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Re: Zagemod (v1.2.1 Released, Page 3)

Posted: Thu Nov 01, 2018 11:03 am
by StroggVorbis
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!

Download Zagemod v1.2.2

Changelog:
Spoiler:

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. :P

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. :P
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.