Super Skulltag v1.4, RC7: More improvements, no new maps. :c

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#81

Post by Ænima » Sat Aug 25, 2012 2:28 pm

Yeah it's just an unfinished altdeath. His stomach splits open but then it uses the original sprites for when he falls to the ground.
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RE: Super Skulltag v1.4 - rc3 released!

#82

Post by doomquake777 » Sat Aug 25, 2012 11:55 pm

Ænima wrote: Yeah it's just an unfinished altdeath. His stomach splits open but then it uses the original sprites for when he falls to the ground.
Oh will that be fixed in the next release? Btw how is the development going for Super Skulltag? I'm looking forward to the next release. (I just saw the other day what you did with Commander Keen Awesome Stuff!!!!)
Last edited by doomquake777 on Sat Aug 25, 2012 11:56 pm, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#83

Post by Ænima » Sun Aug 26, 2012 12:31 am

Development on SST has been rather slow lately since most of our mappers have gone back to school and are more busy now, and also because i've been devoting much of my modding time to Mercenaries lately (and I only have maybe 30mins a day to devote to modding between work and classes).

Rest assured though, work is definitely getting done, even though it's at a slower pace. :p It does help when people make bug reports too, because then I can catch them faster and fix them. :)
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Skulltag v1.4 - rc3 released!

#84

Post by doomquake777 » Sun Aug 26, 2012 9:40 am

Ænima wrote: Development on SST has been rather slow lately since most of our mappers have gone back to school and are more busy now, and also because i've been devoting much of my modding time to Mercenaries lately (and I only have maybe 30mins a day to devote to modding between work and classes).

Rest assured though, work is definitely getting done, even though it's at a slower pace. :p It does help when people make bug reports too, because then I can catch them faster and fix them. :)
Well a couple Suggestions I have are 1 that the bullets distance be set to an unlimited distance just like the players. It seems almost like cheating if you can run out of the range of an enemies shot. 2 the fireballs that seem to fly downward as they travel. Those have a much shorter distance that they can fly before they hit the ground. I love the physics that have been added. My fiancee enjoys walking up to the zombies with the shotgun and blasting them just to watch them fly up and land with blood all around them. I will continue to look for bugs and will report any I find as soon as I see them. Keep up the great work on this Mod.
Last edited by doomquake777 on Sun Aug 26, 2012 9:40 am, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#85

Post by doomquake777 » Fri Sep 07, 2012 9:03 am

A bug I have noticed with Zombies (particularly the Chaingun guy) is that sometimes when they are firing at you and you step out of their line of site, their shots fly through the wall and are able to hit you.

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RE: Super Skulltag v1.4 - rc3 released!

#86

Post by Coolster » Fri Sep 14, 2012 6:30 pm

I tried to launch this mod and even when loading Skulltag_data.pk3 i always get

"Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Parent type 'Minigun' not found in SSTMinigun

Execution could not continue.

Script error, "sst_v1.4rc3.pk3:sst_v1.4rc3.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun"

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RE: Super Skulltag v1.4 - rc3 released!

#87

Post by Yellowtail » Fri Sep 14, 2012 6:49 pm

Did you load both skulltag_data.pk3 AND skulltag_actors.pk3 with sst_v1.4rc3.pk3?

Because by the looks of it, you didn't load skulltag_actors.pk3.

Llewellyn
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RE: Super Skulltag v1.4 - rc3 released!

#88

Post by Llewellyn » Fri Sep 14, 2012 9:24 pm

Yellowtail wrote: Did you load both skulltag_data.pk3 AND skulltag_actors.pk3 with sst_v1.4rc3.pk3?

Because by the looks of it, you didn't load skulltag_actors.pk3.
Or it was loaded in the wrong order.

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RE: Super Skulltag v1.4 - rc3 released!

#89

Post by Empyre » Sat Sep 15, 2012 2:05 pm

Load skulltag_actors (comes with Zandronum) first, then skulltag_data, then whatever you want that needs Skulltag stuff.
"For the world is hollow, and I have touched the sky."

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RE: Super Skulltag v1.4 - rc3 released!

#90

Post by Coolster » Sat Sep 15, 2012 6:21 pm

ok thanks for help guys, it works perfectly now, didn't know you have to load actors too, now i know :)

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RE: Super Skulltag v1.4 - rc4 time!

#91

Post by Ænima » Thu Sep 27, 2012 7:42 pm

Updated to RC4! Download here!

Major changes include fancier blood (which splatters and oozes down the adjacent walls) and useful new weapon attacks (altfires)!

