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

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

#221

Post by DevilHunter » Sat Feb 23, 2013 12:18 pm

I see.. Nice. I know this might be better asking in PM but.. Why don't you join IRC anymore?? the SST channel pretty much died out heh

Anyhow.. I don't think much more can be done with SST other then bugfixes.

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

#222

Post by Ænima » Sat Feb 23, 2013 1:50 pm

Actually I'm gonna be going through the maps and replacing all the midtex bridges with 3D floors, since software now supports them.
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Zaranell
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#223

Post by Zaranell » Tue Mar 05, 2013 11:41 pm

The download link to the .BAT file seems to be broken, and I can't figure out how to load the ST data files before loading the .pk7 file with Zandronum. I'm probably just not doing something obvious, but at the moment, I don't know how to get this to work on my own. I've tried loading the two data files and the SST file the same way I'd launch a WAD, but that just loads normal Doom 2. Dunno how to create my own batch file, nor do I know the proper commands to create a shortcut and modify the Target line.

Apologies for my ignorance, and the thread bump.
Last edited by Zaranell on Tue Mar 05, 2013 11:46 pm, edited 1 time in total.

ring.monster88
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#224

Post by ring.monster88 » Wed Mar 06, 2013 2:57 am

hi zaranell i had troubles loading the game too but try this rename the file sst_v1.4rc5.pk7 to sst_v1.4rc5.pk3 and then move the files skulltag_actors skulltag_data sst_thingrandomizer sst_v1.4rc5 to the skins folders or also you can drag and drop them on the zandronum icon on this order skulltag_actors skulltag_data sst_v1.4rc5.pk3 sst_thingrandomizer both ways worked for me i tried the other ways but it didn't worked for me for some reason maybe it was because i tried to load the sst_lite whit the other files. by the way i loved to play super skulltag is amazing :) thanks for making it

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

#225

Post by Zaranell » Thu Mar 07, 2013 4:33 am

Renaming the .pk7 file to .pk3 seems to have done the trick. Much appreciated, ring.monster! By the way, you may want to break up the sentences in your posts with periods and commas. Makes it much easier to read.

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

#226

Post by Ænima » Sat Mar 09, 2013 3:41 pm

RC6 is still a WIP, but here's an unofficial build incase anyone wants to help test for bugs:

http://www.mediafire.com/?9o8ge67y0c903yb
Last edited by Ænima on Sat Mar 09, 2013 3:42 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)
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#227

Post by Snakezz » Sun Mar 24, 2013 10:07 pm

Alright, well map 28 is here by finished, thanks to Slime. I know it has been a long time coming, but I hope the sheer quality of the map will make up for it. I gave an unpolished version of the map to enima over a year a go. He said the map needed some touching up, then handed it over to Slime. Just recently I was contacted and given the polished map. And I must say, this map turned out to be quite epic and I am very happy with it. I hope you guys will be able to play it in the near future. But yes I give Slime many props for making it look so good, especially after I put so much time and effort into it myself.
Last edited by Snakezz on Sun Mar 24, 2013 10:09 pm, edited 1 time in total.

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

#228

Post by Untitled » Wed Mar 27, 2013 11:14 am

As a suggestion, may I ask that you increase plasma rifle damage from 8 to 10? Since it uses 2 cells per shot now, that means that gives us even less reason to use it instead of saving the cells for the BFG9000 and just SSG everything else, OR make it take one cell per shot, which would make it a generally more efficient, but still less damaging. it's just the Plasma seems... weaker, to be honest.
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#229

Post by Rabbit lord » Sat Mar 30, 2013 4:35 am

Wow, this has come a long way since I've seen it last :> I haven't worked on sstmap15 since my old computer bust and got my new computer. I was able to retrieve it and am now going to finish it.
Spoiler: reason (Open)
I had to go and find an adapter for my old IDE HDD to either USB or SATA, and I had to give myself permissions for all the files which I finally was able to do.

Also, after re-replaying sstmap10 I would like to make some additional changes to it. Definitely the red key area, I always thought the key on the floor was a bit too lazy :P
Spoiler: EDIT: (Open)
Decided to change the main bridge area to a 3D floor
Last edited by Rabbit lord on Thu Apr 04, 2013 4:11 am, edited 1 time in total.

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

#230

Post by Ænima » Wed Apr 10, 2013 2:49 pm

Untitled wrote: As a suggestion, may I ask that you increase plasma rifle damage from 8 to 10? Since it uses 2 cells per shot now, that means that gives us even less reason to use it instead of saving the cells for the BFG9000 and just SSG everything else, OR make it take one cell per shot, which would make it a generally more efficient, but still less damaging. it's just the Plasma seems... weaker, to be honest.
Good suggestion. Thanks for the feedback! I'll see what I can do about beefing the PR up a bit.
Rabbit lord wrote: Wow, this has come a long way since I've seen it last :> I haven't worked on sstmap15 since my old computer bust and got my new computer. I was able to retrieve it and am now going to finish it.
Spoiler: reason (Open)
I had to go and find an adapter for my old IDE HDD to either USB or SATA, and I had to give myself permissions for all the files which I finally was able to do.

