Super Skulltag -- A hub remake of Doom2 with ST flavor!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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phineas
 
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Location: Hales Corners, WI USA
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does Super Skulltag require OpenGL?

#381

Post by phineas » Fri Jul 11, 2025 9:13 pm

I'm asking because I get checkerboard sky. I'm running in software mode on Zand 3.2 for Linux.
Load order is skulltag_content-3.2-beta2.pk3, then SuperSkulltag_v2e.pk3. If I reverse this order,
Zand doesn't start it at all.
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---time passes---

As long as I have you on the phone, this item outside the left window at the entrance is unknown:

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Map02 now, and there's more red ! diamonds:

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Ænima
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Re: does Super Skulltag require OpenGL?

#382

Post by Ænima » Wed Jul 16, 2025 12:41 am

phineas wrote:
Fri Jul 11, 2025 9:13 pm
I'm asking because I get checkerboard sky. I'm running in software mode on Zand 3.2 for Linux.
The mod is currently intended to be “OpenGL only” at the moment. My apologies. Those <!>s are 3D models which can’t be rendered in Software so the <!>s are placeholders until we get sprite replacements for all of the trees, cars, etc.

The checkerboard in the sky is an OpenGL skybox which also cannot render in Software. I can address this with a clientside script that changes the sky to a texture for Software players. Thanks for bringing it up.

Btw a few maps also use sloped 3D floors which will not render at all in Software.
phineas wrote:
Fri Jul 11, 2025 9:13 pm
Load order is skulltag_content-3.2-beta2.pk3, then SuperSkulltag_v2e.pk3. If I reverse this order,
Zand doesn't start it at all.
That’s normal. Any mod that uses DECORATE inheritance must be listed after the wad/pk3 it inherits from. In this case, it’s Skulltag, which has had all of its assets contained to skulltag_content-* in recent years.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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phineas
 
Posts: 39
Joined: Fri Jan 24, 2014 11:13 pm
Location: Hales Corners, WI USA
Contact:

Re: Super Skulltag -- A hub remake of Doom2 with ST flavor!

#383

Post by phineas » Tue Jul 22, 2025 10:08 pm

Okie. I'll just delete it then. Thanks for clarifying.

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Ænima
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Re: Super Skulltag -- A hub remake of Doom2 with ST flavor!

#384

Post by Ænima » Sat Aug 02, 2025 7:54 pm

phineas wrote:
Tue Jul 22, 2025 10:08 pm
Okie. I'll just delete it then.
K.

phineas wrote:
Tue Jul 22, 2025 10:08 pm
Thanks for clarifying.
You were informed that this was an OpenGL-focused project, just for the record.


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Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
phineas
 
Posts: 39
Joined: Fri Jan 24, 2014 11:13 pm
Location: Hales Corners, WI USA
Contact:

Re: Super Skulltag -- A hub remake of Doom2 with ST flavor!

#385

Post by phineas » Thu Aug 07, 2025 7:20 pm

you were warned!!
Hah! This place too funny.

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TDRR
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Re: Super Skulltag -- A hub remake of Doom2 with ST flavor!

#386

Post by TDRR » Thu Aug 07, 2025 8:47 pm

All he meant was that you were reporting bugs when the mod clearly states it's not going to run well on the software renderer.
Where can I go from Your Spirit? Or where can I flee from Your presence? If I ascend to heaven, You are there; If I make my bed in Sheol, behold, You are there. (Psalms 139:7-8, NASB)
My Discord tag is @tdrr, and it's my preferred contact method. I also check PMs here from time to time.
I also have a Discord server for my projects.

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Ænima
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NEW Super Skulltag version is here!

#387

Post by Ænima » Wed Feb 04, 2026 8:51 am

After more than 6 months with no updates, we're proud to release SST v2f!

This version boasts 4 new maps, 10 new monsters, a new key, a new inventory item, map expansions/improvements, better sounds, and tons of bugfixes and balances!


New maps!
Spoiler: details and screenshots (Open)
Spoiler: Mirage (Open)
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An exotic realm outside of time and space. Explore a mosque built on an asteroid, complete with a minaret and kaaba. Climb on the roof and use the flying carpets to get to the yellow skull! Be careful, dune warriors, snake imps, and afrits are known to guard this holy ground. This map contains the High Jump rune, which can be used to reach secrets in other levels.
Accessed by: Alternate exit at end of Refueling Base.

