Zagemod (v1.6 Announced, pg 25)
Forum rules
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.
-
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
Re: Zagemod (v1.0 Released!)
Gotta say I love that the chaingun has a dedicated chaingun-sniping altfire.
-
- Posts: 866
- Joined: Wed Nov 08, 2017 4:23 pm
- Graphics Processor: nVidia with Vulkan support
- Location: Germany
Re: Zagemod (v1.0 Released!)
I second this. I only find it weird that both fire modes have different damage formulas. Altfire does 5-15 in steps of 5 like in vanilla, but primary can do less than 5 or more than 15 in steps of 3 or 1, haven't looked at the code, but instantly noticed this cause I have Xaser's DamNums on autoload :PWivicer wrote:Gotta say I love that the chaingun has a dedicated chaingun-sniping altfire.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Zagemod (v1.0 Released!)
Oh yeah, i really agree on this one. This made chaingun most retrospective yet helpful. Automatic weapons in other mods these day has slightly or literally unstable accuracy. To make the gameplay Realistic? Maybe. But weapons must have their own advantage as well... Like gunning down enemies from far distance!
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.0 Released!)
I'll have to look at that, actually. The Chaingun's primary fire should be doing a base damage of 7, nothing less.DabbingSquidward wrote:I second this. I only find it weird that both fire modes have different damage formulas. Altfire does 5-15 in steps of 5 like in vanilla, but primary can do less than 5 or more than 15 in steps of 3 or 1, haven't looked at the code, but instantly noticed this cause I have Xaser's DamNums on autoload
Edit: Found the issue. I had the wrong damage set for its Hold state. This will be fixed in the next update.
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.1 In Final Testing)
Welp, I've been quiet as of late. Two months since the last time I've bothered to post anything on this project? Let's fix that.
I've actually been hard at work on Zagemod during all this time, and now that the new update is in its final testing stage, I feel it's time to spill some info on what's coming.
New Enemies
Stealth monsters are lame, so Zagemod will be replacing them with tougher variations of the enemies you know. Some long forgotten baddies are back, including Nightmare Imps, Blood Demons, and Belphegors. But remember, Hell never plays fair; expect a tough fight when you encounter these new monsters.
New Player Class - ST-Guy
Skulltag is and always will be an important part of the community's history, so Zagemod will pay tribute by adding a new player class, ST-Guy. Naturally, he'll be bringing a few new toys to the battlefield.
And, if Skulltag was never your thing, you can always select the classic Doomguy class. I won't judge.*
* Disclaimer: I might actually judge you and just not say anything.
New Weapons
All the Skulltag weapons have been brought back, with new features and altfires. Set up proximity mines with the Grenade Launcher, and snipe far-off Imps with the Railgun's scope.
Bug Fixes
I screw things up. Yeah, seriously. Who knew? So the new update's gonna fix a few things here and there, and make some quality-of-life improvements.
The v1.1 update will be available "Soon." (tm)
I've actually been hard at work on Zagemod during all this time, and now that the new update is in its final testing stage, I feel it's time to spill some info on what's coming.
New Enemies
Stealth monsters are lame, so Zagemod will be replacing them with tougher variations of the enemies you know. Some long forgotten baddies are back, including Nightmare Imps, Blood Demons, and Belphegors. But remember, Hell never plays fair; expect a tough fight when you encounter these new monsters.
New Player Class - ST-Guy
Skulltag is and always will be an important part of the community's history, so Zagemod will pay tribute by adding a new player class, ST-Guy. Naturally, he'll be bringing a few new toys to the battlefield.
And, if Skulltag was never your thing, you can always select the classic Doomguy class. I won't judge.*
* Disclaimer: I might actually judge you and just not say anything.
New Weapons
All the Skulltag weapons have been brought back, with new features and altfires. Set up proximity mines with the Grenade Launcher, and snipe far-off Imps with the Railgun's scope.
Bug Fixes
I screw things up. Yeah, seriously. Who knew? So the new update's gonna fix a few things here and there, and make some quality-of-life improvements.
The v1.1 update will be available "Soon." (tm)
-
- Posts: 306
- Joined: Thu Apr 13, 2017 10:04 am
- Location: Dryer lint trap
Re: Zagemod (v1.1 In Final Testing)
Sounds pretty badass! Can't wait for the release! By the way, correct me if I'm wrong, but didn't skulltag have a minigun, or am I just remembering all that wrong?
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.1 In Final Testing)
Yes, Skulltag included the Minigun, Grenade Launcher, Railgun, and BFG10K. All of which will be present in the next update.Whoah wrote:Sounds pretty badass! Can't wait for the release! By the way, correct me if I'm wrong, but didn't skulltag have a minigun, or am I just remembering all that wrong?
-
- Posts: 51
- Joined: Mon Dec 11, 2017 12:28 am
Re: Zagemod (v1.1 In Final Testing)
This mod is shaping up to be excellent. Are there going to be any quake classes in future updates?
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.1 In Final Testing)
I have thought about adding a class similar to Slipgater in Doomzone. But it may be a while before I do this.VecterStroke wrote:This mod is shaping up to be excellent. Are there going to be any quake classes in future updates?
-
- Posts: 2816
- Joined: Thu Jun 04, 2015 9:07 pm
- Preferred Pronouns: He/Him
- Location: Killing spiders.
Re: Zagemod (v1.1 In Final Testing)
This is great news, pal. I am eager to see what's next.
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Zagemod (v1.1 In Final Testing)
Eyup! Different class means a lot of ways to play the game. Hope he could have other unique firearms unlike Doomzone's!
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
Re: Zagemod (v1.1 In Final Testing)
I do have plans for a third class that will have some upgraded weapons, but that's going to wait until v1.2!Captain J wrote:Eyup! Different class means a lot of ways to play the game. Hope he could have other unique firearms unlike Doomzone's!
-
- Posts: 454
- Joined: Sun Jan 04, 2004 6:24 pm
-
-
- Posts: 16891
- Joined: Tue Oct 02, 2012 2:20 am
- Location: An ancient Escape Shuttle(No longer active here anymore)
Re: Zagemod (v1.1 Released! Page 2)
I see you're still working on updating Zagemod! I'll try this later. Nice work!
-
- Posts: 39
- Joined: Fri Mar 16, 2018 2:56 am
Re: Zagemod (v1.1 Released! Page 2)
Been trying this out. I love the new blue hue on the stealth enemies and the exploding gore is awesome.