Skornedemon wrote:
So... You posted a mod, for skulltag....on the zandronum forum...
I did. No regrets. Cheers.
CloudFlash wrote:
It doesn't work on zandro? D:! Another reason why Zandobando should have never been born
Well, going with that logic, it works with Zan now, so that must mean Zandronum should have been born?
Doomtodeath wrote:
Who would post a skulltag map on ZANDRONUM FORUM?!??!?!?!?
Yeah!! Like who the hell even DOES THAT?!??!?!?!? What a JACKASS RIGHT?!??!?!?!?
HeavenWraith wrote:
As far as I'm aware, Zandronum has 95% backwards compatibility with Skulltag when skulltag_data and skulltag_actors are loaded. Are you sure this is not the case with your project?
-Jes- wrote:
Because of how archive loading works, the actors\weapons.txt in your mod file is overriding the one in skulltag_actors.pk3. You have to rename it for compatibility purposes.
Qent wrote:
My suspicions were correct: it is
this bug. The mod will work in Zandronum 1.1. Meanwhile, you can keep it compatible with 1.1 and 1.0 by moving all DECORATE includes from actors/ to actors/d2td/ (and be sure to update #include statements in your main DECORATE file).
Yep, that's all it was, I had no idea at the time. Thanks all! Fixed with the update.
-Jes- wrote:
Beyond that..
Initial feedback:
So much time tween waves.
Health text over turrets disappears way too quickly.
OHGOD THE BEEEEEEES!!!!
Also, NOSKINS? Really??
Time between waves has been decreased.
I sorta disagree with the health text over turrets, if it lasted any longer when the repair gun gets up to max level the armor display would be an illegible blur of overlapping numbers.
YES!!! THE BEEEEEEEEES!!!!
And yeah, haven't worked with skins before so I'm kind of lagging behind on that. I'll look into it for the full version.
Thanks for the input.
Cruduxy wrote:
I'll sure be giving this a whirl later..
Offtopic : Most of you have skulltag already -and Seiat provided download link- stop acting like its the world end and its a reason this mod sucks :\..
Hahaha yeah, I honestly didn't think it would be a big deal. But it works with Zan now, and lesson has been learned, so all is good.
doom_kid92 wrote:
I'm glad to hear it's running with Zandronum :) Would you consider releasing another version without custom music (or maybe in a separate file) for people with slower connections?
Sure thing.
I personally recommend downloading a version with music though, almost all music files included are Doom remixes by some great musicians: Ashley Carr, Sonic Clang, and a couple others. The music really compliments this mod. Anyways, made a couple variants with only the music / info displays stripped.
No Custom Music (saves 16.3 MB):
http://www.mediafire.com/download/5vvbi ... ippedA.rar
No Sentry Info Popups (saves 15.2 MB):
http://www.mediafire.com/download/8ofn7 ... ippedB.rar
Fully Stripped (saves 31.5 MB):
http://www.mediafire.com/download/4i0m4 ... ripped.rar
Ivan wrote:
Looks interesting but not quite my type of mod for Doom. However, I'm curious to see where you're taking this. Good luck with it. :D
Hahaha, to each their own right? Thanks for the good luck, it's always better then bad luck.
IdeIdoom wrote:
I tried it out and it was pretty good.
Though, you should watch out for sentries when you are in front of them.
Hahaha yeah. Grenade sentries are the worst for that. They just take your fully upgraded health, bend it right over a table and go straight to town. Fucking grenade sentries. Playing on Pussy mode definitely has it's benefits.
katZune wrote:
pretty good :) and about sentries, almost all my deaths were thanks to them :V
Ahahahahaha!!! I always find it hilarious when people say that.
-Jes- wrote:.. Anyway, not sure if intentional, but Veteran starts with Repairgun selected.
Fixed. Originally Veterans and Badasses didn't give a pistol start, which I decided to change just to Badasses out of the goodness of my heart... if you can call it that. Ended up mixing up the order when I changed Veteran back.
Tux wrote:
Holy shit Seiat THIS MOD IS AWESOME.
If someone is reading this and didn't play it, DO IT NOW!!!
can't stop playing this :D
edit: how to manually fire sentries? I am shooting them with my repairgun and nothing happens.
Hahaha thanks dude! You can only manually fire a sentry when it has a target within it's detection range.