Just tested it, works fine on my end.Valherran wrote:1 Bullet fired from the gun costs 2 ammo.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)?
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?
Super Skulltag v1.4, RC7: More improvements, no new maps. :c
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
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 !
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Well if that is how it supposed to work, I would recommend trying the removal of 2 ammo per shot.Ænima wrote:Just tested it, works fine on my end.Valherran wrote:1 Bullet fired from the gun costs 2 ammo.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)?
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?
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Nonono by "works fine", i meant "i pressed fire once, fired two bullets, two bullets got used up as they should, one from each shot".Valherran wrote:Well if that is how it supposed to work, I would recommend trying the removal of 2 ammo per shot.Ænima wrote:Just tested it, works fine on my end.Valherran wrote:1 Bullet fired from the gun costs 2 ammo.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)?
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?
Type "freeze", tap fire, look at the wall (there should be two shots), then look at your ammo count.
Last edited by Ænima on Mon Oct 01, 2012 1:38 pm, edited 1 time in total.
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!
UPDATE:Ænima wrote:Cool idea. I'll look into it. Actually shouldn't be that hard.Llewellyn wrote:Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:Ddoomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
This has been added! :D
If you hold fire with the fist (keeping your fist outstretched), you can do a full-speed running punch and send enemies flying!
Last edited by Ænima on Mon Oct 01, 2012 6:36 pm, edited 1 time in total.
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
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Hmm, well I like the new altfires, HOWEVER.. You mentioned a new altfire for the SSG.. I thought it already had one. Also, a fresh Hardlink for rc4..
SST_v1.4RC4.zip
Sorry for the delay, but I was rushed the other day.
SST_v1.4RC4.zip
Sorry for the delay, but I was rushed the other day.
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
No, I never said that. I said that I smoothed out the animations for the SSG. I did the same for the shotgun too.DevilHunter wrote: Hmm, well I like the new altfires, HOWEVER.. You mentioned a new altfire for the SSG.. I thought it already had one.
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, rc4 - new firing modes, smoother weapons and moar blood!
I found a wierd bug, when you play the default levels of Doom 2, and then kill the final boss, the game resets you back at the last level starting room with 20 more HP and armor than you did before. The cycle keeps repeating forever, the monster credits are missing, maybe this is why it keeps repeating?
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Once again, works fine for me. I killed the bossbrain with rockets, kill/item/secret count screen, then the story text, then the monster credits.Valherran wrote: I found a wierd bug, when you play the default levels of Doom 2, and then kill the final boss, the game resets you back at the last level starting room with 20 more HP and armor than you did before. The cycle keeps repeating forever, the monster credits are missing, maybe this is why it keeps repeating?
You're using Zandronum 1.0, right?
Last edited by Ænima on Tue Oct 02, 2012 3:19 am, edited 1 time in total.
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, rc4 - new firing modes, smoother weapons and moar blood!
Yes I am, however I couldn't get this MOD to work unless I had skulltag_actors.pk3 and skulltag_data.pk3 loaded. I also have the sstmap01fix.wad loaded, is any of this the cause?Ænima wrote:Once again, works fine for me. I killed the bossbrain with rockets, kill/item/secret count screen, then the story text, then the monster credits.Valherran wrote: I found a wierd bug, when you play the default levels of Doom 2, and then kill the final boss, the game resets you back at the last level starting room with 20 more HP and armor than you did before. The cycle keeps repeating forever, the monster credits are missing, maybe this is why it keeps repeating?
You're using Zandronum 1.0, right?
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
That's normal. You do need those for SST. :PValherran wrote: Yes I am, however I couldn't get this MOD to work unless I had skulltag_actors.pk3 and skulltag_data.pk3 loaded.
Wait what? Where did that come from?Valherran wrote: I also have the sstmap01fix.wad loaded, is any of this the cause?
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !
ZandroSkins: a pack made by our community
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
That last file is a fix you provided to fix the glitchy graphics in various areas of the SST 1st map.
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
You sure? I don't recall making anything like that.Valherran wrote: That last file is a fix you provided to fix the glitchy graphics in various areas of the SST 1st map.
There IS a SSTMAP01 "fix" within the Mercenaries pk3, but that only has to do with inventory items being reset.
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, rc4 - new firing modes, smoother weapons and moar blood!
That's where it came from, yes. However it fixes the glitchy tile sets in the 1st map that randomely occures whether or not you use Mercenaries. I loaded the game without it and beat the same level and still got the same result.
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
I really should get around to fixing SSTMAP04... it's so... bright... and small.... and ugly.... D:
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Nah, bro. 'Tis perfect.Conmon wrote: I really should get around to fixing SSTMAP04... it's so... bright... and small.... and ugly.... D:
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, rc4 - new firing modes, smoother weapons and moar blood!
SST is awesome, and with these player-made map remakes, it's even more awesome. Keep up the good job on this thing too, man.
The only question: What the secondary fire on rocket launcher does? I haven't noticed the rockets to fly faster or be fired quicker, or even to be homed to target.
The only question: What the secondary fire on rocket launcher does? I haven't noticed the rockets to fly faster or be fired quicker, or even to be homed to target.
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Yeah alt-fired rockets are teleportable. Sorry if it wasn't obvious enough. In the next version, I'll make a message that comes up the first time you altfire the rocket launcher and says "this rocket can teleport".Pioruniej wrote: SST is awesome, and with these player-made map remakes, it's even more awesome. Keep up the good job on this thing too, man.
The only question: What the secondary fire on rocket launcher does? I haven't noticed the rockets to fly faster or be fired quicker, or even to be homed to target.
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
- DevilHunter
- Zandronum Tester
- Posts: 635
- Joined: Sun Jun 17, 2012 12:58 am
- Location: Alaska, USA
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RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
Ah I see.. alright then. Also, I been meaning to bug ya about this.. In your custom hud, it so happens you have bars showing how much time is left on powerups, and how much air you have left.. How does one apply that to his own hud??
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
thanks for giving credit for my blood effect man :D
RE: Super Skulltag v1.4, rc4 - new firing modes, smoother weapons and moar blood!
I started work on two new secret maps!
Spoiler: SSTMAP36: ''The Canal'' (Open)
Spoiler: SSTMAP37: ''Which Witch Ate The Sandwich?'' (Open)
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