Super Skulltag v1.4, RC7: More improvements, no new maps. :c
RE: Super Skulltag v1.4 - rc3 released!
I have tried but It does not seems to happen again.
Situation:
(all i remeber)
I was running with rocketlauncher in SSTDM01 into the area with Minigun. There was one bot with minigun. He ran into a barrel and turned on me I shot somewhere near the barrel and the barrel and the bot died but the bot dropped two bodies..
First was the normal when you die and the other was ragdoll (The ragdoll didnt flew anywhere so the two bodies were very close to each other.. and they were both colored as the bot (Little bit darker green)
EDIT : I think it is caused by the minigun.. again the same bot was shooting me with minigun and I shot him with rocket .. he flew and spawned again two bodies.. one lying on back and the other was standart doom death (with rotations ofc)
EDIT2 : Apology for spamming : It happends only sometimes on a human holding minigun (and shooting) and me killing him with rocketlauncher
EDIT3 : Now with picture! Here.. The upper body flew up and started failing down. Yes I saw animation on both of these..
Situation:
(all i remeber)
I was running with rocketlauncher in SSTDM01 into the area with Minigun. There was one bot with minigun. He ran into a barrel and turned on me I shot somewhere near the barrel and the barrel and the bot died but the bot dropped two bodies..
First was the normal when you die and the other was ragdoll (The ragdoll didnt flew anywhere so the two bodies were very close to each other.. and they were both colored as the bot (Little bit darker green)
EDIT : I think it is caused by the minigun.. again the same bot was shooting me with minigun and I shot him with rocket .. he flew and spawned again two bodies.. one lying on back and the other was standart doom death (with rotations ofc)
EDIT2 : Apology for spamming : It happends only sometimes on a human holding minigun (and shooting) and me killing him with rocketlauncher
EDIT3 : Now with picture! Here.. The upper body flew up and started failing down. Yes I saw animation on both of these..
Last edited by RaveYard on Mon Jul 02, 2012 4:11 pm, edited 1 time in total.
RE: Super Skulltag v1.4 - rc3 released!
Hmm. Thanks for the detailed report. Now I'll investigate. :)
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
RE: Super Skulltag v1.4 - rc3 released!
I'll have to sweat practice mapping just to get a submission to this project, it's awesome. Keep it going!
- DevilHunter
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RE: Super Skulltag v1.4 - rc3 released!
Your right about that one. But I can finish the map myself. Wasn't sure if slime forgot or something, or if he just disappeared. But let me know, because if hes not going to work on it, then I want to finish it. Map 28 will no longer be the bitch.Ænima wrote: I think Snakezz would get angry if you did that.
RE: Super Skulltag v1.4 - rc3 released!
^ Yes.
Last edited by Devon on Thu Jul 05, 2012 8:22 pm, edited 1 time in total.
RE: Super Skulltag v1.4 - rc3 released!
Edited them, they were a bit dark.
RE: Super Skulltag v1.4 - rc3 released!
Ahhh I was playing this and I got to my map... is it alright if I remake it? Or at least edit the hell out of it? It's just too bright, and boring, and blehhhh. Mine was SSTMAP04 by the way.
RE: Super Skulltag v1.4 - rc3 released!
IMO the green doesn't go with the blue. If I was making it I would make the word Action at least twice as big and a subtle brown-orange colour, with a touch of translucency.
RE: Super Skulltag v1.4 - rc3 released!
I was more or less just trying to upsize the original, but I wasn't about to draw with an mspaint airbrush tool :x
I'll give it a shot
I'll give it a shot
Last edited by Medicris on Thu Jul 05, 2012 9:15 pm, edited 1 time in total.
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RE: Super Skulltag v1.4 - rc3 released!
Zandronum crashes in the map transition from sstmap24 to sstmap25, I can load sstmap25 from the console just fine though.
Also the plasma rifle uses two ammo per shot sometimes, seemingly at random.
Also the plasma rifle uses two ammo per shot sometimes, seemingly at random.
Last edited by Animal Mother on Sat Jul 07, 2012 4:38 pm, edited 1 time in total.
RE: Super Skulltag v1.4 - rc3 released!
I think that's to keep the same ammo consumption rate as the original Plasma Rifle.Animal Mother wrote: Also the plasma rifle uses two ammo per shot sometimes, seemingly at random.
- DevilHunter
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RE: Super Skulltag v1.4 - rc3 released!
Odd, Never had that Issue. Guess I can try playing that map tonight.Animal Mother wrote: Zandronum crashes in the map transition from sstmap24 to sstmap25, I can load sstmap25 from the console just fine though.
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RE: Super Skulltag v1.4 - rc3 released!
It's a curious thing, I did some tests and I found out that the crash only (and always) happens when you enter the exit portal from the east. Entering it from any other direction will send you to the next map just fine, every time.
Could it be possible that this has to do with how you get teleported into the area? You get teleported into the final area of the map where the exit is. The entry point of where you get teleported in is right next to the exit portal, just a couple inches to its east. Maybe they're sticking too close or something.
Could it be possible that this has to do with how you get teleported into the area? You get teleported into the final area of the map where the exit is. The entry point of where you get teleported in is right next to the exit portal, just a couple inches to its east. Maybe they're sticking too close or something.
RE: Super Skulltag v1.4 - rc3 released!
Thanks! :Dachtung wrote: SST updated on wadhost. :)
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
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RE: Super Skulltag v1.4 - rc3 released!
When you punch with the primary fire, if you hold down the key then your fist stays outstretched until you release the fire key.
- ALIENwolve
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RE: Super Skulltag v1.4 - rc3 released!
Yes. I think it can be inferred that was intentional.doomquake777 wrote: When you punch with the primary fire, if you hold down the key then your fist stays outstretched until you release the fire key.
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RE: Super Skulltag v1.4 - rc3 released!
Oh, alright just wasn't sure if it was a bug or not.