Zagemod (v1.5 In Development, pg 23)

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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

-Ghost- wrote:Nice job on that visual ammo count on the MarineGuy's rifle, was that hard to implement? Don't think I've seen that effect very often in mods. I'm always happy to see more for that class, it's my favorite class and favorite Doom!
It was a total pain to put together, lol. I achieved the effect by using overlays, but I'm still learning with them. I'm sure there's an easier way to implement them, but that particular weapon's got 61 separate overlays, and the correct one is displayed on each frame. But hey, at least it works.
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

Still poking about at this.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by AlphaSoraKun »

I think the Storm Shotgun and the Sub-Machine Gun are great inclusions!
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Captain J
 
 
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by Captain J »

That Alpha SMG looks sleek and smooth! I do hope it also has Alt-Fire mode as well.
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

Captain J wrote:That Alpha SMG looks sleek and smooth! I do hope it also has Alt-Fire mode as well.
Its AltFire mode launches a grenade that bounces around and is somewhat difficult to control. This is in contrast to the grenade fired by the Assault Rifle, which detonates on impact with world geometry.
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

Coming back to this after taking a break. Y'all wanted a flamethrower?



Now there's a flamethrower.
rhyrhygogo
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by rhyrhygogo »

NGL that flamethrower is sick
Also I have a suggestion for the Doom 64 Super shotgun. to differentiate it from the ssg of the Doomguy ssg I suggest making it slower but deal more damage. Making it hit like a truck but move like a snail.
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Captain J
 
 
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by Captain J »

Nice flamethrower! That Alt-Fire looks definitely useful for long range combat. Tho i see some enemies do not lit on fire.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by AlphaSoraKun »

That flamethrower is amazing! It's alt-fire is even cool.
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

Captain J wrote:Nice flamethrower! That Alt-Fire looks definitely useful for long range combat. Tho i see some enemies do not lit on fire.
Yes, there was an issue with their fire death states. I've fixed it after recording the vid, so it should work fine now.
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

New Sniper Rifle for Zoragal, replacing the Battle Rifle.

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Captain J
 
 
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by Captain J »

Always loved using Sniper Rifle back in Doom Zone days. Penetrating shot, fairly powerful damage and the reloading sound... All too perfect. Even to this day!
Gideon020
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by Gideon020 »

Captain J wrote:Always loved using Sniper Rifle back in Doom Zone days. Penetrating shot, fairly powerful damage and the reloading sound... All too perfect. Even to this day!
Heavy Weapons Guy was my gig. Could go through nearly a full-third of the game using the starting gun alone.
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by Bobby »

Can you add a halo class?
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silentzora
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Re: Zagemod (v1.4.2 RELEASED, pg 20)

Post by silentzora »

Bobby wrote:Can you add a halo class?
I have no plans to add a Halo class, as I've never played any game of the series.

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