Zagemod v1.4 Changelog -- General Changes -- * Re-implemented Archvile crusher pain/death sequence, except better. * Gave actors with colored blood their own blood types (for replacement) * Gib spawning lines now have their own spawner actors in XDeath state. * Changed VFX Queue option in Zagemod Settings from a slider to an option value. * Greatly increased the VFX Queue cap. * Teleporter flats no longer glow fullbright. Because teleporter mazes. * Flats are no longer fullbright, and instead either use brightmaps or are not illuminated at all. * Reworked all ambient glows for flats. * Converted Nazi gib sprites to truecolor PNG. * Changed Commando's firing animation. * Added VFX Queueing Arachnotron and Mancubus projectile VFX. * Converted sprite CZV1F1 to truecolor PNG. * Updated fire sound for BFG10K. * Updated Heavy Chaingun's muzzle flash. * Updated cocking sound for Scattergun. * Nudged frames in Imp's XDeath sequence. * Converted Pinky1 sprites to truecolor PNG. * Changed flying blood's radius from 8 DMU -> 1 DMU. * Former Humans no longer share dynamic lights with players. -- Additions -- * Added replacements for the following monsters: - MarineRocket - MarineBerserk - MarineFist - MarineChainsaw - MarinePistol - MarineShotgun - MarineSSG - MarineChaingun - MarinePlasma - MarineRailgun - MarineBFG - ScriptedMarine (Sprites: DBJ87, Mark Quinn, Anthony Cole, Xim, CaptainToenail, FuzzballFox, Alando1, Skulltag) * Added brightmaps for IWAD assets. (Credit: Virtue, Z86) * Added brightmap for SIGIL exit texture. * Added brightmaps for Zagemod assets. * Added custom sky for No Rest for the Living, zagemod.pk3 only. * Added custom sky for SIGIL, zagemod.pk3 only. (Sorry, John.) -- New Extras -- * Bolognese addon! Customized Bolognese addon specifically for use with Zagemod. (This is about as "brutal" as it's going to get, folks. Take it or leave it.) -- Bug Fixes -- * Fixed Riot Shotgun allowing altfire with 0 ammo. * Fixed startup crash in LZDoom. * Fixed pistol Trooper spawning with the wrong sprites. * Removed A_KillMaster call from Revenant. * Removed A_KillMaster call from Hell Knight. * Fixed improperly placed translucent pixels in POS2F5. * Fixed stray pixels in BOSAP2P8. * Fixed crash related to corpse queueing, blood, and deep water. * Fixed firing animation for Heavy Commando. * Fixed Heavy Commando firing WAY too many bullets. * Fixed infinite recursion crash on Railgun scope with 0 ammo. * Fixed some graphical inconsistencies for the Missile Launcher's fire sequence. * Fixed Arachnotron plasma debris not being removed from the game under some circumstances. * Fixed Corporal not killing its spawner. * Fixed *gasp sound for all players. * Fixed Plasma Bolter not playing its cooldown animation when releasing the altfire key if there is ammo left in the cell. * Fixed bug where Mjolnir would not alert enemies with its primary fire. * Added missing lights for Mjolnir. * Added missing Demon Spawns option in Zagemod Settings. CVAR is there, just forgot to add the option. Oops. * Fixed incorrect Raise animation for Commando 2. * Fixed stray pixel in sprite MAGOB1. * Fixed stray pixel in sprite MAGOD1. * Hopefully fixed more instances where the game can crash from the corpse queue system. * Fixed incorrect Raise sprites for Trooper 2. * Fixed incorrect Raise sprites for Blind Mech Pinky. * Fixed incorrect Raise sprites for Belphegor. * Removed A_KillMaster call from Cacodemon.