Super Skulltag -- A hub remake of Doom2 with ST flavor!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Blade
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#181

Post by Blade » Sun Nov 25, 2012 6:29 am

Yeah had that blood effect too. My only real niche was shotgun- it's overpowered, you'd use the primary for medium range and the alt for short, plus the alt is way too powerful and cocks very fast.

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

#182

Post by Valherran » Sun Nov 25, 2012 8:29 am

Ænima wrote:
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
My vote is 50%.

Southpark2010
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#183

Post by Southpark2010 » Sun Nov 25, 2012 12:13 pm

Valherran wrote:
Ænima wrote:
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
My vote is 50%.
Same.
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ArcheKruz
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#184

Post by ArcheKruz » Mon Nov 26, 2012 2:46 am

I vote on 37.5%

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

#185

Post by DevilHunter » Tue Nov 27, 2012 4:51 pm

Right.. after a few hairpullinz.. as Mediafire is not blocked anymore, cept for the download part, thus using myhttp to grab this file.. here it is

SST_v1.4rc5.pk7

Now to get home and test this sucker out.. And about the addon to make SST work without st_actors, and.. Data (does it even use that?) I am 100% on that, cause its such a hassle, even though I have a zdl preset to load the files with sst.. Heh

wolf00
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#186

Post by wolf00 » Wed Nov 28, 2012 11:23 pm

very nice mod. it is a posible playing it witch pwad files ? thank's

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

#187

Post by Southpark2010 » Fri Dec 21, 2012 4:14 pm

The 'Toggle Effects' doesn't seem to help, every time a projectile hits a wall, I get a half-a-second freeze, and every time I get hit by one, I freeze for 5 seconds. The Imp's ball seems to be over-the-top on effects when it hits a wall.
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Ænima
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#188

Post by Ænima » Fri Dec 21, 2012 6:36 pm

Southpark2010 wrote: The 'Toggle Effects' doesn't seem to help, every time a projectile hits a wall, I get a half-a-second freeze, and every time I get hit by one, I freeze for 5 seconds. The Imp's ball seems to be over-the-top on effects when it hits a wall.
Damn, really? My computer is a piece of crap and it's still not that bad.

You're right, though. The imp ball effect does seem a tad excessive. I'll tone it down a little for the next update.

Thanks.
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[id]Angel
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#189

Post by [id]Angel » Sun Dec 23, 2012 4:49 am

Hey guys, Why aint PK7's aint workin on Zandronum?, Tried to load it but it didnt work
[spoiler]Image[/spoiler]
Find me ingame as [id]Angel

Southpark2010
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#190

Post by Southpark2010 » Sun Dec 23, 2012 7:08 am

I renamed 'pk7' to 'pk3', and it works.
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Ænima
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#191

Post by Ænima » Sun Dec 23, 2012 5:44 pm

[id]Angel wrote: Hey guys, Why aint PK7's aint workin on Zandronum?, Tried to load it but it didnt work
http://zandronum.com/forum/showthread.p ... 5#pid19812
Reinforcements: midgame Survival joining/respawning
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wolf00
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#192

Post by wolf00 » Sun Dec 23, 2012 6:38 pm

zandronum.exe -file skulltag_actors.pk3 skulltag_data.pk3 sst_v1.4rc5.pk7 this working for me .... you need both files to run ...

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

#193

Post by Ænima » Sun Dec 23, 2012 7:29 pm

wolf00 wrote: zandronum.exe -file skulltag_actors.pk3 skulltag_data.pk3 sst_v1.4rc5.pk7 this working for me .... you need both files to run ...
Yep, this is what I usually do. Running Zandronum via command line, using either Command Prompt (in Windows) or Terminal (in Ubuntu).

