Super Skulltag -- NEW UPDATE released! :o

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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thesuperplayer
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Re: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#361

Post by thesuperplayer » Tue Mar 20, 2018 1:06 am

DevilHunter wrote:
Wed Mar 14, 2018 10:09 am
For that matter, I thought SST was broken online due to the flag changes in zan 3.0... Or did it get fixed?? I haven't looked at the forums in awhile due to RL Stuff and Work so yea.. I'm so out of the loop here.
Why it's happening that to you? I didn't have any problems with online hosting with SST. Maybe that's a problem with clientside flags or something...

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

#362

Post by Empyre » Tue Mar 20, 2018 2:13 pm

If you are making the mod for Zandronum, you can use DECORATE instead of DEHACKED. It can do so much more, and in my opinion, it is easier to use. If you want it to work in ZDaemon, then you're stuck with DEHACKED.
"For the world is hollow, and I have touched the sky."

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

#363

Post by DevilHunter » Sun Apr 01, 2018 10:39 am

thesuperplayer wrote:
Tue Mar 20, 2018 1:06 am
DevilHunter wrote:
Wed Mar 14, 2018 10:09 am
For that matter, I thought SST was broken online due to the flag changes in zan 3.0... Or did it get fixed?? I haven't looked at the forums in awhile due to RL Stuff and Work so yea.. I'm so out of the loop here.
Why it's happening that to you? I didn't have any problems with online hosting with SST. Maybe that's a problem with clientside flags or something...
I just remember when I try to host the mod online, it will change the flags to something else every map. I remember I asked Aenima about this long ago, and he said that the mod forces a few flags on map change, which are outdated. Idunno. Either way, It has been a long time since the base of the mod itself has been updated since the pre-3.0 alpha days.

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

#364

Post by Ænima » Sun Apr 01, 2018 2:08 pm

DevilHunter wrote:
Sun Apr 01, 2018 10:39 am
thesuperplayer wrote:
Tue Mar 20, 2018 1:06 am
DevilHunter wrote:
Wed Mar 14, 2018 10:09 am
For that matter, I thought SST was broken online due to the flag changes in zan 3.0... Or did it get fixed?? I haven't looked at the forums in awhile due to RL Stuff and Work so yea.. I'm so out of the loop here.
Why it's happening that to you? I didn't have any problems with online hosting with SST. Maybe that's a problem with clientside flags or something...
I just remember when I try to host the mod online, it will change the flags to something else every map. I remember I asked Aenima about this long ago, and he said that the mod forces a few flags on map change, which are outdated. Idunno. Either way, It has been a long time since the base of the mod itself has been updated since the pre-3.0 alpha days.
You sure you’re not thinking of Mercenaries? I don’t recall forcing any flags for SST, but in Mercs i force “Send Full Client Button Info” because the buy menu would be broken otherwise.
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Re: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#365

Post by DevilHunter » Tue Apr 03, 2018 12:13 am

Hmm well now that I think of it... There is sst_v1.4rc7_fixed.pk7 and a norecoil variant on TSPG right now. Not sure what is "fixed" exactly.. so yea it might be Mercs. I can't tell exactly if flags change when playing sst. it says flags changed in-game but the browser still shows the flags I set at launch. I cannot find Mercs anywhere however, not sure if anyone even uploaded it to tspg. I can't tell if the copy that I have in my HTTP is the updated one. Its named mercs2-alpha2.pk3 and it was uploaded sometime in 2012...

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

#366

Post by thesuperplayer » Sun Jun 07, 2020 7:09 am

Well, it looks like I'm going to update this thing two years after making the previous one again, but that's it guys, I'm still living in my parents house and they're a nightmare. I also had a pretty strange 2019, but strange on the good way, I changed my carrier and I started to have an actual social life.

But, nobody cares about my life so I'm going to get to the point: In the whole 2019 I didin't played Doom any time, I almost forgot absolutely everything about my modding proyects, but this shitty quarantine month I'm going back to play Doom and I remembered about how cool SST was and how high was my enthusiasm to make a mod inspired on it.

