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This mod is based on: Skulltag_dt_1_3.pk3 and Skulltag_Data.pk3 (the one that comes with Skulltag)
1.8.6 Compatible! This mod is meant to bring over all Skulltag gamemodes and content into GZDoom
And also give modders a clean slate to make their own custom CTF based modes.
Nor Brad Carney nor the Zandronum dev team was involved in the development of this mod. (except for the assets of course)
The currently ported gamemodes are CTF, Skulltag, Terminator and Possession. with Invasion and Last Man Standing planned for future versions (But the last 2 aren't present in the current version)
The currently ported maps are: all DM, LMS, Duel, CTF and Skulltag maps, with the only maps missing being the Invasion maps.
It says DUBG-Bots but in reality i made these for this mod, but since i was waiting for BC to give me permission i released DUBG first.
Spoiler: Changelog
Skulltag Emulation v2:
-Added Possession and Terminator gamemodes
-Added a neat menu under episode selection to set up a match, a la Skulltag skirmish menu
-Runes are now correctly emulated (Infinite duration but you can only carry one at a time)
-Added all CTF and Skulltag maps
-Added compatibility with Super Skulltag and many other mods (yay it's no longer locked to Zandronum!)
Remember to load Skulltag Emulation last for maximum compatibility.
-Fixed bugs with CTF and Skulltag and updated the player spawning method
-Fixed A TON of bugs related to pickups
Skulltag Emulation v1: (compared to Skulltag 0.98d)
! New keybind menu with a few useful options related to bots and flags
- Spread, Reflection and Prosperity runes can't be picked up but are present anyways
- Red jump pads now require you to run up to them and press jump just as you touch them
but maybe it could be possible to make them the same as in ST with ACS
trickery, but i'm not sure about how to do that.
- D2CTF1, D2CTF4 and D2CTF5 converted for ZDoom in the Skulltag CTF episode
The only thing needed to convert maps is to put in my custom player
start system, which can be seen in any map editor with ACS support
to make a map compatible with this CTF system you need to make
teleport destinations with their sectors tagged (251, 252, 253, 254, 255)
for blue starts, and (241, 242, 243, 244, 245) for red starts, then copy
the 16 dark sectors with DM starts on them from any of my maps, and finally
the only thing left to do would be to copy my ACS code from D2CTF1 starting
from Script 243 onwards into your map's ACS code and compile it. (that information is outdated btw)
- CTF system implemented, only used in the Skulltag CTF Episode
if you chose a team that isn't blue or red then you automatically
become an spectator (broken feature)
- ST system implemented, to convert the maps to ST gamemode simply do
the exact same steps as in the above text about CTF
- Winner intermission screen always displayed (Still more enjoyable than the
regular one)
- Almost all runes work (Except for 3 will be fixed in a future update) (They weren't emulated properly yet)
- All Spheres work properly
- All Skulltag weapons work properly
- All DM, Duel and Last Man Standing maps are present and working
With no errors at all (One springpad removed since it
leads into a currently not working rune)
- All skins present (except for Orion which is the exact same as Base II)
- Some ST bots present
- D2ST7 modified to make a new map named "Null Space" on slot D2DM12 with one new
unused .ogg track from Sonic Robo Blast 2 ( v2.0.6 )
(I might add more "new" maps)
- Not going to do it yet, but maybe in a future version i will add
"best of" episodes, that has many maps from ST and CTF made by the
community, the most voted 12 will make it to the episode.
Cool addons n' stuff:
Skulltag Powerups and Weapons for Doom 2: DOWNLOAD!
Last edited by TDRR on Tue Jan 01, 2019 5:20 pm, edited 4 times in total.
Run the game with the -deathmatch command line parameter, or "-deathmatch +teamplay 1" if you are going to play CTF.
The only maps which you will be able to run on Single Player will be the invasion maps (Which aren't done yet) also do note that either GZDoom 1.8.6 or ZDoom 2.8.1 is recommended because that's where i tested the mod the most.
EDIT: Forgot to say, the version of CTF on this version is pretty outdated and contains a few team-specific bugs, i will upload a new one later with upgraded CTF and LMS mode.
EDIT2: To increase compatibility to the absolute maximum i could cobble up a few dummy code pointers on ZScript. (Can i make flags with ZScript too?)
Today Skulltag Emulation development has been resumed, Invasion is still currently on hold due to my terrible ACS skills, Last Man Standing is approaching for the next release.
Possesion should be easy too, with the only hard thing would be getting the artifact to spawn on a Deathmatch player start, Duel is pretty pointless with ZDoom where most matches are duels anyway, so it won't be ported.
Also for some weird reason i can't reproduce the CTF glitches so i guess fixing that won't be needed.
EDIT: Send me in the best Skulltag maps, because i'm going to make a "best of" episode for each gamemode (Duel and LMS will be put in the same episode as Deathmatch)
Louco Diamante wrote:Multiplayer Option menu for fast skirmish setups and Invasion Mode would make Gzdoom the ultimate option!
Well, the mod includes a skirmish menu, under New Game > ST Deathmatch/Teamplay but it can't get much better than that.
Invasion is coming, i don't know when but you can be sure it will be here. It's also really cool to be able to run the latest mods with Skulltag Content, shame that little to none of them care about Deathmatch.
So for personal reasons I tinkered with your mod to make it weapons only as well as to make it compatible with this jank old smooth skulltag animations wad I found. Would It be okay for me to upload it to the forum, or should I keep it personal?
TiberiumSoul wrote:Skulltag Emulation V3 Feat. Invasion! Coming to a GZDoom Near You... When Its Done!™
Sorry if it's not the answer you might have expected, but i don't think i'm going to get it out any time soon. I'm just working on so many other things at the same time and i haven't worked much on S.E anymore. If anyone wants to get it done, be my guest, but i doubt i'll release it soon.
If it makes you feel better, you could try out Supreme Invasion which can be run on practically any Co-op and Deathmatch map and provides a lot of Invasion fun with almost any GZDoom-compatible mod. The ZCajun work with that too if that's what you wanted Skulltag Emulation for (With that i mean bots that run fine in Invasion mode) and the TDBots work with ANY Zandronum-compatible Invasion map, so there's not that much point to S.E v3 with Invasion anyways.