I also wrote a simple batch file that does the same thing by just double-clicking it. If anyone is still having trouble starting Super Skulltag, please download this to your Zandronum folder and simply double-click it:
http://www.mediafire.com/?ao5wo5elqxuxahx


^That should fix all your problems. (Or, like Southpark2010 said, you can also rename .pk7 to .pk3 and use the old drag-and-drop method.)
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
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Cruduxy
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#194

Post by Cruduxy » Sun Dec 23, 2012 8:12 pm

I don't think its just exclusive to Super skulltag this happens when I drag-drop samsara.pk7 onto zandro icon, zandronum will start normally WITHOUT loading samsara.
So I tend to use doomseeker to start singleplayer mode which is kinda off the point of drag-dropping wads onto executable.
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Nothing to see here
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wolf00
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#195

Post by wolf00 » Sun Dec 23, 2012 8:25 pm

i think this cant work,you try mixing incopatible mod's ...

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

#196

Post by Ijon Tichy » Sun Dec 23, 2012 10:27 pm

Cruduxy wrote: I don't think its just exclusive to Super skulltag this happens when I drag-drop samsara.pk7 onto zandro icon, zandronum will start normally WITHOUT loading samsara.
So I tend to use doomseeker to start singleplayer mode which is kinda off the point of drag-dropping wads onto executable.
Zandronum does support PK7, you just can't drag'n'drop PK7's onto its icon. Running it from the command line and using the "-file" parameter works just fine.

OF COURSE A LINUXFAG LIKE ME WOULD KNOW.

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

#197

Post by Hellstorm Archon » Wed Dec 26, 2012 7:46 pm

Minor bump, but I've found this nifty little font.

Credit goes to Jimmy.
Image

A short poem

I dig, you dig, we dig, he digs, she digs, they dig.

It's not a beautiful poem, but it sure is deep.

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

#198

Post by oldskool » Sun Dec 30, 2012 9:37 pm

Hello,

I'm old yet new to linux running server, any way I'm having trouble trying to load SST maps is there a trick or something i'm missing?

Also a player named Autism was on and was extreamly rude and name calling, how do you ban someone with out ip?

Any help would be great or pointed in right direction.

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

#199

Post by Ænima » Wed Jan 02, 2013 5:30 pm

Ijon Tichy wrote:
Cruduxy wrote: I don't think its just exclusive to Super skulltag this happens when I drag-drop samsara.pk7 onto zandro icon, zandronum will start normally WITHOUT loading samsara.
So I tend to use doomseeker to start singleplayer mode which is kinda off the point of drag-dropping wads onto executable.
Zandronum does support PK7, you just can't drag'n'drop PK7's onto its icon. Running it from the command line and using the "-file" parameter works just fine.
Eeeeeeeyup.
Hellstorm Archon wrote: Minor bump, but I've found this nifty little font.

Credit goes to Jimmy.
Cool! I'll check to see how it looks ingame. Not sure if I'll switch to that over the old font though. I might take a vote to see what the players think. c:
oldskool wrote: I'm old yet new to linux running server, any way I'm having trouble trying to load SST maps is there a trick or something i'm missing?
Step 1: Make sure you have all the correct wads and that they're in the right order. (skulltag_actors, skulltag_data, sst_v1.4rc5)
Step 2: You can either set the map from the server config window (before you even launch the server), you can pick which map the server will start on. If you want SST maps, this should be SSTMAP01. OR, if you've already launched the server, you can just type "map SSTMAP01" in the server console and then you should be good to go.
oldskool wrote: Also a player named Autism was on and was extreamly rude and name calling, how do you ban someone with out ip?
Glad you asked. Use the server console command "Ban_IDx #", with # being the player's playernumber. (Which you can find out by typing PlayerInfo in the ingame console.)

Hope this helps. Lemme know if you need anything else!
Last edited by Ænima on Wed Jan 02, 2013 5:33 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
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Ænima
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#200

Post by Ænima » Sun Jan 13, 2013 5:21 am

Sorry for the bump, but I forgot about something until just now (and i've been kinda busy lately) ...
Southpark2010 wrote:
Valherran wrote:
Ænima wrote:
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
My vote is 50%.
Same.
Okay then, 50% it is.

And do you want that to just apply to the weapons, or do you want randomized monsters and items too?

There's a randomizer addon in the first post that does a 25% chance of Skulltag-thing for everything (monsters, weapons, items), but I need to update it because it's out-of-date and doesn't account for the newly-added female zombies.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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