RUNNING SKULLTAG PROJECTS IN ZANDRONUM

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Igor
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RUNNING SKULLTAG PROJECTS IN ZANDRONUM

#1

Post by Igor » Tue Oct 16, 2012 9:29 pm

READ THIS FIRST:
Igor wrote:WANT TO RUN OLD SKULLTAG PROJECTS IN NEW ZANDRONUM? GETTING SCRIPT ERRORS IN OLD SKULLTAG MOD?
LOOK NO FURTHER!

YOU NEED TO LOAD skulltag_actors.pk3 AND skulltag_data.pk3 (IN THAT ORDER) TO GET OLD SKULLTAG MODS WORKING RIGHT!

skulltag_actors.pk3 SHOULD COME WITH YOUR ZANDRONUM!
skulltag_data.pk3 DOWNLOAD MIRRORS: http://zandronum.com/forum/showthread.php?tid=417

NOT ENOUGH FOR YOU? THIS THREAD WILL HAVE MORE INFORMATION AS IT DEVELOPS.

WIKI LINK COMING SOMETIME IN THE FUTURE!

HELP & SUPPORT DISCUSSION THREAD: http://zandronum.com/forum/showthread.php?tid=1655

FROM http://zandronum.com/forum/showthread.php?tid=1334

NOW THAT YOU READ THAT, THE CURRENT THREAD HERE IS FOR DISCUSSION AND HELPING PEOPLE THAT STILL DON'T KNOW WHAT THE HECK IS GOING ON AFTER TRYING OTHER SUGGESTIONS!

IGOR IS RUNNING IN CIRCLES TRYING TO HELP PEOPLE, SORRY
Last edited by Igor on Thu Aug 15, 2013 3:54 am, edited 1 time in total.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#2

Post by Hellstorm Archon » Thu Oct 25, 2012 7:59 pm

Ok, since this thread just showed up, I'd like to mention that when I try to load up Zandronum with Doomseeker, and any server that has "skulltag_x", I can't join because of an error, the most frequent being:

Script error, "skulltag_actors.pk3:actors/misc.txt" line 16:
Invalid state parameter a_faceconsoleplayer
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#3

Post by Ænima » Thu Oct 25, 2012 8:13 pm

Hellstorm Archon wrote: Ok, since this thread just showed up, I'd like to mention that when I try to load up Zandronum with Doomseeker, and any server that has "skulltag_x", I can't join because of an error, the most frequent being:

Script error, "skulltag_actors.pk3:actors/misc.txt" line 16:
Invalid state parameter a_faceconsoleplayer
Go to your Doomseeker options and set the engine path to zandronum.exe, not skulltag.exe. A_FaceConsolePlayer was something that was implemented in Zandronum.
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#4

Post by Quakeman224 » Thu Nov 15, 2012 2:27 am

Since this is my first time switching to Zandronum (was still using Skulltag since this was out) anyways that is off topic.

Being on topic. There are some WADs that don't load and give me a odd error, The Ultimate Torment and Torture Invasion. and the Super Skulltag. I do have skulltag_actor.pk2 and skulltag_data.pk3 and skulltag_date_126.pk3. The errors on the UTNT INV was the Cacolantern one. for the SST it said SSMINIGUN undefined. I haven't ran into any other problem with any other mods as of currently (Ghoul Forest, Zportal, and City of the D---ed) Anything I need else to download or something I need to remove or is something just messed up on my end?

also hope this is the right place to put it.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#5

Post by Ænima » Thu Nov 15, 2012 2:30 am

For SST, the wads should be:
skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc4.pk3

In that order. The order is important. skulltag_actors.pk3 and skulltag_data.pk3 must always be loaded BEFORE all other wads/pk3's.
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#6

Post by Quakeman224 » Thu Nov 15, 2012 3:04 am

Ænima wrote: For SST, the wads should be:
skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc4.pk3

In that order. The order is important. skulltag_actors.pk3 and skulltag_data.pk3 must always be loaded BEFORE all other wads/pk3's.
Oh wait do you have you drag the wads with SST pk3? I thought it would have been automatic.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#7

Post by Ænima » Thu Nov 15, 2012 3:25 am

Quakeman224 wrote:
Ænima wrote: For SST, the wads should be:
skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc4.pk3

In that order. The order is important. skulltag_actors.pk3 and skulltag_data.pk3 must always be loaded BEFORE all other wads/pk3's.
Oh wait do you have you drag the wads with SST pk3?
Yes you can drag them, or use a command line method ("-file ___"), or use a launcher program like ZDL.

