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, back from the dead with RC6!

#301

Post by Ænima » Wed Feb 26, 2014 3:48 pm

shayanomer wrote: This is the error I get when opening it with Zandronum:

Execution could not continue.

Script error, "sst_v1.4rc6.pk3:sst_v1.4rc6.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun

I haven't even touched the file.
Please read the first sentence of the first post.

@SwordGrunt: I don't think SgtDopey is working on his map anymore, and 28 is already in but may need a few things before being "complete".
Last edited by Ænima on Wed Feb 26, 2014 3:50 pm, edited 1 time in total.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#302

Post by DevilHunter » Wed Feb 26, 2014 7:38 pm

shayanomer wrote: This is the error I get when opening it with Zandronum:

Execution could not continue.

Script error, "sst_v1.4rc6.pk3:sst_v1.4rc6.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun

I haven't even touched the file.
Open it with Skulltag_Actors.pk3 and.. Skulltag_data.pk3.. (not sure if Data is needed still...) Load Actors FIRST though.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#303

Post by Rcj8993 » Wed Apr 16, 2014 3:57 pm

im guessing all of this isn't likely to be ported of its resources to a .wad correct?
(ie stuff like monsters and guns since its a PK3)

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RE: Super Skulltag v1.4, back from the dead with RC6!

#304

Post by Ænima » Wed Apr 16, 2014 4:38 pm

Rcj8993 wrote: im guessing all of this isn't likely to be ported of its resources to a .wad correct?
(ie stuff like monsters and guns since its a PK3)
Wat? I have no clue what you're talking about. Are you asking me to change the entire format of the mod from pk3 (technically its a pk7) to one huge uncompressed wad? No thanks. Then it will be huge and the 3D models will break.



Also yaaaaaay. A pleasant surprise from mister hxcpr0n: "The Courtyard" is almost done! He sent it to me last night but I haven't played through it yet. Will post screenies when I get home from work.
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RE: Super Skulltag v1.4, back from the dead with RC6!

#305

Post by HXCpr0n » Wed Apr 16, 2014 4:55 pm

Also yaaaaaay. A pleasant surprise from mister hxcpr0n: "The Courtyard" is almost done! He sent it to me last night but I haven't played through it yet. Will post screenies when I get home from work.
Yeah I wish I had it done earlier but I took like a 2-3 year break from gaming in general :neutral: . I was kind of excited to see SST was still being developed so I needed to end my unfinished business haha

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RE: Super Skulltag v1.4, back from the dead with RC6!

#306

Post by Rcj8993 » Wed Apr 16, 2014 9:53 pm

Ænima wrote:
Rcj8993 wrote: im guessing all of this isn't likely to be ported of its resources to a .wad correct?
(ie stuff like monsters and guns since its a PK3)
Wat? I have no clue what you're talking about. Are you asking me to change the entire format of the mod from pk3 (technically its a pk7) to one huge uncompressed wad? No thanks. Then it will be huge and the 3D models will break.



Also yaaaaaay. A pleasant surprise from mister hxcpr0n: "The Courtyard" is almost done! He sent it to me last night but I haven't played through it yet. Will post screenies when I get home from work.
sorry ,
I meant its probably not possible to use these as resources for others mods unless its in PK3 (Like you made it) correct?
all I know how to do is pack wad files :razz:

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RE: Super Skulltag v1.4, back from the dead with RC6!

#307

Post by HXCpr0n » Thu Apr 17, 2014 3:27 am

Are there any other maps that nobody is working on? I was thinking of some ideas for "barrels o' fun" :biggrin:

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RE: Super Skulltag v1.4, back from the dead with RC6!

#308

Post by Ænima » Thu Apr 17, 2014 5:02 am

HXCpr0n wrote: Are there any other maps that nobody is working on? I was thinking of some ideas for "barrels o' fun" :biggrin:
I think Set Abominae was doing that one but I haven't heard from him in years so you can probably go ahead with that one. :p
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Skulltag v1.4, back from the dead with RC6!

#309

Post by HXCpr0n » Thu Apr 17, 2014 5:46 am

Ænima wrote:
HXCpr0n wrote: Are there any other maps that nobody is working on? I was thinking of some ideas for "barrels o' fun" :biggrin:
I think Set Abominae was doing that one but I haven't heard from him in years so you can probably go ahead with that one. :p
Cool. If that's the case, are there any new resources and textures in version 1.4? If so, would I need to load all 3 pk3s in the editor? Skulltag actors, skulltag data and sst1.4?

Also the courtyard still needs to be beta tested a little more haha I feel it's pretty fair though if my friend beat it on UV. Fairer than the lack of ammo in sst's icon of sin. The maps still have to be tough especially though to somewhat account for people using powerful weapons from past missions.

