Port developments
Port developments
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?
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
2.2 http://bitbucket.org/Torr_Samaho/zandro ... le/commitsvolume wrote: Can somebody provide link to the development changes here?
3.0 http://bitbucket.org/Torr_Samaho/zandronum/commits
https://bitbucket.org/Torr_Samaho/zandr ... ll?page=82 <- Happens around here.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.
http://zandronum.com/forum/showthread.php?tid=6242volume wrote: For example, I notice Red Armor does not exist in Zandronum but exists in its Wiki?
2.2 http://bitbucket.org/Torr_Samaho/zandronum-stablevolume wrote: Also what newest version of Zandronum is currently being worked on?
3.0 http://bitbucket.org/Torr_Samaho/zandronum
Novolume wrote: Perhaps they can reinstate that Red Armor for example?
Last edited by Sean on Wed Jan 20, 2016 6:53 am, edited 1 time in total.
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RE: Port developments
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.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.
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RE: Port developments
What about zandronum 4.0, it's still being developed?
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RE: Port developments
I plan to keep the zdoom-sync branch in sync with GZDoom's git master branch for the foreseeable future.ibm5155 wrote: What about zandronum 4.0, it's still being developed?
RE: Port developments
Thank you all for the responses.
So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?Sean wrote:http://zandronum.com/forum/showthread.php?tid=6242volume wrote: For example, I notice Red Armor does not exist in Zandronum but exists in its Wiki?
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.Sean wrote:Novolume wrote: Perhaps they can reinstate that Red Armor for example?
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...Torr Samaho wrote: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.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.
Last edited by volume on Fri Jan 22, 2016 4:24 am, edited 1 time in total.
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RE: Port developments
Yesvolume wrote: So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?
Because Zandronum =/= Skulltag. skulltag_data.pk3 was removed from Zandronum when it split from Skulltag.volume wrote: Why not? What was the reason they purged it from the base Zandronum program/wad/pk3?
Everything from ST was removed (except critical things that are needed for some gamemodes to function e.g. flags for CTF)volume wrote: I'm curious since it's the only Skulltag item I know of removed (along with Skulltag monsters)
The Zandronum Wiki was the Skulltag Wiki. And let's be honest, nobody's bothered to update it for ages.volume wrote: yet it's advertised on Zandronum's wiki like Zandronum by itself is supposed to have it.
http://zandronum.com/forum/showthread.php?tid=6242volume wrote: But I see that okay those were externalized. Now where can I get the latest standalone skulltag_actors.pk3
Like what? That shouldn't cause any [fatal] issues...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...
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RE: Port developments
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: So this means that pk3 is required to make the Red Armor in Zandronum's wiki true?
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: 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.
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.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...
RE: Port developments
Like execution could not continue parsing DECORATE scripts?Sean wrote:Like what? That shouldn't cause any [fatal] issues...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...
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RE: Port developments
Make sure you load skulltag_actors first and skulltag_data secondvolume wrote:Like execution could not continue parsing DECORATE scripts?Sean wrote:Like what? That shouldn't cause any [fatal] issues...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...
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RE: Port developments
Or get skulltag_content, which combines the two together.
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RE: Port developments
The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.Sean wrote: Make sure you load skulltag_actors first and skulltag_data second
Like I said above, combining the two is unwanted and will make it less work and will cause more DECORATE problems.Empyre wrote: Or get skulltag_content, which combines the two together.
RE: Port developments
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
Then just load skulltag_actors?volume wrote: The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.
RE: Port developments
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.Torr Samaho wrote:Then just load skulltag_actors?volume wrote: The wad/pk3 actually is supposed to replace skulltag_data. skulltag_actors is needed but skulltag_data is unwanted.
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RE: Port developments
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?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.
RE: Port developments
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
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).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?
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.
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?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.
RE: Port developments
http://slade.mancubus.net/index.php?page=downloads
Also, can you screenshot the startup error it's giving you, or copy+paste the whole startup log?
Also, can you screenshot the startup error it's giving you, or copy+paste the whole startup log?
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RE: Port developments
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.
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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