I thought it would have been automatic.
This is what I'm trying to propose.

(http://zandronum.com/forum/showthread.p ... 4#pid18047)
Last edited by Ænima on Thu Nov 15, 2012 3:26 am, edited 1 time in total.
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#8

Post by Empyre » Thu Nov 15, 2012 4:49 am

Doomseeker, which comes with Zandronum, can do this easily. Act like you are going to launch a server, but click Play Offline instead of Start Server.
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#9

Post by Quakeman224 » Fri Nov 16, 2012 4:14 am

Ænima wrote:
Quakeman224 wrote:
Ænima wrote: For SST, the wads should be:
skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc4.pk3

In that order. The order is important. skulltag_actors.pk3 and skulltag_data.pk3 must always be loaded BEFORE all other wads/pk3's.
Oh wait do you have you drag the wads with SST pk3?
Yes you can drag them, or use a command line method ("-file ___"), or use a launcher program like ZDL.

I thought it would have been automatic.
This is what I'm trying to propose.

(http://zandronum.com/forum/showthread.p ... 4#pid18047)
Ok Sweet I got it working. Thanks so much :D

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Voltlock's Real Guns Advanced WW2 Wad does not load

#10

Post by [id]Angel » Fri Nov 30, 2012 4:53 pm

Execution could not continue.

Script error, "rgaww2_r11d_bcoding.wad:D_PICKUP" line 323:
Replaced type 'Minigun' not found in Nothing6


This thing always appear, Even if i put the skulltag_actors.wad and the skulltag_data.wad, I need some damn help, Cant figure out how to run it.
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RE: Voltlock's Real Guns Advanced WW2 Wad does not load

#11

Post by Qent » Fri Nov 30, 2012 5:29 pm

Sounds like this bug. You may have to edit RGA slightly.

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RE: Voltlock's Real Guns Advanced WW2 Wad does not load

#12

Post by Ænima » Fri Nov 30, 2012 5:29 pm

The wad order is important. skulltag_actors and skulltag_data must be loaded first, before all other wads/pk3's.
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RE: Voltlock's Real Guns Advanced WW2 Wad does not load

#13

Post by [id]Angel » Fri Nov 30, 2012 6:18 pm

I am doing it in order, but i still get the error
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#14

Post by infurnus » Fri Nov 30, 2012 6:24 pm

Moved & merged to Skulltag projects help thread

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RE: Voltlock's Real Guns Advanced WW2 Wad does not load

#15

Post by Qent » Fri Nov 30, 2012 6:35 pm

Qent wrote: Sounds like this bug. You may have to edit RGA slightly.
Try changing the names of the DECORATE files and folders so they don't conflict.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#16

Post by [id]Angel » Fri Nov 30, 2012 6:36 pm

How can i do it?
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#17

Post by Qent » Fri Nov 30, 2012 6:49 pm

With http://slade.mancubus.net/ -- make sure you change the #includes in MAPINFO so that they match your new names.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#18

Post by [id]Angel » Sat Dec 01, 2012 3:19 am

Thanks man
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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#19

Post by Cabal » Sat Apr 27, 2013 3:31 am

Sorry for the somewhat old thread bump, but I figure it's relevant.

I've been trying to run skulltag_actors.pk3 and skulltag_data_126.pk3 (as well as Brutal Doom). Maps and all that work fine- but I can't seem to get the weapons to work properly. I can pick them up, but can't switch to them.

Not sure what to do- I'd really like to try out Skulltag's weapons with Brutal Doom.

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RE: RUNNING SKULLTAG PROJECTS IN ZANDRONUM HELP

#20

Post by Qent » Sat Apr 27, 2013 3:38 am

It is rare for weapon mods to play nicely with each other. One possible solution is making a custom KEYCONF and loading it as a patch mod. If you don't want to do that, you could type "use minigun" (for example) in the console, and it might work.

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