Super Skulltag v1.4, back from the dead with RC6!

Projects that alter game functions but do not include new maps belong here.
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

Aye, skulltag_data.pk3 is above Super Skulltag pk3. No other IWAD.
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-Ghost-
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by -Ghost- »

I feel like the (new?) rocket/railgun explosion effects are a little too "busy." They make it really hard to see what's going on and feel kind of flat.
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Ænima
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ænima »

-Ghost- wrote:I feel like the (new?) rocket/railgun explosion effects are a little too "busy." They make it really hard to see what's going on and feel kind of flat.
I'll see if I can tone them down a bit.

I agree that they're slightly too opaque.
Steve1664
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Steve1664 »

Honestly, I have no problem with the particle/smoke effects from the railgun and RL. I haven't even noticed them at all, really, what with everything else usually being shot at me.

I really enjoy this mod, (currently playing Community Chest 4 with it) and it'll probably be my go-to for tweaked vanilla play - the altered weapons work really well and everything is nice and balanced. Great to see the project wasn't abandoned during the transition to Zandronum!
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

So Ænima, why is my game looking like a board of chess?
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Ænima
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ænima »

Sorry I forgot to reply before! :S
Ghostbreed wrote:So Ænima, why is my game looking like a board of chess?
You're sure you're using (an unmodified) version of Doom2.wad? Because it looks like the only textures missing are Doom2 ones. o.o
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

Using the wad that came with the Steam purchase. The original Doom 2 gameplay looks normal, just your modified D2 that appears like this :(
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

So there's no solution then?
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Ænima
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ænima »

Ghostbreed wrote:So there's no solution then?
I'm not sure. :/

Can you send me a log file of your Zandronum session? Perhaps that may give me a clue ... Also, type "wads" in the console and tell me what it says.
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

Will do. Sorry if I sounded a bit grumpy, wasn't meant that way
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Ænima
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ænima »

Ghostbreed wrote:Will do. Sorry if I sounded a bit grumpy, wasn't meant that way
Nah I didn't see any grump in your post anyways, so s'all good! :p
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Ghostbreed
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ghostbreed »

Btw, how to create a log dump?
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Ænima
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by Ænima »

Ghostbreed wrote:Btw, how to create a log dump?
Go to the console and type "logfile SST". Then, type "map SSTMAP01". Right after the map loads, exit the game. After you exit Zandronum, there should be a txt file in your Zand directory titled "SST_[timestamp].txt". Pastebin that please. c:
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The Zombie Killer
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by The Zombie Killer »

I think he might be getting the checkered stuff because he's not loading skulltag_data.pk3, just skulltag_actors.pk3
I had the same issue not too long ago.

-TZK
Last edited by The Zombie Killer on Sun May 26, 2013 6:41 am, edited 1 time in total.
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southpark2010
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Post by southpark2010 »

Everytime I try to load just skulltag_actors.pk3 without skulltag_data.pk3, it always complains about a missing 'BOUNCY' texture or something.
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