Skulldash - A Fast-Paced Speedrun Arcade Mod

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#41

Post by Dragonfly » Sun Nov 22, 2015 12:48 am

That's a pretty serious issue.

I'm working on a multiplayer patch right now, and would heavily appreciate some people to be online testers. When me and Yellowtail played together we got through a good 6 or so levels error free, so it'd be good to find out the cause of this. Did any players die or disconnect mid-game? Did anyone join (although since it's survival I doubt that's an issue)?

Having some people around who can help investigate would be greatly appreciated.

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agaures
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#42

Post by agaures » Sun Nov 22, 2015 1:00 am

Not any specific conditions i remember. But i think more than 1 person was playing each time this happened.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#43

Post by Dragonfly » Sun Nov 22, 2015 5:50 pm

You'll be pleased to know Remmirath and myself (mostly Remmirath) are fixing this issue as we speak. I'll re open the Official Skulldash Server once we can confirm it's fixed.

Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#44

Post by Dragonfly » Sun Nov 22, 2015 10:17 pm

I can confirm that the bug you suffered is no longer a problem. Now to tackle why the final boss goes invisible...
Last edited by Dragonfly on Sun Nov 22, 2015 10:17 pm, edited 1 time in total.

Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#45

Post by Dragonfly » Thu Dec 10, 2015 9:35 am

Skulldash just won a Cacoward over at Doomworld!

Thank you to everyone who helped the project become what it is today, and equally, thank you to everyone who's taken the time to download and play Skulldash!

Samuzero15tlh
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#46

Post by Samuzero15tlh » Sat Dec 12, 2015 10:18 pm

Dragonfly wrote: Skulldash just won a Cacoward over at Doomworld!

Thank you to everyone who helped the project become what it is today, and equally, thank you to everyone who's taken the time to download and play Skulldash!
Cheers m8!
Everyone wants happiness without pain, but you cant have a rainbow without a rain.

I'm working in the Shotgun Frenzy Plus mod in my free time.
Yes, I have a pet that helps me to build doom projects, the Pack-O-Daemon, ain't it cute?.

Spoiler: My Other zandro stuff! (Open)


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Ænima
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#47

Post by Ænima » Sun Dec 13, 2015 1:33 am

Congrats!
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

Hareton
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#48

Post by Hareton » Sat Jan 02, 2016 7:36 am

I have an error when trying both full package and patching existing Zandronum version:

Code: Select all

Texman.Init: Init texture manager.
Invalid data encountered for texture SKULDASH.pk3:map07-hauntedmansion.wad:WOLF1
Unknown patch WOLF1 in texture ZZWOLF1
Texture ZZWOLF1 is left without any patches
Invalid data encountered for texture SKULDASH.pk3:map07-hauntedmansion.wad:WOLF1
Unknown patch WOLF1 in texture ZZWOLF1
Texture ZZWOLF1 is left without any patches
Invalid data encountered for texture SKULDASH.pk3:map07-hauntedmansion.wad:WOLF1
Unknown patch WOLF1 in texture ZZWOLF1
Texture ZZWOLF1 is left without any patches
Invalid data encountered for texture SKULDASH.pk3:map16-divider.wad:PNAMES
Invalid data encountered for texture SKULDASH.pk3:map16-divider.wad:TEXTURE1
Invalid data encountered for texture SKULDASH.pk3:map07-hauntedmansion.wad:WOLF1
Unknown patch WOLF1 in texture ZZWOLF1
Texture ZZWOLF1 is left without any patches
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "SKULDASH.pk3:code.wad:DECORATE" line 18:
"INVENTORY.NEVERRESPAWN" is an unknown flag

Script error, "SKULDASH.pk3:code.wad:DECORATE" line 47:
"INVENTORY.NEVERRESPAWN" is an unknown flag

Script error, "SKULDASH.pk3:code.wad:DECORATE" line 76:
"INVENTORY.NEVERRESPAWN" is an unknown flag

Script error, "SKULDASH.pk3:code.wad:DECORATE" line 106:
"INVENTORY.NEVERRESPAWN" is an unknown flag

Script error, "SKULDASH.pk3:code.wad:DECORATE" line 137:
"INVENTORY.NEVERRESPAWN" is an unknown flag


Execution could not continue.