The shotgun's altfire is a "slam-fire" feature. Like most real shotguns (which have no trigger disconnect), if you hold the trigger down and keep pumping, a round will be fired as soon as the slide moves forward again. This attack allows you to clear rooms quickly while sacrificing accuracy.
Spoiler: example (Open)
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
It will save your life!


The chaingun's altfire is an automatic "chain-tapping" mode. Useful for sniping.

The pistol's altfire is a 3-round-burst. Cliche, but it's useful.

The minigun's altfire keeps the barrels spinning so that you can fire at will.

The weapon animations have also been smoothed out a bit and bullet/shell weapons now cause screen "shake".


Full changelog:
  • rc4:
  • Added Altfires for the pistol, shotgun, SSG, chaingun, and minigun.
  • Improved the blood effects. Thanks to TibSoul and Striker!
  • Fixed a few HudMessage-related bugs.
  • Smoothed out the shotgun and SSG frames. :D
  • Added compatibility for 64 players!
  • Added a new death animation for the imp. Thanks CaptJ3!
  • Fixed zombie bullets clipping through walls.
Last edited by Ænima on Thu Sep 27, 2012 7:51 pm, edited 1 time in total.
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Danzoa
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#92

Post by Danzoa » Thu Sep 27, 2012 9:11 pm

Hmm, Lately i've been starting to like where this project is going.
Image

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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#93

Post by Espio » Thu Sep 27, 2012 10:16 pm

Awesome, there should be someone hosting this ASAP.
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https://youtu.be/qbgpcemxVPA?t=8s "Get the fuck up."
https://www.mediafire.com/?kb7sf1nizgwvqsr My custom music wad for Doom I & II - 166 MEG WARNING

<Dark-Slayer>CorpseGr1nder, get a job
<Konar6>blow*

(09:58:54)<BlueCool>think of all the stuff i couldve done in thoes 5 second
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Ænima
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#94

Post by Ænima » Thu Sep 27, 2012 10:20 pm

Already got a server up on [BE] right now. c:


":: [BE] New Jersey :: Thursday Night Thongfest"
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#95

Post by Valherran » Sat Sep 29, 2012 9:24 pm

Holy crap that pump shotty became top tier in this release!

Although I have an idea for the Chaingun, instead of it firing 2 burst rounds with pin point accuracy, would it be better to give it half the ROF with the same accuracy? it would turn it into a long range thump gun instead of a stale burst weapon. lol

An observation I have of the Minigun, it doesn't seem to be worth using unless you need to spray alot of bullets at close range, and that is mainly due to it eating 2 bullets per shot. The Chaingun is kind of superior to it, in all honesty it might be a better weapon if it did not consume 2 bullets per shot. As it is bullets are far more consumable than any other ammo type, and you can only hold 400 rounds.

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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#96

Post by Ænima » Sat Sep 29, 2012 10:28 pm

The minigun fires 2 bullets per shot? That might be a bug.

Do you mean "2 per actual shot" or "2 per trigger pull" (as intended)?


And good idea regarding the chaingun altfire. I think I'll do that instead ...
Last edited by Ænima on Sat Sep 29, 2012 10:39 pm, edited 1 time in total.
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#97

Post by DevilHunter » Sun Sep 30, 2012 1:07 am

Question, is Merc's work with the new version? and for that matter, is there an update to Merc's? And umm.. Can you please.. use something other then mediafire? It just so happens that the Library and KFC's Wifi blocked the site :|

Also, I may not be able to get the file in a couple days so.. i dunno, you can send it to my email. You should still have it. If not, I'll pm it to you right now...

And thank god there is updates heh.

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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#98

Post by Ænima » Sun Sep 30, 2012 1:09 am

Yes, Merc's should work with this version. And no, there hasn't been a new Merc's update yet, although I'm still working on that whenever I get the time.

Here's an alternate link since you say you can't access the Mediafire one:
http://static.[bad site]/wads/sst_v1.4rc4.pk3
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#99

Post by DevilHunter » Sun Sep 30, 2012 1:12 am

Thank god that works. Your a trooper heh. Thanks a bunch. Yea.. free wifi sucks. Anyhow, I gots to go, checking on other messages, and heading home. I spent enough time outside.

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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!

#100

Post by Valherran » Sun Sep 30, 2012 6:54 am

Ænima wrote: The minigun fires 2 bullets per shot? That might be a bug.

Do you mean "2 per actual shot" or "2 per trigger pull" (as intended)?
1 Bullet fired from the gun costs 2 ammo.

Also the damage output is too similar to the Chaingun, meaning it kills the target with the supposed same amount of ammo but in a quicker time frame. So maybe it is bugged?
Last edited by Valherran on Sun Sep 30, 2012 6:57 am, edited 1 time in total.

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