Port developments

General discussion of the port and Doom-related chat.
volume
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Port developments

#1

Post by volume » Wed Jan 20, 2016 5:30 am

Hello I am new to Zandronum's forum. Can somebody provide link to the development changes here? I just want to see the history of the versions and find out when/what of Skulltag did Zandronum base off of/dropped.

For example, I notice Red Armor does not exist in Zandronum but exists in its Wiki?

Also what newest version of Zandronum is currently being worked on? Perhaps they can reinstate that Red Armor for example?

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RE: Port developments

#2

Post by Sean » Wed Jan 20, 2016 6:53 am

volume wrote: Can somebody provide link to the development changes here?
2.2 http://bitbucket.org/Torr_Samaho/zandro ... le/commits
3.0 http://bitbucket.org/Torr_Samaho/zandronum/commits
volume wrote: I just want to see the history of the versions and find out when/what of Skulltag did Zandronum base off of/dropped.
https://bitbucket.org/Torr_Samaho/zandr ... ll?page=82 <- Happens around here.
volume wrote: For example, I notice Red Armor does not exist in Zandronum but exists in its Wiki?
http://zandronum.com/forum/showthread.php?tid=6242
volume wrote: Also what newest version of Zandronum is currently being worked on?
2.2 http://bitbucket.org/Torr_Samaho/zandronum-stable
3.0 http://bitbucket.org/Torr_Samaho/zandronum
volume wrote: Perhaps they can reinstate that Red Armor for example?
No
Last edited by Sean on Wed Jan 20, 2016 6:53 am, edited 1 time in total.
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Torr Samaho
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RE: Port developments

#3

Post by Torr Samaho » Wed Jan 20, 2016 6:32 pm

volume wrote: I just want to see the history of the versions and find out when/what of Skulltag did Zandronum base off of/dropped.
Nothing was dropped, we just externalized most of the Skulltag assets. If you load skulltag_actors.pk3 and skulltag_data_126.pk3 (or skulltag_content2.1a.pk3 instead of the former two), Zandronum should have everything Skulltag had and should also still be compatible with all Skulltag mods.

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RE: Port developments

#4

Post by ibm5155 » Wed Jan 20, 2016 8:31 pm

What about zandronum 4.0, it's still being developed?
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RE: Port developments

#5

Post by Torr Samaho » Wed Jan 20, 2016 10:05 pm

ibm5155 wrote: What about zandronum 4.0, it's still being developed?
I plan to keep the zdoom-sync branch in sync with GZDoom's git master branch for the foreseeable future.

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RE: Port developments

#6

Post by volume » Fri Jan 22, 2016 4:01 am

Thank you all for the responses.
Sean wrote:
volume wrote: For example, I notice Red Armor does not exist in Zandronum but exists in its Wiki?
http://zandronum.com/forum/showthread.php?tid=6242
So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?
Sean wrote:
volume wrote: Perhaps they can reinstate that Red Armor for example?
No
Why not? What was the reason they purged it from the base Zandronum program/wad/pk3? I'm curious since it's the only Skulltag item I know of removed (along with Skulltag monsters), yet it's advertised on Zandronum's wiki like Zandronum by itself is supposed to have it.
Torr Samaho wrote:
volume wrote: I just want to see the history of the versions and find out when/what of Skulltag did Zandronum base off of/dropped.
Nothing was dropped, we just externalized most of the Skulltag assets. If you load skulltag_actors.pk3 and skulltag_data_126.pk3 (or skulltag_content2.1a.pk3 instead of the former two), Zandronum should have everything Skulltag had and should also still be compatible with all Skulltag mods.
The Red Armor as well as the different versions of monsters were dropped (personally I don't really care about those other monsters other than the Supershotgun Guy). But I see that okay those were externalized. Now where can I get the latest standalone skulltag_actors.pk3 because some of the wads I play cannot use the skulltag_data type pk3 since they actually serve as replacements to said skulltag_data.pk3...
Last edited by volume on Fri Jan 22, 2016 4:24 am, edited 1 time in total.