5 errors while parsing DECORATE scripts
I have Doom.wad from Steam.

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agaures
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#49

Post by agaures » Sat Jan 02, 2016 7:55 am

Are you using Zandronum verison 3.0?
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Hareton
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#50

Post by Hareton » Sat Jan 02, 2016 8:00 am

It turned out I used 2.0, because it was installed on my system.

But now, using full pack from the website, I have textures missing. http://s24.postimg.org/p3iapwqid/Screen ... 085851.png

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agaures
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#51

Post by agaures » Sat Jan 02, 2016 8:01 am

How are you loading everything? Are you just loading skull dash or skulldash along with the skulltag data files.

Edit:

I should also mention the order in which you load the files is important too. The skulltag files should be the first to load.
Last edited by agaures on Sat Jan 02, 2016 8:03 am, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Hareton
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#52

Post by Hareton » Sat Jan 02, 2016 9:05 am

I use drag and drop. Now I tried to load also skull tag actors and data, it loads textures properly, but how do I access mod's maps? There olny Doom 1 episodes.

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agaures
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#53

Post by agaures » Sat Jan 02, 2016 9:07 am

Oh, this mod is made for Doom 2 by the way.
As said in the first post "Skulldash, a fast-paced speedrun arcade mod for Doom II!"
Last edited by agaures on Sat Jan 02, 2016 9:07 am, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#54

Post by Dragonfly » Sat Jan 02, 2016 11:14 am

Thank you aguares for replying on my behalf. Everything Aguares has said is correct, here it is again for a little more clarity.
  • You need Doom2.wad
  • You need Zandronum 3.0 Alpha at least
  • You need the Skulltag_data.pk3 and Skulltag_actors.pk3 files, which can be found on the website.
  • You need to open the skulltag resources before Skulldash in the order the files are opened.
  • Since you've downloaded the full version, use the 'PLAY SKULLDASH.bat' file - For this to work you need Doom2.wad, Skulltg_actors.pk3, Skulltag_data.pk3 and Skulldash.pk3 all in the same directory as the .bat file
  • Have fun!
I'll be sure to check this thread more often until your issue has been resolved!

Hareton
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#55

Post by Hareton » Sat Jan 02, 2016 12:34 pm

Thanks, it works now.

This wad is great, I especially like athmospheric map design. 10/10.
Last edited by Hareton on Sat Jan 02, 2016 12:54 pm, edited 1 time in total.

18.Beastman
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#56

Post by 18.Beastman » Sat Jan 30, 2016 12:24 pm

Some awesome stuff right there! It was a bit of a pain to go for all the trouble of installing zandro 3.0, but it was worth it.
The hub brings Stronghold memories, Tormentor667 touch maybe? :p

Dragonfly
 
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RE: Skulldash - A Fast-Paced Speedrun Arcade Mod

#57

Post by Dragonfly » Sun Jan 31, 2016 9:39 pm

18.Beastman wrote: Some awesome stuff right there! It was a bit of a pain to go for all the trouble of installing zandro 3.0, but it was worth it.
The hub brings Stronghold memories, Tormentor667 touch maybe? :p
I'm both friends with T667 and worked on two maps for Stronghold. I'd be lying if I wasn't influenced from that experience!

The hub experience was loosely inspired by older gen games such as Crash Bandicoot 2, Spyro 1 etc where you'd have a room / homeworld with a series of portals for that particular 'chapter' of the game. To make it fit in with the arcade experience (and save time for those after replaying maps) it made more sense to condense it all in one map rather than one per tier.

I've very glad you enjoyed your time playing Skulldash, means a lot to me that people are still picking it up and enjoying it now :D

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