Super Skulltag -- A hub remake of Doom2 with ST flavor!
RE: Super Skulltag v1.4, rc5 OUT NOW!
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.
RE: Super Skulltag v1.4, rc5 OUT NOW!
My vote is 50%.Ænima wrote:Sweet! And thanks. Lemme know if there's anything else you need or if you have any questions or find any bugs.ucreator wrote: Thank you! It's working on and lovely!
@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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RE: Super Skulltag v1.4, rc5 OUT NOW!
Same.Valherran wrote:My vote is 50%.Ænima wrote:Sweet! And thanks. Lemme know if there's anything else you need or if you have any questions or find any bugs.ucreator wrote: Thank you! It's working on and lovely!
@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
RE: Super Skulltag v1.4, rc5 OUT NOW!
I vote on 37.5%
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RE: Super Skulltag v1.4, rc5 OUT NOW!
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
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
RE: Super Skulltag v1.4, rc5 OUT NOW!
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!
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.
RE: Super Skulltag v1.4, rc5 OUT NOW!
Damn, really? My computer is a piece of crap and it's still not that bad.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.
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.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
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AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
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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)

RE: Super Skulltag v1.4, rc5 OUT NOW!
Hey guys, Why aint PK7's aint workin on Zandronum?, Tried to load it but it didnt work
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Find me ingame as [id]Angel

Find me ingame as [id]Angel
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RE: Super Skulltag v1.4, rc5 OUT NOW!
I renamed 'pk7' to 'pk3', and it works.
RE: Super Skulltag v1.4, rc5 OUT NOW!
http://zandronum.com/forum/showthread.p ... 5#pid19812[id]Angel wrote: Hey guys, Why aint PK7's aint workin on Zandronum?, Tried to load it but it didnt work
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)

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)

RE: Super Skulltag v1.4, rc5 OUT NOW!
zandronum.exe -file skulltag_actors.pk3 skulltag_data.pk3 sst_v1.4rc5.pk7 this working for me .... you need both files to run ...
RE: Super Skulltag v1.4, rc5 OUT NOW!
Yep, this is what I usually do. Running Zandronum via command line, using either Command Prompt (in Windows) or Terminal (in Ubuntu).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 ...
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!
Mercenaries (on hold)

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)

RE: Super Skulltag v1.4, rc5 OUT NOW!
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.
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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RE: Super Skulltag v1.4, rc5 OUT NOW!
i think this cant work,you try mixing incopatible mod's ...
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RE: Super Skulltag v1.4, rc5 OUT NOW!
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.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.
OF COURSE A LINUXFAG LIKE ME WOULD KNOW.
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RE: Super Skulltag v1.4, rc5 OUT NOW!
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.
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.
RE: Super Skulltag v1.4, rc5 OUT NOW!
Eeeeeeeyup.Ijon Tichy wrote: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.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.
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:
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)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 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.
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.)oldskool wrote: Also a player named Autism was on and was extreamly rude and name calling, how do you ban someone with out ip?
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
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)

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)

RE: Super Skulltag v1.4, rc5 OUT NOW!
Sorry for the bump, but I forgot about something until just now (and i've been kinda busy lately) ...
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.
Okay then, 50% it is.Southpark2010 wrote:Same.Valherran wrote:My vote is 50%.Ænima wrote:Sweet! And thanks. Lemme know if there's anything else you need or if you have any questions or find any bugs.ucreator wrote: Thank you! It's working on and lovely!
@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
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)

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)