Also, after re-replaying sstmap10 I would like to make some additional changes to it. Definitely the red key area, I always thought the key on the floor was a bit too lazy :P
Spoiler: EDIT: (Open)
Decided to change the main bridge area to a 3D floor
SWEET! Glad to hear you're working on Industrial Zone again. :3

BTW good call about the 3D floors. As I've mentioned earlier in this thread, I intend to go through all of the maps in Doom Builder and replace as many midtexture bridges as possible with 3D floors.
Snakezz wrote: Alright, well map 28 is here by finished, thanks to Slime. I know it has been a long time coming, but I hope the sheer quality of the map will make up for it. I gave an unpolished version of the map to enima over a year a go. He said the map needed some touching up, then handed it over to Slime. Just recently I was contacted and given the polished map. And I must say, this map turned out to be quite epic and I am very happy with it. I hope you guys will be able to play it in the near future. But yes I give Slime many props for making it look so good, especially after I put so much time and effort into it myself.
Haha yes! He sent it to me too and I just finished playing through it. It's pretty amazing and I think the players will enjoy it very much, especially the puzzles.
Last edited by Ænima on Wed Apr 10, 2013 2:59 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)
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thebestmlTBM
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#231

Post by thebestmlTBM » Fri May 03, 2013 3:13 am

Hey I tried that wad in Zandronum, and it worked.

I have an update request to ask you.

Since you put the Female Zombies in this wad, can you also put in the Rottweiler as well.
and also it will be awesome to have a ether flame ball for the Plasma Rifle as a Secondary Fire or the Flamethrower. ether of these weapons will burn the zombies in a crispy flames so that they will scream in agony. Image
Last edited by thebestmlTBM on Fri May 03, 2013 3:14 am, edited 1 time in total.
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Mijnheer_Boterbabbel
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#232

Post by Mijnheer_Boterbabbel » Mon May 27, 2013 9:36 pm

Am i the only one who expected "penis" to be sprayed in the paint vid?....

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

#233

Post by Snakezz » Sun Jun 16, 2013 1:18 pm

Any idea when you might decide to update this again? This Wad is still unfinished. Cough Map 28. Cough, cough cough HRUUUAAAAAAAh *vomits blood all over the screen* HELP ME! cough cough cough RAAAAAGGGGHHHAAAAAAHHHHH *lung tissue lands on the floor* Please help me! cough cough cough *dies*.

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

#234

Post by Doomkid » Sun Jun 16, 2013 1:30 pm

Snakezz wrote: Any idea when you might decide to update this again? This Wad is still unfinished. Cough Map 28. Cough, cough cough HRUUUAAAAAAAh *vomits blood all over the screen* HELP ME! cough cough cough RAAAAAGGGGHHHAAAAAAHHHHH *lung tissue lands on the floor* Please help me! cough cough cough *dies*.
Have an ice pack and some tissues.
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talisa
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#235

Post by talisa » Thu Jun 20, 2013 5:20 pm

awesome mod, love the new sounds and new maps and such and new effects :D

got stuck once in first map though after chainsawing a soldier on those first step,
and had to use a rocketblast to get myself to be able to move again.

seems to be same issue i saw other people post about, about corpse being solid


(also, awesome to see one of the first people i come across on these forums is an mlp-fan like me :D )
Last edited by talisa on Thu Jun 20, 2013 5:38 pm, edited 1 time in total.

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

#236

Post by dwango433 » Sat Jun 22, 2013 12:16 pm

the download of PLAY_STT.bat is broken. Fix it!!!.
Noob Engieneer: :idea: Bulid a Sentry!
"engie buliding sentry"
"Me sapping his sentry in continuation"
Noob Engieneer Has Suicided.


MORAL:Noob engie sucks

This have NONSENSE.

???

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

#237

Post by Snakezz » Sat Jun 22, 2013 4:34 pm

Looks like you have some updating to do Enima.

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

#238

Post by Ænima » Tue Jun 25, 2013 2:07 am

Mijnheer_Boterbabbel wrote: Am i the only one who expected "penis" to be sprayed in the paint vid?....
I expected it to be PENIS too, until I screwed up the last letter and it ended up being PENIF, which I'm pretty sure is the name of an old ZDaemon player.
dwango433 wrote: the download of PLAY_STT.bat is broken. Fix it!!!.
Are you sure? Try it again and tell me if it works.
talisa wrote: awesome mod, love the new sounds and new maps and such and new effects :D

got stuck once in first map though after chainsawing a soldier on those first step,
and had to use a rocketblast to get myself to be able to move again.

seems to be same issue i saw other people post about, about corpse being solid
As said before, this is fixed in rc6.
talisa wrote: (also, awesome to see one of the first people i come across on these forums is an mlp-fan like me :D )
You're sure to find many more pony avatars here. And if you open IDE/Doomseeker and look at the players, you'll see at least two Pinkie Pies, one Rainbow Dash, and two Twilight Sparkles online at any given time.
Snakezz wrote: Any idea when you might decide to update this again? This Wad is still unfinished. Cough Map 28. Cough, cough cough HRUUUAAAAAAAh *vomits blood all over the screen* HELP ME! cough cough cough RAAAAAGGGGHHHAAAAAAHHHHH *lung tissue lands on the floor* Please help me! cough cough cough *dies*.
Snakezz wrote: Looks like you have some updating to do Enima.
Yes, yes, I know, I know ... I'll post the newest RC when I get the chance.


By the way, props go to TibSoul for interpolating the Minigun's spinning sprites to match the Chaingun's!
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)
Image

dwango433
 
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RE: Super Skulltag v1.4, rc5 OUT NOW!

#239

Post by dwango433 » Sat Jun 29, 2013 6:58 am

Nope, the link is broken.
Noob Engieneer: :idea: Bulid a Sentry!
"engie buliding sentry"
"Me sapping his sentry in continuation"
Noob Engieneer Has Suicided.


MORAL:Noob engie sucks

This have NONSENSE.

???

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

#240

Post by talisa » Sun Jun 30, 2013 5:36 am

yeah, mediafire doesnt like .bat files,
since a while ago they decided to break downloads of bat-files

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