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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Valherran
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#201

Post by Valherran » Sun Jan 13, 2013 10:57 am

If there is a way to make everything selectable in the menu before starting the game, that would be pretty nice. Or use a selection menu similar to Real Guns Hardcore.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#202

Post by Ænima » Sun Jan 13, 2013 4:56 pm

Valherran wrote: If there is a way to make everything selectable in the menu before starting the game, that would be pretty nice. Or use a selection menu similar to Real Guns Hardcore.
What do you mean? Like for spawners, or actual starting gear?
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#203

Post by Valherran » Sun Jan 13, 2013 11:11 pm

It can be for both on both aspects.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#204

Post by Slime » Mon Jan 14, 2013 9:30 pm

Alright, so I was trying to record a speedrun on SSTMAP01, just for fun. And I got this bug:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
If you don't get what the hell I'm doing there, I got stuck in that area for some unknown reason. Happened more than once. And, if I jump out from it, I can't walk over it again. It's as if an impassable line was created. Any ideas?

Also, sorry for the horrible quality.
Last edited by Slime on Mon Jan 14, 2013 9:31 pm, edited 1 time in total.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#205

Post by Valherran » Tue Jan 15, 2013 12:24 am

Did you use the sstmap01fix.wad? If not then go DL it.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#206

Post by Slime » Tue Jan 15, 2013 1:30 am

Valherran wrote: Did you use the sstmap01fix.wad? If not then go DL it.
No changes

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#207

Post by Valherran » Tue Jan 15, 2013 2:20 am

Odd, worked for me. Maybe something changed in this current version.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#208

Post by Ænima » Tue Jan 15, 2013 2:29 am

That's weird. I can't seem to replicate it. Does it only happen in that doorway? I'll open the map up in Doombuilder and try to see what's going on.
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#209

Post by Valherran » Tue Jan 15, 2013 5:58 am

Hmmm, after watching that video again, I think it might have something to do with that puddle of blood in that spot.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#210

Post by Slime » Tue Jan 15, 2013 3:49 pm

Ænima wrote: That's weird. I can't seem to replicate it. Does it only happen in that doorway? I'll open the map up in Doombuilder and try to see what's going on.
So far it's only in that doorway. I played through map02 and it worked fine. Haven't played through the other maps though (in this version).
Valherran wrote: Hmmm, after watching that video again, I think it might have something to do with that puddle of blood in that spot.
Thought exactly the same. For a moment it appears that the puddle doesn't really fall... It's as if decorate got stuck in one frame, something like that.
Last edited by Slime on Tue Jan 15, 2013 3:50 pm, edited 1 time in total.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#211

Post by DevilHunter » Tue Jan 15, 2013 4:53 pm

I get the same Exact results using SSTv1.4rc5. I dunno whats going on here, but here is the Video of mine.
phpBB [video]
The [video] tag is deprecated, please use the [media] tag

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#212

Post by Valherran » Tue Jan 15, 2013 5:13 pm

lol yep, it's gotta be the blood puddles causing that.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#213

Post by Ænima » Tue Jan 15, 2013 6:29 pm

0_0

Okay, walk me through this because I'm still having trouble replicating it.

1.) Go to that doorway
2.) Gib a zombieman with the chainsaw
3.) Try to walk though

... Right?

EDIT:
Nevermind, I finally got it to happen! What's weird is that crouching gets you unstuck, and the invisible object only blocks you from the front/back of the line, not from the sides.

EDIT #2:
Here's the culprit.
Spoiler: missing a A_NoBlocking state (Open)

Code: Select all

  Death.Chainsaw:
  XDeathB:
	POSS N 4 A_Playsoundex("misc/slop2", "soundslot5")//A_XScream
	NULL A 0 A_SpawnItemEx ("BloodFXSpawner", 0, 0, 0, 0, 0, 0, 0, 160) 
    POSS O 4
    NULL A 0 A_SpawnDebris ("BloodSpotSilent")
    POSS PQRST 4 A_SpawnItemEx ("BloodFXSpawner", 0,0,random(0,40), 0,0,0, 0, 160) 
    POSS U -1
    stop
This has already been fixed for the next update.

Thanks for the helpful report, guys!
Last edited by Ænima on Tue Jan 15, 2013 6:39 pm, edited 1 time in total.
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#214

Post by DevilHunter » Tue Jan 15, 2013 6:45 pm

Welp, I just tried it again. This time, I killed A Monster, (don't matter if its a zombieman or not) and It seems that the Gib is Solid, when you Gib them, and there remains end up on the top of the Small Step there.. Do that, and try to walk up behind them, You will not be able to.

I think the problem there is, is that the gibs are solid..

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#215

Post by Ænima » Tue Jan 15, 2013 7:02 pm

DevilHunter wrote: Welp, I just tried it again. This time, I killed A Monster, (don't matter if its a zombieman or not) and It seems that the Gib is Solid, when you Gib them, and there remains end up on the top of the Small Step there.. Do that, and try to walk up behind them, You will not be able to.

I think the problem there is, is that the gibs are solid..
What other monsters did this happen with? I can assure you that the gibs are nonsolid and nonblocking (-SOLID +NOBLOCKING).
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#216

Post by DevilHunter » Tue Jan 15, 2013 7:36 pm

Well, the only ones that spawn in that Area.. Would be the (blood?)Demon, Female Shotgunner, Shotgunner, or Zombieman.

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#217

Post by Ænima » Tue Feb 12, 2013 2:12 pm

random deathmatch screenshot:

Image
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#218

Post by Ænima » Fri Feb 22, 2013 8:15 pm

Here's the changelog for RC6 so far!


  • rc6:
  • Fixed: The Cyberdemon dropped the wrong kind of soulsphere.
  • Nerfed the female plasma zombie.
  • Limited the blood gush sounds to 5 instances at once.
  • Fixed: Zombies killed with the chainsaw wouldn't drop anything.
  • Improved imp fireball, bullet ricochets, and rocket trail effects.
  • Fixed: Some monsters didn't have BRIGHT states in their firing sequences.
  • Added REVERBS to many map areas! Immersion factor ++.
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#219

Post by DevilHunter » Fri Feb 22, 2013 9:08 pm

So.. Did you ever fix that one issue with the Gib in the Doorway?

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RE: Super Skulltag v1.4, rc5 OUT NOW!

#220

Post by Ænima » Fri Feb 22, 2013 9:16 pm

DevilHunter wrote: So.. Did you ever fix that one issue with the Gib in the Doorway?
Oh! Yeah but it was pretty minor, so I guess I forgot to add it to the changelog.
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