SwordGrunt wrote: Hey I wanted to ask. What about those two maps on the list?

SSTMAP20: Sgt Dopey - ?%
SSTMAP28: Snakez?

Any idea if they're actually being done? If not, I'd love to make another map for this (and if there's anything about 14 that needs to be changed, I'd be glad to review it)
Wanna tackle a map together? I'm pretty good at detail. I can send you my level, I've seen yours. I think the ones that aren't done to my knowledge are map12, map15, map20, map23, map27. That's 5. Not sure which ones are still being worked on.
Last edited by HXCpr0n on Thu Apr 17, 2014 6:42 am, edited 1 time in total.

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RE: Super Skulltag v1.4, back from the dead with RC6!

#310

Post by Ænima » Fri Apr 25, 2014 12:13 pm

HXCpr0n wrote:
SwordGrunt wrote: Hey I wanted to ask. What about those two maps on the list?

SSTMAP20: Sgt Dopey - ?%
SSTMAP28: Snakez?

Any idea if they're actually being done? If not, I'd love to make another map for this (and if there's anything about 14 that needs to be changed, I'd be glad to review it)
Wanna tackle a map together? I'm pretty good at detail. I can send you my level, I've seen yours. I think the ones that aren't done to my knowledge are map12, map15, map20, map23, map27. That's 5. Not sure which ones are still being worked on.
28 is already in. 27 was being worked on (and was a good chunk finished) by Slime and Yuki. I started 16 but ceased work on it, i'd like to collab on it (i think it would be cool if each person did one neighborhood or street and we can piece them together). 12, 15, and 20 are pretty much up for grabs. (EDIT: Actually RabbitLord and Gosimer started 15 a loooooong time ago, IIRC RabbitLord has the latest version so if you want to pick it up, ask him.)

I need to write an updated sign-up sheet for the OP. I'll do that when I can.

Here's some previews of "The Courtyard" incase anyone wants to see:
[spoiler]Image
Image
Image
Image[/spoiler]

... And here's a random explosion.
[spoiler]Image[/spoiler]


......... And here's some new rocket trails I've been working on:
[spoiler]Image[/spoiler]
They use models, but I probably need better models since the ones I'm using rely on alpha channel in their textures that that's essentially non-existant in Zandro's GL renderer.
Last edited by Ænima on Fri Apr 25, 2014 12:15 pm, edited 1 time in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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RE: Super Skulltag v1.4, back from the dead with RC6!

#311

Post by HXCpr0n » Fri Apr 25, 2014 7:43 pm

Oh yeah. I forgot about suburbs. I can map some of the neighbourhood. You would just need some bush textures and tree decorations...

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RE: Super Skulltag v1.4, back from the dead with RC6!

#312

Post by Rcj8993 » Tue May 27, 2014 12:59 am

hey I made a patch

you know how you made that batch file?
well it auto loads Doom2.wad now
and ive included something else, as I feel the music doom2 had isn't modern enough for super skulltag ;)
and that should auto load too.



85.63MB - Mediafire

(drag and drop from the above link into your zandronum folder where you have SST)
The music was created by:

Neurological
Sonic Clang
Evil Horde
PerKristian
JustSomeMusicGuy
Dimaension X
Jonathan McCann
Chris Black
Eriotti
Lashmush
Andrew Hulshult

This is a compilation with rock/metal remixes of doom's original songs composed by many community artists (See the credits for info about the authors). This goes great with Brutal Doom and enhance it's violent atmosphere even more. This music pack aims to create a Metal experience. Every original midi song of the game has been replaced by remakes using real instruments.
Enjoy :D







also when I start up your mod
I get some errors about unknown patches
but it doesn't affect the game play at all strangely.
Last edited by Rcj8993 on Tue Jun 03, 2014 7:06 am, edited 1 time in total.
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RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#313

Post by Ænima » Thu Nov 20, 2014 10:32 pm

So yeah this was the updated SST version that was actually hosted for SNS but I didn't get around to updating the SST thread until today, so here's RC7.

http://www.mediafire.com/?rh16z5yztdw0ntm


Why am I still making release candidates instead of making new version numbers? Idunno I feel like I'd run out of numbers without having super significant changes (like new maps >.>).


