how should i adapt a new monsters in skulltag

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haruko haruhara123
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how should i adapt a new monsters in skulltag

#1

Post by haruko haruhara123 » Fri Jun 28, 2019 2:59 am

hey i am trying put custom monsters in my wad but there is probloms with script issues an unknown actors can anyone please help me

haruko haruhara123
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Posts: 18
Joined: Wed Feb 20, 2019 9:55 pm

Re: how should i adapt a new monsters in skulltag

#2

Post by haruko haruhara123 » Fri Jun 28, 2019 3:03 am

im making a invasion wad an i need to adapt these monsters because there is barely any monsters that will work with the engine

TDRR
 
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Re: how should i adapt a new monsters in skulltag

#3

Post by TDRR » Fri Jun 28, 2019 6:18 am

Stop using Skulltag, seriously it's old, outdated and doesn't support many features. WHY would you want to stick to such an old and terrible port when there's 100x better alternatives around?

haruko haruhara123
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Posts: 18
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Re: how should i adapt a new monsters in skulltag

#4

Post by haruko haruhara123 » Fri Jun 28, 2019 4:54 pm

Hey listen the reason why I am using the sourceport because I made a mistake and I'm making my invasion wad on skulltag because it is easier

haruko haruhara123
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Posts: 18
Joined: Wed Feb 20, 2019 9:55 pm

Re: how should i adapt a new monsters in skulltag

#5

Post by haruko haruhara123 » Fri Jun 28, 2019 5:01 pm

Really please stop an help me I just want to make a invasion wad that's all I want it to be nice not shit that's why I'm asking this

TDRR
 
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Re: how should i adapt a new monsters in skulltag

#6

Post by TDRR » Sat Jun 29, 2019 2:54 am

haruko haruhara123 wrote:
Fri Jun 28, 2019 5:01 pm
Really please stop an help me I just want to make a invasion wad that's all I want it to be nice not shit that's why I'm asking this
I'm not sure if you understood but, converting modern enemies to Skulltag is infinitely harder than just copy-pasting all of the files into your .pk3 or .wad file as it works in Zandronum.

There's many missing functions that would make you use ugly workarounds that can cause more issues and even massive slowdown depending on how it has to be done. Not to mention, hand-made workarounds also mean that you will need to carefully code it so that playing online doesn't desync or lag too much. I definitely don't have the patience for that.
Hey listen the reason why I am using the sourceport because I made a mistake and I'm making my invasion wad on skulltag because it is easier
That doesn't make much sense, what mistake did you do? I assure you all mistakes you have made in Zandronum can easily happen in Skulltag, and likely even worse too.

In fact, working with Zandronum is way easier, because with the current version of the UDMF format, you can easily make slopes, 3D floors and many other effects very easily.
In Skulltag, there's no 3D floor rendering in software mode, so people using software mode can't see 3D floors. Also in Skulltag, making slopes is harder, as all the slope things are very confusing, in Zandro's UDMF, you can just use the "Slopes" section in GZDoom Builder and make a slope with help from the editor.
And if you run into a bug that causes seemingly good behavior but has been since fixed in Zandronum, it means that your map will not be playable online at all. That's only a small taste of how the rest of working with Skulltag would be.

Again, there's no reason at all to use Skulltag instead of Zandronum, it has ZERO benefits. The GL renderer is slower, the playsim is also slower, it has way less editing features, it's no longer updated, it doesn't have a master server anymore, it's full of bugs (compared to current Zandro anyways). Literally the ONLY reason you should still use Skulltag is if you are running it on a Wii or a Raspberry Pi 1 or something as slow and underpowered as that, otherwise there's no reason.

Stop sticking to an old port that doesn't have anything over a more updated version of one. Unless you switch to Zandronum, you can be sure that at least i won't help you and probably most other people won't either, Because they wouldn't like to dick around with an old sourceport full of issues just because someone can't get over the fact it's old and outdated.

haruko haruhara123
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Posts: 18
Joined: Wed Feb 20, 2019 9:55 pm

Re: how should i adapt a new monsters in skulltag

#7

Post by haruko haruhara123 » Sat Jun 29, 2019 4:07 am

Some one on doomworld told me I can use zandronum to use the monster I want to use plus I feel kinda better now than before but I still want that liquidator I. Map04 boss but I will try to use zandronum gzdoom builder witch you did not know that I use zandronum when I play single player wads on my YouTube channel but I will try to use gzbuider zandronum in doom 2 hexen format

TDRR
 
Posts: 94
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Re: how should i adapt a new monsters in skulltag

#8

Post by TDRR » Sat Jun 29, 2019 4:20 am

haruko haruhara123 wrote:
Sat Jun 29, 2019 4:07 am
Some one on doomworld told me I can use zandronum to use the monster I want to use plus I feel kinda better now than before but I still want that liquidator I. Map04 boss but I will try to use zandronum gzdoom builder witch you did not know that I use zandronum when I play single player wads on my YouTube channel but I will try to use gzbuider zandronum in doom 2 hexen format
Alright then, you can ask as much help from me as you need. Mostly with DECORATE and ACS, but i can help a bit with mapping too.

haruko haruhara123
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Re: how should i adapt a new monsters in skulltag

#9

Post by haruko haruhara123 » Sat Jun 29, 2019 6:35 pm

It seems the liquidator doesn't work with zandronum but I want it to be because he looks badass plus this is going to be a invasion wad as well a new invasion wad there is already a maper who is napping for this the wad is called another ride to hell invasion

TDRR
 
Posts: 94
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Re: how should i adapt a new monsters in skulltag

#10

Post by TDRR » Sat Jun 29, 2019 7:32 pm

haruko haruhara123 wrote:
Sat Jun 29, 2019 6:35 pm
It seems the liquidator doesn't work with zandronum but I want it to be because he looks badass plus this is going to be a invasion wad as well a new invasion wad there is already a maper who is napping for this the wad is called another ride to hell invasion
Fixed to work with Zandronum. It doesn't work the exact same way as in GZDoom because unfortunately the +FLATSPRITE flag doesn't exist yet in Zandronum, but everything else should be identical and i also took care it ran very well online.

https://www.mediafire.com/file/bd6yskrt ... m.wad/file
There's the file.

haruko haruhara123
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Posts: 18
Joined: Wed Feb 20, 2019 9:55 pm

Re: how should i adapt a new monsters in skulltag

#11

Post by haruko haruhara123 » Sat Jun 29, 2019 10:33 pm

it still does not work now it is having issues on line 39

haruko haruhara123
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Re: how should i adapt a new monsters in skulltag

#12

Post by haruko haruhara123 » Sat Jun 29, 2019 11:09 pm

Here is the discord for it we can discuss it here

https://discord.gg/tR9HSd5

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