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, rc5 OUT NAO!!!

#161

Post by Ænima » Sat Nov 24, 2012 8:31 pm

rc5 RELEASED!


Have fun. Lemme know if you find any bugs.
Last edited by Ænima on Sat Nov 24, 2012 8:33 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, rc5 OUT NOW!

#162

Post by Blade » Sat Nov 24, 2012 11:39 pm

It doesn't start. I did use actors and data, but I still got an error:

Code: Select all

Script Error: sst_v1.4rc5.wad"MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun
Tried Skulltag but still got a different error.
Last edited by Blade on Sat Nov 24, 2012 11:40 pm, edited 1 time in total.

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

#163

Post by Valherran » Sat Nov 24, 2012 11:59 pm

^ You gotta load Skulltag Actors 1st, then Data for Zandronum, not vise versa.

Anyways, I just got through half the game, some things I noticed:

1. Bodies still generate 10 gallons of blood each.
2. Female Plasma Rifle Zombies need to be toned down a bit in damage, 1 chewed through all of my armor and most of my health in just a few shots.
3. BFG10k behaves a little strange, it's really hard to keep the aim down on the shots as you hold down the trigger almost like it wont let you aim straight on purpose, it's always above the targets head and no lower during each shot. when you completely run out of ammo and pick up a cell pack, it does not reload, instead it insta fires without the initial charge up.
4. Grenade Launcher alt fire could use more shrapnel.

Is there a mutator you can make for the game that allows the new weapons to spawn in place of the existing weapons by chance for the original Doom levels? That would make it funner.
Last edited by Valherran on Sun Nov 25, 2012 12:11 am, edited 1 time in total.

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

#164

Post by Blade » Sun Nov 25, 2012 12:02 am

I did that, still no help.

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

#165

Post by Ænima » Sun Nov 25, 2012 12:03 am

You mean making the Skulltag weaps always replace the Doom2 ones? Hm. Sure, I suppose I could make an addon for that. :P

And aw crap. I could have sworn I toned down the blood pools (by 50%) for all the monsters, but apperantly I only did it for the pinkies and imps and forgot to do the others. DAMMIT. I'll fix that for the next version, i guess ... sorry about that ...

And yeah you're right, the Plasma Bitches prolly need to be nerfed a little.

EDIT:
Blade wrote: I did that, still no help.
What method are you using to load the wads? Click-and-drag, DoomSeeker/IDE/ZDL, or command line?
Last edited by Ænima on Sun Nov 25, 2012 12:04 am, 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, rc5 OUT NOW!

#166

Post by Blade » Sun Nov 25, 2012 12:10 am

Click-and-Drag, in the order skulltag_actors ,skulltag_data, and sstv1.4rc5. They're on the same row lined horizontally (of course) in my folder.

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

#167

Post by Ænima » Sun Nov 25, 2012 12:27 am

Blade wrote: Click-and-Drag, in the order skulltag_actors ,skulltag_data, and sstv1.4rc5. They're on the same row lined horizontally (of course) in my folder.
Hm. That should work.

Here, download this, put it in your Zandronum folder, and double-click it.
http://www.mediafire.com/?ao5wo5elqxuxahx
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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

#168

Post by Blade » Sun Nov 25, 2012 12:49 am

I got it to work with Doomseeker. It turns out when I extracted the PK7, there was a bunch of other files scattered.

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

#169

Post by ucreator » Sun Nov 25, 2012 12:55 am

How to use the PK7 file

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

#170

Post by Ænima » Sun Nov 25, 2012 1:03 am

Blade wrote: I got it to work with Doomseeker. It turns out when I extracted the PK7, there was a bunch of other files scattered.
Why did you extract the PK7? Load it like you would load a pk3. It's exactly the same, just with a higher compression ratio.

EDIT:
As of RC6, the file extension is back to PK3 (although the file is technically still a PK7 compressed with LZMA).
ucreator wrote: How to use the PK7/PK3 file?
Place it in your Zandronum folder. Make sure you also have skulltag_actors.pk3 and skulltag_data.pk3 in there too. Then load Zandronum.exe with all 3 of those files, in this order:

Code: Select all

skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc6.pk3
If you don't know how to do that, then just download this file, put it in your Zandronum folder along with the SST pk3 and the two other pk3's, and then double-click it and it will set up everything for you:
https://www.mediafire.com/?6dhdx881uau57ko



Let me know if you need any more help and i'll do my best to guide you through it!
Last edited by Ænima on Mon Dec 16, 2013 9:28 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, rc5 OUT NOW!

#171

Post by ucreator » Sun Nov 25, 2012 1:17 am

Thank you! It's working on and lovely!

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

#172

Post by Ænima » Sun Nov 25, 2012 1:26 am

ucreator wrote: Thank you! It's working on and lovely!
Sweet! And thanks. Lemme know if there's anything else you need or if you have any questions or find any bugs.

@Valherran: I'll start work on that add-on just as soon as you tell me what "chance" with which you want the ST weapons to replace the Doom ones. 25%? 50%? 100%? :P
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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

#173

Post by Blade » Sun Nov 25, 2012 1:33 am

Yeah, the reason I extracted it is because when I loaded it up (with skulltag_actors and data of course) it started but I guess it didn't load the mod or something, it was just regular Doom 2/1

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

#174

Post by Ænima » Sun Nov 25, 2012 1:42 am

Blade wrote: Yeah, the reason I extracted it is because when I loaded it up (with skulltag_actors and data of course) it started but I guess it didn't load the mod or something, it was just regular Doom 2/1
Ah. Well like I said before, you shouldn't extract the PK7. Just load it, after the two necessary Skulltag resources pk3's.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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

#175

Post by Blade » Sun Nov 25, 2012 1:56 am

I don't know why doesn't work, it only works decompressed. I'll try turn to turn it into PK3 (Slade) and see if that'll help. Anyways, thanks for the assistance.

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

#176

Post by Ænima » Sun Nov 25, 2012 2:10 am

Blade wrote: I don't know why doesn't work, it only works decompressed. I'll try turn to turn it into PK3 (Slade) and see if that'll help. Anyways, thanks for the assistance.
That's odd.

What OS are you running?
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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

#177

Post by Blade » Sun Nov 25, 2012 2:23 am

Windows 7 (Home Basic I believe?) 32-Bit.

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

#178

Post by Qent » Sun Nov 25, 2012 5:49 am

Confirmed. I can even load it (via drag-and-drop) without stactors/data: nothing. Simply renaming it to "sst_v1.4rc5.pk3" made everything work fine. I had thought that Zandronum didn't care about the extension though, huh.

EDIT: The batch file works with .pk7, so it's just drag-and-drop that's wonky.
Last edited by Qent on Sun Nov 25, 2012 5:52 am, edited 1 time in total.

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

#179

Post by ucreator » Sun Nov 25, 2012 5:56 am

Why is there no one in Zandronum hosting a server for SST? This is amazing! I think you should slow down the run speed, my friends are bothered about it

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

#180

Post by President People » Sun Nov 25, 2012 6:01 am

Some weapons aren't spending ammunition. I've only tried the pistol, shotgun and SSG, but either I never noticed until now, or the altfires broke something along the way. Scratch that. The server I'm in is using infinite ammo for some reason, and the alfires still spend it…

The female zombies are cool. Perhaps a female marine skin in the future as well?

Also:
Spoiler: Blood Decal (Open)
Image

That's all for now. Except for the cloaked ShotgunGuy. That was cheap because I thought it was a bug at first. :P
Last edited by President People on Sun Nov 25, 2012 6:34 am, edited 1 time in total.
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