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

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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ænima » Thu Sep 27, 2012 9:59 pm

doony wrote:: O rocket jump for kill the last boss? awesome!

Well, you don't have to, but if you want to, you can use a rocketjump + crouch combo to get inside the hole in the Icon's forehead. There's an easter egg in there. *wink wink*

But you didn't hear it from me.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ghostbreed » Fri Sep 28, 2012 5:44 pm

Hey Æ, I can't get it to boot :o
I'm using the latest and only version left of Skulltag.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Sgt Dopey » Fri Sep 28, 2012 5:47 pm

Ghostbreed wrote:Hey Æ, I can't get it to boot :o
I'm using the latest and only version left of Skulltag.

Use Zandronum to run it
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ghostbreed » Fri Sep 28, 2012 6:14 pm

Righto!
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ghostbreed » Fri Sep 28, 2012 6:18 pm

Still doesn't work.

It says
Script error, "sst_v1.4rc4.pk3:sst_v1.4rc4.wad:MINIGUN" line 1:
Replaced type 'Minigun' not found in SSTMinigun
during boot.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Sgt Dopey » Fri Sep 28, 2012 6:22 pm

did you load skulltag_data.pk3 or skulltag_actors.pk3?
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Pisstepank » Fri Sep 28, 2012 6:49 pm

You need to load both of them to play.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Sgt Dopey » Fri Sep 28, 2012 6:51 pm

Pisstepank wrote:You need to load both of them to play.


I ran it fine with skulltag_data.pk3
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ghostbreed » Fri Sep 28, 2012 6:52 pm

Uh, no.. I didn't. Might explain it :p
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Pisstepank » Sat Sep 29, 2012 4:01 am

I tried to load both separatly, and it didn't worked for me :p
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ænima » Sat Sep 29, 2012 9:30 am

skulltag_actors.pk3
skulltag_data.pk3
sst_v1.4rc4.pk3

You need to load it like this^ in order to play SST.


Sheesh, is it really THAT difficult? ;p


EDIT:
If you're using a command line instead of ZDL, it would look like this:
Code: Select allExpand view
zandronum.exe -file skulltag_actors.pk3 skulltag_data.pk3 sst_v1.4rc4.pk3


And yes, the sequence matters. The SST pk3 needs to be listed after skulltag_actors because it uses inheritance for many of the actors! ;p
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby FLYBAT » Sun Sep 30, 2012 8:59 am

Uhm, COUGH, errr um... This is, COUGH... Eammm... are you from id people?
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ænima » Sun Sep 30, 2012 4:18 pm

FLYBAT wrote:Uhm, COUGH, errr um... This is, COUGH... Eammm... are you from id people?

Is that a compliment? :P
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby mckracken » Wed Oct 03, 2012 8:10 am

wow that rocket impact looks awesome!
Plasma rifle not so much...(see BD)

but where or when do the new monsters show up`?
and what does SST lite do exactly?
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO

Postby Ænima » Wed Oct 03, 2012 12:44 pm

mckracken wrote:but where or when do the new monsters show up`?

The Skulltag monsters (dark imp, blood demon, cacolantern, etc) first start showing up in the "The Gantlet" remake (SSTMAP03). And they're in pretty much every map after that. Since they're more difficult, there are greater concentrations of them in the later maps.

mckracken wrote:and what does SST lite do exactly?

You can put it in your "Skins" folder and use it anywhere (even if you join a server that isn't hosting it) because it doesn't contain any protected/authenticated lumps like DECORATE or ACS. :)
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