Spoiler: Data Center (Open)
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Don't feel like trudging through the poo of Waste Tunnels? Play this level as an alternate path from The Focus to The Crusher! Solving simple barrel-pushing puzzles lets you bypass some broken doors. The plasma rifle can also be found here.
Accessed by: 3-key door in The Focus.

Spoiler: Dreamland (Open)
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A weirdcore nightmare. Creepy eyeballs watch you as you try not to fall into the void. Well-stocked with mid-tier enemies.
Accessed by: Warp Zone #3 (found in Tenements).

Spoiler: Cathedral of Flesh (Open)
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A borderline slaughtermap with a powerful reward. Defeating the 3 minibosses at the end grants you the Black Skull, which can be used to open up shortcuts and health/ammo caches in the later levels.
Accessed by: Yellow skull door in Bloodfalls.

Improvements to existing maps!
Spoiler: screenshots (Open)

Entryway:
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Dead Simple:
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The Citadel:
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TDRR's hangout in Downtown:
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Secret valley pass (I'll let you find what map it's in):
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New torture chamber in Tenements (black skull door):
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Black skull!
Acquired after killing the 3 minibosses in the secret map accessed through Bloodfalls. Like the green and purple keycards, this key will remain in your inventory across all levels, and will grant you access to very useful shortcuts later in the game.
Spoiler: (Open)
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Auto-Stims!
Like Heretic's quartz flask, but fancier. Heals 10% health and will automatically be used when your health drops below 50% (or you can use them manually whenever). Dropped by some monsters and can also be found scattered around the SST maps. You can carry 9 max.
Spoiler: screenshot (Open)
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Security robots!
These friendly mechs are armed with miniguns and rocket pods. They can help take some of the heat off of you during larger fights.
Spoiler: screenshots (Open)
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Better invasion experience!
All players start invasion maps with a Magnum and fully-automatic AR-10 to better deal with the first few waves. Invasion spawners have also been changed to include the new monsters added in this version. The next version may also include a "Utility Gun" for spawning turrets, sandbags, and mines!


Better skin integration!
The included ZandroSkins version now includes Master Chief! Many skins have also had extra sounds added for SST's burning/ragdoll deaths. (Any additional skins to be used with SST must still be edited to include "class = Player" in SKININFO, however. This is still being looked into.)


We're also testing out an optional jukebox add-on, powered by tracker modules! (15 tracks, less than 20mb) It's a mix of dark ambient, industrial, and metal tracks that I kinda like. If you have any good trackers to add, please send them to me!

You also no longer need to explicitly include skulltag_content-3.2-beta2.pk3 in your launcher/command-line when loading SST, as it will now automatically be loaded so long as skulltag_content-3.2-beta2.pk3 is in your main PWAD folder. This allows you to simply drag+drop the Super Skulltag pk3 onto Zandronum.exe without having to highlight multiple files (if you use the drag+drop method). You don't need to check the "Skulltag content" checkbox on TSPG, either.


also MAXWELL!
Spoiler: CAT (Open)
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[Download links in first post]



Planned for the next upcoming version:
  • Voting system to prevent players from leaving the current map without majority approval (like what always happens in Strife/Hexen coop)
  • More weapon upgrades:
    -Dragon's Breath for the Magnum
    -multi-rocket pods for Rocket Launcher
    -napalm grenades and paint grenades for grenade launcher
    -poison/radiation BFG9000
    -20mm conversion for Minigun (slower fire rate, but heavy ripper/railgun-type damage)
    -smart plasma (mild homing)
  • login system to save weapons/upgrades
  • better ragdolls
  • better gibs for larger monsters
  • scope for Railgun
  • finish Doom2 remake maps (Help wanted!)
  • implement new features that will be in Zandro 3.3
  • optional sprite/voxel alternatives for the 3D models to make the mod slightly friendlier to non-OpenGL players



Love you guys. <3 Thanks for continuing to support the mod's development after all these years. :igor:


As usual, if you find any bugs or have any suggestions, let us know!
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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