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

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
RaveYard
 
Posts: 52
Joined: Wed Jun 27, 2012 1:44 pm

RE: Super Skulltag v1.4 - rc3 released!

#21

Post by RaveYard » Mon Jul 02, 2012 3:49 pm

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..
Last edited by RaveYard on Mon Jul 02, 2012 4:11 pm, edited 1 time in total.
My Projects:
[Horror] Ghosted 2 - version 2 - v2.1.0 : Here!

User avatar
Ænima
Addicted to Zandronum
Posts: 3501
Joined: Tue Jun 05, 2012 6:12 pm

RE: Super Skulltag v1.4 - rc3 released!

#22

Post by Ænima » Mon Jul 02, 2012 4:36 pm

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

Devon
Forum Regular
Posts: 136
Joined: Mon Jun 04, 2012 2:13 pm
Location: Britville, Britland

RE: Super Skulltag v1.4 - rc3 released!

#23

Post by Devon » Mon Jul 02, 2012 9:11 pm

I'll have to sweat practice mapping just to get a submission to this project, it's awesome. Keep it going!

User avatar
DevilHunter
Zandronum Tester
Posts: 633
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: Super Skulltag v1.4 - rc3 released!

#24

Post by DevilHunter » Tue Jul 03, 2012 6:49 pm

Mirrored for Great Justice

sst_v1.4rc3.zip

Feel Free to update the OP whenever with the link :P

User avatar
Snakezz
 
Posts: 75
Joined: Sun Jul 01, 2012 1:18 am
Location: Pennsylvania
Contact:

RE: Super Skulltag v1.4 - rc3 released!

#25

Post by Snakezz » Wed Jul 04, 2012 6:13 pm

Ænima wrote: I think Snakezz would get angry if you did that.
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.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Super Skulltag v1.4 - rc3 released!

#26

Post by Medicris » Thu Jul 05, 2012 3:34 am

Spoiler: The following might look dumb (Open)
200px, normal and compacted
Image
Image

60px, normal and compacted
Image
Image

Comparison Original Image
Image
Last edited by Medicris on Thu Jul 05, 2012 7:43 pm, edited 1 time in total.

Devon
Forum Regular
Posts: 136
Joined: Mon Jun 04, 2012 2:13 pm
Location: Britville, Britland

RE: Super Skulltag v1.4 - rc3 released!

#27

Post by Devon » Thu Jul 05, 2012 3:28 pm

^ Yes.
Last edited by Devon on Thu Jul 05, 2012 8:22 pm, edited 1 time in total.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Super Skulltag v1.4 - rc3 released!

#28

Post by Medicris » Thu Jul 05, 2012 7:43 pm

Edited them, they were a bit dark.

User avatar
Conmon
 
Posts: 74
Joined: Sun Jun 17, 2012 5:45 pm

RE: Super Skulltag v1.4 - rc3 released!

#29

Post by Conmon » Thu Jul 05, 2012 7:56 pm

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.

Devon
Forum Regular
Posts: 136
Joined: Mon Jun 04, 2012 2:13 pm
Location: Britville, Britland

RE: Super Skulltag v1.4 - rc3 released!

#30

Post by Devon » Thu Jul 05, 2012 8:22 pm

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.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Super Skulltag v1.4 - rc3 released!

#31

Post by Medicris » Thu Jul 05, 2012 9:15 pm

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
Last edited by Medicris on Thu Jul 05, 2012 9:15 pm, edited 1 time in total.

Animal Mother
 
Posts: 40
Joined: Sun Jun 24, 2012 1:16 pm

RE: Super Skulltag v1.4 - rc3 released!

#32

Post by Animal Mother » Sat Jul 07, 2012 11:26 am

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.
Last edited by Animal Mother on Sat Jul 07, 2012 4:38 pm, edited 1 time in total.

User avatar
Medicris
Forum Regular
Posts: 614
Joined: Mon Jun 04, 2012 5:29 am

RE: Super Skulltag v1.4 - rc3 released!

#33

Post by Medicris » Sat Jul 07, 2012 10:39 pm

Animal Mother wrote: Also the plasma rifle uses two ammo per shot sometimes, seemingly at random.
I think that's to keep the same ammo consumption rate as the original Plasma Rifle.

User avatar
DevilHunter
Zandronum Tester
Posts: 633
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: Super Skulltag v1.4 - rc3 released!

#34

Post by DevilHunter » Tue Jul 10, 2012 3:15 pm

Animal Mother wrote: Zandronum crashes in the map transition from sstmap24 to sstmap25, I can load sstmap25 from the console just fine though.
Odd, Never had that Issue. Guess I can try playing that map tonight.

Animal Mother
 
Posts: 40
Joined: Sun Jun 24, 2012 1:16 pm

RE: Super Skulltag v1.4 - rc3 released!

#35

Post by Animal Mother » Tue Jul 10, 2012 3:50 pm

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.

achtung
New User
Posts: 12
Joined: Mon Jun 04, 2012 8:37 pm

RE: Super Skulltag v1.4 - rc3 released!

#36

Post by achtung » Mon Jul 16, 2012 5:26 pm

SST updated on wadhost. :)

User avatar
Ænima
Addicted to Zandronum
Posts: 3501
Joined: Tue Jun 05, 2012 6:12 pm

RE: Super Skulltag v1.4 - rc3 released!

#37

Post by Ænima » Mon Jul 16, 2012 6:57 pm

achtung wrote: SST updated on wadhost. :)
Thanks! :D
­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­ ­
Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


ZandroSkins
: a pack made by our community

doomquake777
New User
Posts: 14
Joined: Tue Jul 17, 2012 11:20 pm

RE: Super Skulltag v1.4 - rc3 released!

#38

Post by doomquake777 » Tue Jul 17, 2012 11:25 pm

When you punch with the primary fire, if you hold down the key then your fist stays outstretched until you release the fire key.

User avatar
ALIENwolve
 
Posts: 60
Joined: Sun Jun 10, 2012 1:14 am

RE: Super Skulltag v1.4 - rc3 released!

#39

Post by ALIENwolve » Tue Jul 17, 2012 11:35 pm

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.
Yes. I think it can be inferred that was intentional.

doomquake777
New User
Posts: 14
Joined: Tue Jul 17, 2012 11:20 pm

RE: Super Skulltag v1.4 - rc3 released!

#40

Post by doomquake777 » Tue Jul 17, 2012 11:52 pm

Oh, alright just wasn't sure if it was a bug or not.

Post Reply