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RE: Port developments

#7

Post by Sean » Fri Jan 22, 2016 6:54 am

volume wrote: So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?
Yes
volume wrote: Why not? What was the reason they purged it from the base Zandronum program/wad/pk3?
Because Zandronum =/= Skulltag. skulltag_data.pk3 was removed from Zandronum when it split from Skulltag.
volume wrote: I'm curious since it's the only Skulltag item I know of removed (along with Skulltag monsters)
Everything from ST was removed (except critical things that are needed for some gamemodes to function e.g. flags for CTF)
volume wrote: yet it's advertised on Zandronum's wiki like Zandronum by itself is supposed to have it.
The Zandronum Wiki was the Skulltag Wiki. And let's be honest, nobody's bothered to update it for ages.
volume wrote: But I see that okay those were externalized. Now where can I get the latest standalone skulltag_actors.pk3
http://zandronum.com/forum/showthread.php?tid=6242
volume wrote: because some of the wads I play cannot use the skulltag_data type pk3 since they actually serve as replacements to said skulltag_data.pk3...
Like what? That shouldn't cause any [fatal] issues...
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RE: Port developments

#8

Post by Torr Samaho » Fri Jan 22, 2016 7:08 am

volume wrote: So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?
If the wiki says RedArmor is included in zandronum.pk3, its simply outdated and needs to updated to mention the move to skulltag_actors.pk3.
volume wrote: Why not? What was the reason they purged it from the base Zandronum program/wad/pk3? I'm curious since it's the only Skulltag item I know of removed (along with Skulltag monsters), yet it's advertised on Zandronum's wiki like Zandronum by itself is supposed to have it.
As I said above, if the wiki advertises them, the wiki is outdated. We moved as many non-ZDoom actors as possible from zandronum.pk3 to skulltag_actors.pk3 to increase Zandronum's compatibility with ZDoom. The fewer additions, the better. Only the things that cannot be externalized, are still in zandronum.pk3.
volume wrote: The Red Armor as well as the different versions of monsters were dropped (personally I don't really care about those other monsters other than the Supershotgun Guy). But I see that okay those were externalized. Now where can I get the latest standalone skulltag_actors.pk3 because some of the wads I play cannot use the skulltag_data type pk3 since they actually serve as replacements to said skulltag_data.pk3...
Every version of Zandronum comes with the appropriate version of skulltag_actors.pk3. It should be right next to your zandronum.pk3. So RedArmor is not dropped, we just moved it to a file that is distributed with Zandronum, but not automatically loaded.

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RE: Port developments

#9

Post by volume » Sun Jan 24, 2016 10:11 am

Sean wrote:
volume wrote: because some of the wads I play cannot use the skulltag_data type pk3 since they actually serve as replacements to said skulltag_data.pk3...
Like what? That shouldn't cause any [fatal] issues...
Like execution could not continue parsing DECORATE scripts?

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RE: Port developments

#10

Post by Sean » Sun Jan 24, 2016 11:21 am

volume wrote:
Sean wrote:
volume wrote: because some of the wads I play cannot use the skulltag_data type pk3 since they actually serve as replacements to said skulltag_data.pk3...
Like what? That shouldn't cause any [fatal] issues...
Like execution could not continue parsing DECORATE scripts?
Make sure you load skulltag_actors first and skulltag_data second
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RE: Port developments

#11

Post by Empyre » Sun Jan 24, 2016 11:17 pm

Or get skulltag_content, which combines the two together.
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RE: Port developments

#12

Post by volume » Mon Jan 25, 2016 8:03 am

Sean wrote: Make sure you load skulltag_actors first and skulltag_data second
The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.
Empyre wrote: Or get skulltag_content, which combines the two together.
Like I said above, combining the two is unwanted and will make it less work and will cause more DECORATE problems.

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RE: Port developments

#13

Post by Empyre » Mon Jan 25, 2016 10:58 pm

Te skulltag_data_1.1.1 that everybody uses on servers is out-of date, and so could possibly cause some problems, or at least not be optimal. Skulltag_content contains the correct version, and it is planned to be updated as needed. It is also 1 fewer file to load.
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RE: Port developments

#14

Post by Torr Samaho » Tue Jan 26, 2016 7:01 am

volume wrote: The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.
Then just load skulltag_actors?

