Changed it back for this release instead. It's just a text string, so why not?
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sun Dec 16, 2018 8:54 am
by namsan
Wow, new update!
Thanks for adding unique weapons to 64 guy.
I love gas greandes.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sun Dec 16, 2018 10:18 am
by namsan
Hey, I realized there is a minor problem.
Loading mapsets with own HUD font after this mod will override HUD font of this mod.
it usually makes three-digit numbers unreadable because this mod uses small fonts for HUD, and fonts of mapsets are bigger than them.
I fixed this problem by defining a new font, and renaming font PNGs.
So HUD font of mapsets won't override this mod's HUD font.
I attached the patch to this post.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Sun Dec 16, 2018 10:20 am
by silentzora
namsan wrote:Hey, I realized there is a minor problem.
Loading mapsets with own HUD font after this mod will override HUD font of this mod.
it usually makes three-digit numbers unreadable because this mod uses small fonts for HUD, and fonts of mapsets are bigger than them.
I fixed this problem by defining a new font, and renaming font PNGs.
So HUD font of mapsets won't override this mod's HUD font.
I attached the patch to this post.
Awesome. I'll include this in the Extras folder for the next release, should come in handy. Thanks!
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Mon Dec 17, 2018 4:05 am
by Gideon020
So I noticed that some of the guns have a flashlight secondary, but when I try to activate it, the gun just clicks and there's nothing happening. No other mods loaded with this one, so I dunno if they've been implemented or not.
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Mon Dec 17, 2018 4:12 am
by StroggVorbis
Gideon020 wrote:So I noticed that some of the guns have a flashlight secondary, but when I try to activate it, the gun just clicks and there's nothing happening. No other mods loaded with this one, so I dunno if they've been implemented or not.
Did you disable dynamic lighting?
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Mon Dec 17, 2018 4:43 am
by Gideon020
DabbingSquidward wrote:
Did you disable dynamic lighting?
Oh...
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Mon Dec 17, 2018 7:24 pm
by Twitchy2019
OK, so, I checked out the weapons for this mod. One complaint I have is why are there weapons that need to be reloaded and others that do not? Mods like Brutal Doom and others stick to either reloading for all the weapons or not at all. Why are the weapons done the way they are here?
Re: Zagemod (v1.2.2 Released, Page 4)
Posted: Mon Dec 17, 2018 7:26 pm
by silentzora
warman2012 wrote:OK, so, I checked out the weapons for this mod. One complaint I have is why are there weapons that need to be reloaded and others that do not? Mods like Brutal Doom and others stick to either reloading for all the weapons or not at all. Why are the weapons done the way they are here?
It's just some rule I laid out for myself for this project, where box magazines need to be replaced, shells need to be pumped, but cell-based weaponry and belt-fed weapons generally do not.