Super Skulltag v1.4, RC7: More improvements, no new maps. :c

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Llewellyn
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RE: Super Skulltag v1.4 - rc3 released!

#41

Post by Llewellyn » Wed Jul 18, 2012 12:26 am

doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D

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Ænima
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RE: Super Skulltag v1.4 - rc3 released!

#42

Post by Ænima » Wed Jul 18, 2012 12:57 am

Llewellyn wrote:
doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D
Cool idea. I'll look into it. Actually shouldn't be that hard.
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RE: Super Skulltag v1.4 - rc3 released!

#43

Post by ALIENwolve » Wed Jul 18, 2012 1:31 am

Ænima wrote:
Llewellyn wrote:
doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D
Cool idea. I'll look into it. Actually shouldn't be that hard.
The derpest thing, sprinting around with your fist out.

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RE: Super Skulltag v1.4 - rc3 released!

#44

Post by Ænima » Wed Jul 18, 2012 1:59 am

Well we could make it so that it only works if you charge at an enemy in a straight line. Or something. Iunno.
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Llewellyn
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RE: Super Skulltag v1.4 - rc3 released!

#45

Post by Llewellyn » Wed Jul 18, 2012 2:59 am

Ænima wrote: Well we could make it so that it only works if you charge at an enemy in a straight line. Or something. Iunno.
I think it would be quite hilarious to clothesline an Imp.
Maybe if it only worked with berserk, and sent them flying via knockback.

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RE: Super Skulltag v1.4 - rc3 released!

#46

Post by doomquake777 » Wed Jul 18, 2012 7:46 pm

I found a couple of bugs. 1 If you have a zombie guy of any type shooting at you from too far a distance the projectiles disappear before they hit you. 2 If you are crouching there is no way for a Zombie of any type to hit you because they always shoot straight. even if Smart aim is enabled they still only shoot over your head while your crouching.
Last edited by doomquake777 on Wed Jul 18, 2012 7:47 pm, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#47

Post by DevilHunter » Thu Jul 19, 2012 8:51 pm

doomquake777 wrote: I found a couple of bugs. 1 If you have a zombie guy of any type shooting at you from too far a distance the projectiles disappear before they hit you. 2 If you are crouching there is no way for a Zombie of any type to hit you because they always shoot straight. even if Smart aim is enabled they still only shoot over your head while your crouching.
That could be the fact that Crouching was never made into the original doom. Fact, it was coded into a really long message when Skulltag was first born, and later removed.. as Crouching is now default/User Choice.

I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.

EDIT: no clue why it double posted.. That's a first
Last edited by DevilHunter on Thu Jul 19, 2012 9:18 pm, edited 1 time in total.

Llewellyn
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RE: Super Skulltag v1.4 - rc3 released!

#48

Post by Llewellyn » Thu Jul 19, 2012 8:55 pm

DevilHunter wrote: I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.
Stand still and crouch. Any monster firing projectiles aim at your center.

Imps will snipe you while crouching from miles away, but if you crouch AFTER they've fired they'll miss.

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RE: Super Skulltag v1.4 - rc3 released!

#49

Post by doomquake777 » Fri Jul 20, 2012 11:46 pm

Llewellyn wrote:
DevilHunter wrote: I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.
Stand still and crouch. Any monster firing projectiles aim at your center.

Imps will snipe you while crouching from miles away, but if you crouch AFTER they've fired they'll miss.
Even if you are already crouching they will still fire straight over you instead of down toward you. Other mods such as Brutal Doom don't have that issue which is why I thought it was a Bug with Super Skulltag.

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RE: Super Skulltag v1.4 - rc3 released!

#50

Post by Llewellyn » Fri Jul 20, 2012 11:50 pm

doomquake777 wrote: Even if you are already crouching they will still fire straight over you instead of down toward you. Other mods such as Brutal Doom don't have that issue which is why I thought it was a Bug with Super Skulltag.
I was pointing out that Devilhunter was incorrect in saying that normal monsters cannot correctly target crouched players and that you would be correct.

On a side note, the Zombieman (and I assume the other zombies) have a pitch in their fire state specified but no pitch flags, meaning the pitch offset is being ignored...
Last edited by Llewellyn on Fri Jul 20, 2012 11:55 pm, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#51

Post by Ænima » Fri Jul 20, 2012 11:57 pm

Yeah he's right. Go up to a chaingunner and suck his dick. He won't be able to shoot you. With his gun. His chaingun.

Never really been sure what causes this. Louwellin: See if you can investergate the cause since you seem to be good at diagnostic (and also because i'm away from home right now and can't look for myself).
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RE: Super Skulltag v1.4 - rc3 released!

#52

Post by Llewellyn » Sat Jul 21, 2012 12:24 am

I think I've figured it out.
For some reason, projectiles target the original Doomguy's center, while hitscans target your CROUCHED center.
Because the bullets that are being fired have a height of 1, they don't hit you, whereas a DoomImp's fireball is large enough to clip into the top of your head.

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RE: Super Skulltag v1.4 - rc3 released!

#53

Post by Ænima » Sat Jul 21, 2012 12:37 am

I could've sworn i gave them a height of 8 ...
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RE: Super Skulltag v1.4 - rc3 released!

#54

Post by Llewellyn » Sat Jul 21, 2012 12:41 am

Ænima wrote: I could've sworn i gave them a height of 8 ...
Nope, 1.

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RE: Super Skulltag v1.4 - rc3 released!

#55

Post by Ænima » Sat Jul 21, 2012 12:45 am

Oki doki then. Will be fixed.
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Doom64: Unabsolved: New weapons, monsters, and gameplay features for coop !


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Llewellyn
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RE: Super Skulltag v1.4 - rc3 released!

#56

Post by Llewellyn » Sat Jul 21, 2012 12:51 am

Ænima wrote: Oki doki then. Will be fixed.
I tried 8, didn't help.
EDIT: I lied (not really) I changed the wrong decorate. 8 works fine.
Last edited by Llewellyn on Sat Jul 21, 2012 12:59 am, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#57

Post by doomquake777 » Sat Jul 21, 2012 5:54 am

Ænima wrote:Yeah he's right. Go up to a chaingunner and suck his dick. He won't be able to shoot you. With his gun.
That made my day!!! I cracked up when I read that. I'm happy that it is being looked into because the levelset I am working on right now requires Jumping and crouching. plus the way it is now you could just crouch through any level and the Zombies would be no problem.
Last edited by doomquake777 on Sat Jul 21, 2012 5:56 am, edited 1 time in total.

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RE: Super Skulltag v1.4 - rc3 released!

#58

Post by doomquake777 » Tue Jul 24, 2012 7:21 pm

Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?

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RE: Super Skulltag v1.4 - rc3 released!

#59

Post by Llewellyn » Tue Jul 24, 2012 7:38 pm

doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...

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RE: Super Skulltag v1.4 - rc3 released!

#60

Post by doomquake777 » Wed Jul 25, 2012 12:40 am

Llewellyn wrote:
doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...
Isn't it possible to just make them travel until they hit any solid wall?
Last edited by doomquake777 on Wed Jul 25, 2012 12:41 am, edited 1 time in total.

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