Anyways changelog:

  • rc7:
  • The shotgun's "slam fire" mode now only does 1/4 of the painchance of the primary fire.
  • Added glowing flats.
  • Zombiemen and shotgunners have Burl Tumd-style body physics upon normal death (except not as ridiculous).
  • Added tracers for shotguns.
  • Tracers now correctly match the vertical and horizontal spread of each weapon.
  • Better looking ricochets.
  • Nerfed the shotgun's ROF on the primary fire.
  • Lowered the alpha of rocket smoke trails for better visibility and replaced their sprite with a model.
  • Improved blood effects and decals, and shortened blood and gib lifetimes.
  • Less boring gibs! They now bounce a little and make squishy noises.
  • Re-palletized the flying blood so it looks smoother.
  • Better chainsaw deaths.
  • Gibbed enemies should be a little less laggy now.
  • Improved barrel explosion and slag effects.
  • Better looking Pistol animation.
  • Better recoil for most weapons, except disabling recoil has been disabled (lol) until next version while I A_JumpIfInventory around allll of the pitch/angle-change calls.
So yeah no huge changes from the last version, I just wanted to make the weapons a little more satisfying and make the blood and gore cooler but less harmful to your frames-per-second. :wonk:
Last edited by Ænima on Thu Nov 20, 2014 10:34 pm, edited 1 time in total.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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

#314

Post by Rcj8993 » Fri Nov 21, 2014 1:32 am

Ænima wrote: So yeah this was the updated SST version that was actually hosted for SNS but I didn't get around to updating the SST thread until today, so here's RC7.

http://www.mediafire.com/?rh16z5yztdw0ntm
why is it a *.Pk7? isnt it *.pk3 as the file extension?
Capstone.Wad

My Computer Specs:
[spoiler]Intel i7 3770 3.4 Ghz processor,
16Gb (4 x 4gb) 1600 DDR3 ram,
Inno3d GTX980 ULTRA,
Samsung 840 Evo 128gb SSD,
Seagate Barracuda 1tb and 3 tb HDD's
Asus P8Z77-V LK Motherboard.
Corsair 750 watt PSU (Modular)[/spoiler]

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

#315

Post by Ænima » Fri Nov 21, 2014 1:45 am

PK7 is what I 7zip the archive as because it's smaller for faster downloads. Zandronum reads it exactly the same as a normal zip (standard PK3).


Infact you can rename the .pk7 to .pk3 and it will run exactly the same.
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RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#316

Post by DevilHunter » Fri Nov 21, 2014 7:16 pm

And, here is a Mirror to Boot. Sorry, I was lazy heh...

sst_v1.4rc7.pk7

Sorry.. Fixed the Link. I derped on bbcode...
Last edited by DevilHunter on Mon Jan 12, 2015 10:52 pm, edited 1 time in total.

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

#317

Post by false_chicken » Thu Dec 18, 2014 4:53 am

This is awesome! Thanks!

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

#318

Post by katZune » Thu Dec 18, 2014 4:25 pm

i'm glad you still working in this :), keep the work man, oh and also, do you have a list of map's authors? because i´m too lazy to check all maps e.e
Whitout a good PC ATM, i will back when 2.0 come out, :)
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I see no offenses here

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

#319

Post by Ænima » Fri Dec 19, 2014 1:12 pm

katZune wrote: i'm glad you still working in this :), keep the work man, oh and also, do you have a list of map's authors? because i´m too lazy to check all maps e.e
We need to make an updated list of map credits. AlienWolve has been doing an awesome job of reorganizing the entire PK3 into neat folders for each weapon/monster/etc, maybe he'll get around to writing a cleaner map list. :p

I myself am working on coding the new HUD. By the way, has anyone had any experience with purely-ACS HUDs? Does information like health as ammo get desync'd? Cuz that's my biggest concern.

Oh I also re-did the recoil for most weapons so that competitive players and oldschoolers won't be turned off; the recoil syncs up with the weapons firing animations AND IT ALWAYS RETURNS TO ITS ORIGINAL POSITION on it's own. So now it's Quake style instead of RGA style.
Last edited by Ænima on Fri Dec 19, 2014 1:14 pm, edited 1 time in total.
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RE: Super Skulltag v1.4, RC7: More improvements, no new maps. :c

#320

Post by DevilHunter » Fri Dec 19, 2014 11:59 pm

As far as I know, if the server is not hosting said HUD.. you will not be able to join. You can, however, join with it being in /skins, but stupid shit will happen. I once had my HUD with ACS in /skins, and joined a server. Monsters appeared out of place, I ended up dieing out of nowhere, yea....

But, some HUD's in other mods like AOW and such.. They work.. most of the time. I think in 2.0, they HUD breaks altogether. Also, the RGA HUD. So, I dunno. I can't think of any other HUD that is ACS heavy.

On another note, I still have the IRC Channel Aenima. I updated the topic and Channel URL with the new version of SST. I think it still has the old maplist in it.. Yep, here it is Dated at February 2012.

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