Zandronum and Invasion

General discussion of the port and Doom-related chat.
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kudo
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Zandronum and Invasion

#1

Post by kudo » Sat Dec 08, 2012 5:11 pm

Alright guys, here is a quick question and after trying to find an answer on the forums (and in the FAQ) I didn't find one. Not to say I didn't miss it if it was there or anything but yeah.

So let me get to it. Is Zandronum going to be supporting Invasion in the future? The reason I'm asking about this is because it seems as Zandronum is kind of aiming to be more Zdoom -with multiplayer - and less Skulltag. If that is the case when making Invasion maps for Zandronum in Doombuilder should I still be using Skulltag in Hexen format? or?

I'm really happy to see Zandronum keeping up where Skulltag left off though I'm a tad sad about the choice to depreciate the old Skulltag PK3's but I get that it was done for the right reasons.

Am I the only one who feels a tad lost when I need to find something I used to use in Skulltag? Losing the forums hasn't been pleasant to say the least.

(Does anyone have them archived?)
Last edited by kudo on Sat Dec 08, 2012 5:24 pm, edited 1 time in total.

Llewellyn
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RE: Zandronum and Invasion

#2

Post by Llewellyn » Sat Dec 08, 2012 6:26 pm

Um, Zandronum IS Skulltag. It supports everything Skulltag did including Invasion. You make the maps the same way and you run the servers the same way, there is no difference. For compatability reasons, if you want to run some things you have to load the data that was automatically loaded with Skulltag, in the form of Skulltag_actors.pk3 and skulltag_data.pk3, before you load other wads that rely on them.
Last edited by Llewellyn on Sat Dec 08, 2012 6:27 pm, edited 1 time in total.

kudo
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RE: Zandronum and Invasion

#3

Post by kudo » Sat Dec 08, 2012 7:11 pm

I know that Zandronum is a Continuation of the Skulltag source, which I took the time to take a look at, so I appreciate the clarity, but that was a little broader an answer than I was looking for.

Basically what I was aiming for was to gain an understanding of the future of Invasion in Zandronum. I know that some features that were available in 98D are no longer available, so I was curious if Invasion is going to be a lasting gametype (I hope so!) or if it is going to become depreciated, that is something of course I would imagine only one of the devs could shed light on for me.

Thanks for your response and time Llewellyn and sorry for my lacking clarity.
Last edited by kudo on Sat Dec 08, 2012 7:12 pm, edited 1 time in total.

Llewellyn
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RE: Zandronum and Invasion

#4

Post by Llewellyn » Sat Dec 08, 2012 8:34 pm

kudo wrote: Basically what I was aiming for was to gain an understanding of the future of Invasion in Zandronum. I know that some features that were available in 98D are no longer available, so I was curious if Invasion is going to be a lasting gametype (I hope so!) or if it is going to become depreciated, that is something of course I would imagine only one of the devs could shed light on for me.
If this is the case it's a bug, not intentional deprecation IMO. Everything should still work as it did originally. If something doesn't work you should post it here, although it's probably just user error...
Last edited by Llewellyn on Sat Dec 08, 2012 8:36 pm, edited 1 time in total.

Qent
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RE: Zandronum and Invasion

#5

Post by Qent » Sat Dec 08, 2012 11:15 pm

I know of no plans to remove the Invasion gamemode. Torr has taken backwards compatibility very seriously.

kudo
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RE: Zandronum and Invasion

#6

Post by kudo » Sun Dec 09, 2012 8:14 am

As for things that have been depreciated they are small things (from what I've been reading - mind you I don't have those tabs open anymore so I can't simply give a link/example) so I imagine they were removed for reasons of being less compatible than they should have been.

I haven't had any real errors with Zandronum to speak of, and I happen to like it quite a bit. I agree that Torr has done a great job to make sure they haven't gotten rid of any backwards compatibility.

That said, thanks for your time guys.

Edit:
The Skulltag PK3s were depreciated as of Zandronum and while I know there were reasons for doing so, that was part of what set Skulltag apart. I know I can simply re-add the PK3's, just wanted to point out that yes, some things were in fact depreciated between 98D and Zandronum. (And yes I put this here because you keep screaming user error when I'm trying to ask a question about the direction of Zan, but that doesn't mean I don't appreciate your responses) I know its not a new example or anything. Saying that "Zandronum IS Skulltag" would be inaccurate because those Wads/PK3s in fact were part of the package and experience. I guess what I was truly asking here had more about the direction of Zandronum in the future. The PK3's that came with Skulltag were kind of exemplary of things you could would do with it. Is there any thought toward including a PK3 package with Zandronum or trying to find a way to differentiate Zandronum while maintaining the backwards compatibility with Skulltag?
Last edited by kudo on Sun Dec 09, 2012 8:30 am, edited 1 time in total.

TerminusEst13
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RE: Zandronum and Invasion

#7

Post by TerminusEst13 » Sun Dec 09, 2012 9:32 am

The PK3's that came with Skulltag were kind of exemplary of things you could would do with it. Is there any thought toward including a PK3 package with Zandronum or trying to find a way to differentiate Zandronum while maintaining the backwards compatibility with Skulltag?
From what I gather, SpaceDMsomething is supposed to be a sort-of-example of this.
The Ranger - New class for HeXen.
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Samsara - Some class-based mod I guess?
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Torr Samaho
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RE: Zandronum and Invasion

#8

Post by Torr Samaho » Sun Dec 09, 2012 12:47 pm

kudo wrote: As for things that have been depreciated they are small things (from what I've been reading - mind you I don't have those tabs open anymore so I can't simply give a link/example) so I imagine they were removed for reasons of being less compatible than they should have been.
I don't remember deprecating any features due to the forking from Skulltag to Zandronum. Zandronum should still have every feature the Skulltag engine had. Unless you give any specific example on what you think became deprecated, that's all I can say on this.

What we did is separating the engine from the content. All Skulltag content is still available in the form of skulltag_actors.pk3 and skulltag_data.pk3, and it still fully functional in Zandronum. Just think of the Skulltag content as of a finished mod now. It's there and you can use it. Unless you call finished resource packs deprecated, I also wouldn't call the Skulltag resources deprecated. And as valid Zandronum mod, the Skulltag resources should also be supported in the future.
kudo wrote: I know I can simply re-add the PK3's, just wanted to point out that yes, some things were in fact depreciated between 98D and Zandronum.
See above. The resources are not deprecated, they are just externalized and not included in Zandronum.
kudo wrote: Saying that "Zandronum IS Skulltag" would be inaccurate because those Wads/PK3s in fact were part of the package and experience.
Zandronum is the direct continuation of Skulltag.
kudo wrote: Is there any thought toward including a PK3 package with Zandronum or trying to find a way to differentiate Zandronum while maintaining the backwards compatibility with Skulltag?
We are considering to have official content that could serve as an example of what the engine is capable of.

kudo
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RE: Zandronum and Invasion

#9

Post by kudo » Sun Dec 09, 2012 1:16 pm

Thanks for the responses, Torr I appreciate you breaking it down for me. Sorry if my post was upsetting in any way, I love Zandronum and am happy to see the continuation of Skulltag as it was my favorite source port. Sorry about any confusion I may have had about depreciating features. Glad to have that cleared up. I really appreciate the work you and the team have done on Zandronum and Skulltag in the past, can't wait to see where it goes in the future. I'm also excited to see some official content and greatly look forward to it!

Kudo

(you can lock this now if you would like)
Last edited by kudo on Sun Dec 09, 2012 1:26 pm, edited 1 time in total.

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