Are Zandronum devs adding back in old skulltag items?

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Sponsky
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Are Zandronum devs adding back in old skulltag items?

#1

Post by Sponsky » Mon Jul 29, 2013 8:58 pm

alot of sprites and monsters are missing from zandronum, like the cacolatern, blood demons, and alot of other things. a few decorations are missing, like the "pool of blood with marine helmet". in a lot of Skulltag wads, there are error signs all over the place because zandronum does not support all the custom things that skulltag has added. is there a planned update to add all these back in or are old wads now unplayable?

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RE: Are Zandronum devs adding back in old skulltag items?

#2

Post by Ænima » Mon Jul 29, 2013 9:00 pm

You need to load skulltag_actors.pk3 and skulltag_data.pk3.
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RE: Are Zandronum devs adding back in old skulltag items?

#3

Post by Tux » Mon Jul 29, 2013 9:00 pm

just load wads with skulltag_data.pk3 and skulltag_actors.pk3

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Last edited by Tux on Mon Jul 29, 2013 9:01 pm, edited 1 time in total.
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RE: Are Zandronum devs adding back in old skulltag items?

#4

Post by W1D3A55 » Mon Jul 29, 2013 9:04 pm

Theyre playable. You just need to load st data and actors with whatever old skulltag wadx yoi want to play.
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RE: Are Zandronum devs adding back in old skulltag items?

#5

Post by Marcaek » Mon Jul 29, 2013 9:05 pm

Actually, it's best if you use skulltag_actors_1-1-1.pk3 followed by skulltag_data_126.pk3, and then the WADs you want to use in the proper order.

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RE: Are Zandronum devs adding back in old skulltag items?

#6

Post by Zap610 » Mon Jul 29, 2013 9:26 pm

Unless things are different, no, they won't be added back. They were intentionally left out.

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RE: Are Zandronum devs adding back in old skulltag items?

#7

Post by Sponsky » Mon Jul 29, 2013 9:59 pm

Thanks for the workarounds guys, a shame they wont add back the other stuff, seems kinda weird they intentionally left out content that expanded the game. it's not like any of that stuff was mandatory, or forcefully changed the gameplay.

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RE: Are Zandronum devs adding back in old skulltag items?

#8

Post by Cruduxy » Mon Jul 29, 2013 9:59 pm

Don't get why anyone cares for those bad recolored monsters with increased hp.. they could be done using decorate translate buuut its way better to do the entire sprite sheets since its drag all images and click a button!

Some of the weapons and decorations are justified though and load the actors for them :P
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RE: Are Zandronum devs adding back in old skulltag items?

#9

Post by Zap610 » Mon Jul 29, 2013 10:11 pm

Sponsky wrote: Thanks for the workarounds guys, a shame they wont add back the other stuff, seems kinda weird they intentionally left out content that expanded the game. it's not like any of that stuff was mandatory, or forcefully changed the gameplay.
It was bloated, stolen garbage that served as a crutch for bad mappers as well as unnecessarily inflating the size of the project. It hardly "expanded" the game.
Last edited by Zap610 on Mon Jul 29, 2013 10:11 pm, edited 1 time in total.

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RE: Are Zandronum devs adding back in old skulltag items?

#10

Post by Marcaek » Mon Jul 29, 2013 10:21 pm

Anything that decides to use the Skulltag resources for it's own purposes can always include them, but it's probably for the best to find an alternative.

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RE: Are Zandronum devs adding back in old skulltag items?

#11

Post by -Jes- » Mon Jul 29, 2013 10:47 pm

Zap610 wrote:bloated, stolen garbage
And what little that wasn't stolen, our friendly Zandroum overlords could not (or would not spend exceeding amounts of time to) get hold of the long gone creators and request proper opensource permissions for.
Last edited by -Jes- on Mon Jul 29, 2013 10:47 pm, edited 1 time in total.

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RE: Are Zandronum devs adding back in old skulltag items?

#12

Post by Catastrophe » Mon Jul 29, 2013 10:48 pm

I dunno the custom weapons and monsters actually brought a bunch of people I know to this port, including myself.

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RE: Are Zandronum devs adding back in old skulltag items?

#13

Post by Cruduxy » Mon Jul 29, 2013 10:48 pm

70% of the content can be reproduced with triple quality in like 2 hours :_
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RE: Are Zandronum devs adding back in old skulltag items?

#14

Post by katZune » Mon Jul 29, 2013 11:33 pm

Catastrophe wrote: I dunno the custom weapons and monsters actually brought a bunch of people I know to this port, including myself.
this, i come to ST because of unlagged and the "new things" (most the SSG zombie :V) but anyway
Last edited by katZune on Mon Jul 29, 2013 11:33 pm, edited 1 time in total.
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RE: Are Zandronum devs adding back in old skulltag items?

#15

Post by TerminusEst13 » Tue Jul 30, 2013 12:08 am

The custom monsters and weapons did a good job showing what was possible with the port, acting as a small sampler by showing the potential of Decorate in online play.
That being said, they themselves didn't do a good job at...well. Being good. The weapons didn't add much (aside from the railgun, for obvious reasons) and the monsters were mostly poor recolors.

I think it would be good to make entirely new weapons and monsters to show off the capabilities of Zandronum, utilizing some advanced Decorate/ACS.

The question is, what sort of weapons/monsters would compliment the goal/feel of Zandronum? It seems like rather than nicking Skulltag's Quake-ish feel, it seems Zandronum is more interested in a sci-fi/space feel.
Last edited by TerminusEst13 on Tue Jul 30, 2013 12:09 am, edited 1 time in total.
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RE: Are Zandronum devs adding back in old skulltag items?

#16

Post by Torr Samaho » Tue Jul 30, 2013 6:35 pm

Sponsky wrote: Thanks for the workarounds guys, a shame they wont add back the other stuff, seems kinda weird they intentionally left out content that expanded the game. it's not like any of that stuff was mandatory, or forcefully changed the gameplay.
FYI, we just separated the additional content from the engine for technical and legal reasons. The only difference for the user is that the Skulltag content is not loaded automatically, but has to be loaded manually.

Note that this is not a workaround, but an intended change that gives more freedom to the users, i.e. if you don't want or need the Skulltag additions, you are not forced to load them.
TerminusEst13 wrote: I think it would be good to make entirely new weapons and monsters to show off the capabilities of Zandronum, utilizing some advanced Decorate/ACS.
I agree, that would be great.

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RE: Are Zandronum devs adding back in old skulltag items?

#17

Post by Marcaek » Tue Jul 30, 2013 7:11 pm

Well, don't the various mods we have already do that? Why not advertise them alongside the port as a demo?

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RE: Are Zandronum devs adding back in old skulltag items?

#18

Post by Qent » Tue Jul 30, 2013 8:11 pm

Most Zandronum/Skulltag mods and some Doom/ZDoom mods should be on the Zandronum wiki, IMHO.

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RE: Are Zandronum devs adding back in old skulltag items?

#19

Post by Marcaek » Tue Jul 30, 2013 8:27 pm

Sure, but that doesn't really constitute advertising. Zandro needs more non-doom community advertising for both mods and the Doom side of things.

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RE: Are Zandronum devs adding back in old skulltag items?

#20

Post by Ænima » Tue Jul 30, 2013 8:36 pm

Marcaek wrote: Sure, but that doesn't really constitute advertising. Zandro needs more non-doom community advertising for both mods and the Doom side of things.
Where do you suggest advertising besides YouTube?
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