Anyway, I just played SST again and I used my "Extra Weapons" addon to play the SST maps, and I realized about many problems that existed on the v4, so I made little changes to patch those little bugs. I didn't added new guns so I not going to call this thing "a great update", just a fixed version, a "version 4b". Here is the link:

https://www.mediafire.com/file/5x3s15sx ... b.zip/file

The differences are:
- changes on the RandomSpawners, changing the frecuancy when the extra weapons are dropped.
- fixed the "infinite ammo" on the altfire on the Zombiemen Rifle. A beginer mistake, I see hehe...
- The "Revenant Rockets Ammo" was added now with an actual spawn state. Now it can be dropped by the Revenants frequently, just like the Mancubus can drop "Gas" tanks besides its arms.
- Minor balance things on the Melee atacks of the Arachnothron and on the Mancubus flames, being now less cheap enemies and being a more fair challenge.

I also added a "No recoil" version, just for the non "mouselookers" as me whom plays SST with vainilla controls:
https://www.mediafire.com/file/c9y6g257 ... l.zip/file

SSTNewWeapons hasn't been updated, but I'm planning to do a patch which can re-enable the recoil unable feature to the SST_v1.4rc7 version, just as a little extra gift to this wad that iI love so much. But first I want to beat the SST D2 maps so that's going to take me a while.

Talking about my personal project mod (that anti-brutal doom mod) I actually didn't started it at all, or maybe not just so much. I spent a little time just to understand SST and which things I could transfer for that mod when I really start working on it.

Fun fact: I started to make that mod calling it "Super Doom" but now I realized that already exist a doom mod called "Super Doom" which, ironically, it's also a TC (A Superhot TC). So I planned to rename it to avoid confusions. I planned to use "Hyper Doom" as the new name, but it's not definitve, at least for now.

Well, that's all for today. This was TheSuperPlayer trying to get back on the bussiness.

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

#367

Post by Ænima » Thu Jul 02, 2020 11:10 am

I’m so fucking proud of you. :’) <3

Thank you for reviving my long-dead mod. And yeah lol ... I was living with my parents literally 10 years ago back in 2010 when i was making SST. And now you get to relive my experience. :wonk:

Keep on keeping on!!! I will be play-testing this all day today.
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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Re: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#368

Post by ASCiiDiTY » Mon Jan 11, 2021 7:36 pm

How do you use the special attacks with the deathmatch addon? Great mod, thanks to everybody who has contributed.

EDIT: Ah ha! Key binding at bottom of control settings.

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Re: Super Skulltag -- NEW UPDATE coming this spring!

#369

Post by Ænima » Wed Jan 22, 2025 5:52 am

phpBB [media]


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4 YEAR BUMP
, but I just wanted to let everyone know that I have just started working on this again recently and will be releasing a new version sometime in the next few weeks.


So far, I've fixed a bunch of broken stuff and made some quality-of-life improvements.
  • faster player movement speed
  • less invasive visual effects, heavily reduced alpha on some decorative sprites like smoke, more transparency on the visor HUD graphics
  • first-person burning death animations thanks to A_ItBurnsItBurns and A_CripsyPlayer :)
  • weapon recoil is now purely for visual effect instead of being a gameplay mechanic. all weapons will return to their original pitch and angle at the end of their firing animation (similar to Doom64) with the exception of the Minigun, Railgun, and BFG10K
  • better gibs. gibs are now spawned in the correct anatomical locations and inherit the X and Y momentum of their spawning actor. slamming a zombie with a rocket will make his guts fly in the opposite direction of the explosion
  • random (but rare) chance of Skulltag monsters/weapons/items spawning in vanilla maps
  • you can't hurt yourself with the BFG anymore ... lol sorry about leaving that unfixed for like 8 years
  • better weapon animations for the pistol, shotgun, and SSG
  • "lunge" attack for the Fist when you have Berserk. now you can quickly close the distance between you and a powerful monster that you want to PUNCH
  • a few maps that I made (the really shitty ones) now get skipped in the default map rotation but are left in the mod if you really wanna play them (SSTMAP11, SSTMAP24, and SSTMAP34)
  • the spraypaint no longer gets stuck on black and can fully cycle through the colors now
  • removed spraypaint can from the default weapon binds so that you don't get screwed over by it when you're trying to mousewheel cycle to a weapon that's actually useful. all players still spawn with it, you just need to bind a key for it if you want to use it. :)
  • better blood!
  • weapon drops that make more sense, the Railgun is now dropped by the railgunner zombie instead of the archvile, the Minigun is now dropped by the Spider Mastermind instead of the mancubus, etc
  • the mod is now fully in a pk3 archive format, instead of 5 gigantic wads zipped into one pk3. 90% of all the DECORATE and resources are now properly organized into folders (thank you AlienWolve). 300% easier to find stuff and the filesize has been cut in half. :D
  • dozens of other tiny fixes I forgot
On my to-do list:
  • replace the GAY HUD with something totally new, possibly something that incorporates the border of the visor
  • fix the massive barrage of startup errors, remove DoomEd numbers from all of the DECORATE actors that replace Doom2 actors
  • update the ACS, change all numbered scripts to named scripts
  • overhaul the SST maps, replace midtex bridges with 3D bridges, optimize map scripts, create hubs, add detailing
  • create a "Super Skulltag Options" menu for the main menu
  • better sounds
  • burning deaths for most monsters
  • napalm grenade altfire for the grenade launcher
  • laser guidance altfire for rocket launcher
  • better bfg effects
_______________________________________________________________________________
I also have another announcement.