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RE: Port developments

#15

Post by volume » Tue Jan 26, 2016 7:53 am

Torr Samaho wrote:
volume wrote: The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.
Then just load skulltag_actors?
skulltag_actors works alone but without the extra monsters. The replacer is intended to supplement skulltag_data so that the custom monsters of Skulltag actually revert to their original variants ie Cacolantern back to Cacodemon Belphegor back to Hell Knight etcetera. What I'm trying to do is have Red Armor and the other health/armor bonuses available including for aesthetic/camouflage in blood pools reasons but have the original monsters only.

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RE: Port developments

#16

Post by Torr Samaho » Tue Jan 26, 2016 7:26 pm

volume wrote: skulltag_actors works alone but without the extra monsters. The replacer is intended to supplement skulltag_data so that the custom monsters of Skulltag actually revert to their original variants ie Cacolantern back to Cacodemon Belphegor back to Hell Knight etcetera. What I'm trying to do is have Red Armor and the other health/armor bonuses available including for aesthetic/camouflage in blood pools reasons but have the original monsters only.
Wait, I thought you wanted to run an existing Skulltag mod with Zandronum. Now it sounds more like you actually want to create a new Skulltag mod. Is that right?

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RE: Port developments

#17

Post by Empyre » Wed Jan 27, 2016 12:11 am

I suggest making a mod that makes the red armor and the other stuff you want, and which doesn't depend on any Skulltag content pk3s. I am guessing that it would be OK to copy the needed stuff from skulltag_actors and skulltag_data, but it would probably be safer to ask first.
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RE: Port developments

#18

Post by volume » Thu Jan 28, 2016 8:02 am

Torr Samaho wrote: Wait, I thought you wanted to run an existing Skulltag mod with Zandronum. Now it sounds more like you actually want to create a new Skulltag mod. Is that right?
No I'm not trying to create a new Skulltag mod. I said or meant to say that I have an existing .pk3 that replaces all Skulltag monsters in any mod that has Skulltag monsters (Cacolantern, Belphegor, etc) with the original Doom monsters (Cacodemon, Hell Knight, etc) but keeps the extra items that Zandronum.pk3/wad by itself externalized (Red Armor, Max Health Bonus and Max Armor Bonus).

The problem is that the pk3 I have (which I did not create) cannot be loaded with both skulltag_actors and skulltag_data, only skulltag_actors because it replaces/reverts the monsters in skulltag_data. I get a "Execution could not continue parsing DECORATE scripts" error if I load it with both. I know its not because of the pk3 I have that was made long since the early versions of Skulltag and has been reliable because all it does is create for example if you identify the actor through LINETARGET, CACOLANTERNREPLACER for CACOLANTERNS or ABADDONREPLACER for ABADDONS which is the same actor/behavior/everything as CACODEMON.
Empyre wrote: I suggest making a mod that makes the red armor and the other stuff you want, and which doesn't depend on any Skulltag content pk3s. I am guessing that it would be OK to copy the needed stuff from skulltag_actors and skulltag_data, but it would probably be safer to ask first.
Yeah if I can only create mods or know of a program of some sort that can reliably extract items (let alone weapons) from pk3/wads. Easy said then done right?

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RE: Port developments

#19

Post by Ænima » Thu Jan 28, 2016 9:32 am

http://slade.mancubus.net/index.php?page=downloads


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RE: Port developments

#20

Post by Empyre » Thu Jan 28, 2016 5:58 pm

If that pk3 works without skulltag_data, then it must have the sprites for the red armor, max health bonus, and max armor bonus inside it, so it might as well include the code as well, so you then wouldn't need skulltag_actors either. Does the pk3 do anything else besides reverting the monsters and keeping the red armor, max health bonus and max armor bonus, like maybe keeping the skulltag weapons?

I just thought of an idea. Why don't you post a link to that pk3 so we can look to see how it works, and why it doesn't? I, or somebody else, might be able to fix it for you.
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