This summer, I will be detaching the maps from SST and releasing them as a standalone map pack so that players can play them with whatever mods they want (or no mods at all). Everyone who made SST maps worked really hard on them and I'd hate to see them fade into obscurity just because they're embedded in a gameplay mod that nobody plays anymore. They're great maps (except for mine) and a lot of them are really creative with how they used Skulltag features.

So for Super Skulltag's 15th anniversary, I'm planning to release "SST Gold", which will be a maps-only pk3 with updated and improved versions of all the original SST maps, possibly with some new ones thrown in as well. I have a long to-do list which includes replacing all the ZDoom bridges with 3D floors, fixing/optimizing the map scripts for 64 players (they were originally written for 8), and ensuring compatibility with other mods. I also have an idea for a map hub system, like for example a hallway in "The Waste Tunnels" that will take you to an area of "Underhalls" that is normally inaccessable from that level. Or maps with multiple exits that lead to different levels that deviate from the normal Doom2 plot. SSTMAP02 and SSTMAP14 already do this with their "secret" exits that lead to SSTMAP31 and 33. I have other ideas as well but I'll save them for later.
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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Re: Super Skulltag -- NEW UPDATE coming this spring!

#370

Post by FuzzySpaceRaptor » Thu Feb 06, 2025 4:19 pm

I recently found out about this gameplay mod and I'm really excited to see it getting a big update and a separate map release! I'll be sure to tell my buds about that one when it's out.

One question though: I really like to play with custom Zandronum skins. Will this mod ever be skin-compatible?

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Re: Super Skulltag -- NEW UPDATE coming this spring!

#371

Post by Boulder-Chucker » Fri Feb 07, 2025 5:08 pm

Sweet! Im looking forward to this too!

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Ænima
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Re: Super Skulltag -- NEW UPDATE coming this spring!

#372

Post by Ænima » Fri Feb 07, 2025 9:34 pm

FuzzySpaceRaptor wrote:
Thu Feb 06, 2025 4:19 pm
One question though: I really like to play with custom Zandronum skins. Will this mod ever be skin-compatible?
I will try to release a separate skin-compatible version when the next version comes out.
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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Re: Super Skulltag -- NEW UPDATE coming by March!

#373

Post by Ænima » Sun Feb 16, 2025 5:43 am

Sneak peak of some of the map overhauls we've been working on:


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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)
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Re: Super Skulltag -- NEW UPDATE coming by March!

#374

Post by Snakezz » Wed Feb 26, 2025 7:54 pm

It's awesome you're working on this again. I hope this project gets a second life. I only hopped on one or two play sessions outside working and playing on my own map all those years ago. Would be nice to have a blast from the past. Not sure what your intentions are with my map, but you can use whatever version you want, or I can send you a copy of the most up to date version if you want, jlmk.

Cheers to 15 more years of Super Skulltag.

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Re: Super Skulltag -- NEW UPDATE coming by March!

#375

Post by Ænima » Sun Mar 02, 2025 2:37 am

Snakezz wrote:
Wed Feb 26, 2025 7:54 pm
It's awesome you're working on this again. I hope this project gets a second life. I only hopped on one or two play sessions outside working and playing on my own map all those years ago. Would be nice to have a blast from the past. Not sure what your intentions are with my map, but you can use whatever version you want, or I can send you a copy of the most up to date version if you want, jlmk.

Cheers to 15 more years of Super Skulltag.
I'm sorry, I didn't realize you updated it since then. Either that or it's been so long that I forgot.

Send it to me and I'll merge it into the next version! :D

Also,

Version 2.0 is live!
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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