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

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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby RikohZX » Sat Nov 24, 2012 7:29 pm

Ænima wrote:
RikohZX wrote:
Ænima wrote:>>> rc5 RELEASED! <<<


Have fun. Lemme know if you find any bugs.


I, uh, seem to be having a problem here.
So far as I can tell, this is a Super Skulltag Lite file according to Skulltag, and despite RC4 working fine with Zandronum for me (with the skulltag pk3s on-hand), this file isn't.

Did the files get switched up accidentally?

Are you sure? I just tested it for myself and it works fine.

I'll test it again on a fresh Zandronum and on Skulltag, just to make sure.

[EDIT] Didn't work on either, it might be due to the PK7 format or something. I've got no clue.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Sat Nov 24, 2012 8:07 pm

RikohZX wrote:
Ænima wrote:
RikohZX wrote:I, uh, seem to be having a problem here.
So far as I can tell, this is a Super Skulltag Lite file according to Skulltag, and despite RC4 working fine with Zandronum for me (with the skulltag pk3s on-hand), this file isn't.

Did the files get switched up accidentally?

Are you sure? I just tested it for myself and it works fine.

I'll test it again on a fresh Zandronum and on Skulltag, just to make sure.

[EDIT] Didn't work on either, it might be due to the PK7 format or something. I've got no clue.

Here, try downloading this batch to your Zandronum folder and running it:
http://www.mediafire.com/?ao5wo5elqxuxahx

Btw, what OS are you running? I've heard that pk7's (which use LZMA compression) don't work on Mac versions. Which is weird.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby RikohZX » Sat Nov 24, 2012 8:43 pm

Ænima wrote:Here, try downloading this batch to your Zandronum folder and running it:
http://www.mediafire.com/?ao5wo5elqxuxahx

Btw, what OS are you running? I've heard that pk7's (which use LZMA compression) don't work on Mac versions. Which is weird.

That BAT did the trick, thank you. Also, Windows 7.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Tue Feb 12, 2013 9:12 am

RikohZX wrote:
Ænima wrote:Here, try downloading this batch to your Zandronum folder and running it:
http://www.mediafire.com/?ao5wo5elqxuxahx

Btw, what OS are you running? I've heard that pk7's (which use LZMA compression) don't work on Mac versions. Which is weird.

That BAT did the trick, thank you. Also, Windows 7.

It turns out that the problem has to do with the drag-and-drop method not supporting the .pk7 extension. In order to resolve this, you either have to use a different method of launching the game, OR simply rename ".pk7" to ".pk3".

But if the BAT works for you, then go ahead and just keep using that. :p


Also, random deathmatch screenshot:
Spoiler:
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ghostbreed » Sat Feb 16, 2013 9:24 am

Ænima wrote:Also, random deathmatch screenshot:
Spoiler:

Yup, he's dead
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby TiberiumSoul » Sat Feb 16, 2013 1:00 pm

Ghostbreed wrote:Yup, he's dead


you know? i dont think he's dead... yeah he's just sleeping thats all :D
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ghostbreed » Sat Feb 16, 2013 8:41 pm

With blood running from his head? Must have a bad dream ;)
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby TiberiumSoul » Sat Feb 16, 2013 8:43 pm

indeed but anyways lets get back on topic shall we?
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Sat Feb 16, 2013 10:32 pm

Maybe he's just drunk and threw up while passed out ... and he ate a LOT of tomato soup beforehand ...
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Fri Feb 22, 2013 3:17 pm

Here's the changelog for RC6 so far!



    rc6:
  • Fixed: The Cyberdemon dropped the wrong kind of soulsphere.
  • Nerfed the female plasma zombie.
  • Limited the blood gush sounds to 5 instances at once.
  • Fixed: Zombies killed with the chainsaw wouldn't drop anything.
  • Improved imp fireball, bullet ricochets, and rocket trail effects.
  • Fixed: Some monsters didn't have BRIGHT states in their firing sequences.
  • Added REVERBS to many map areas! Immersion factor ++.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby -Ghost- » Fri Feb 22, 2013 6:32 pm

This is definitely one of my favorite Zandronum projects, glad to see you're still working on it.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ghostbreed » Fri Feb 22, 2013 9:14 pm

Feels like simply ages since I last played this. Better put away Skyrim for a minute and see how this has developed since last visit.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Fri Feb 22, 2013 9:23 pm

-Ghost- wrote:This is definitely one of my favorite Zandronum projects, glad to see you're still working on it.

Thanks! Always nice to have some support.

Ghostbreed wrote:Feels like simply ages since I last played this. Better put away Skyrim for a minute and see how this has developed since last visit.

Not much. I haven't had much free time lately, but I plan on improving many of the maps to bring them up to standards.

Many maps will recieve 3D floors to replace the old mid texture bridges, and as mentioned before I've implemented REVERBS definitions in many of the maps (sound reverb that corresponds to the acoustics of the room ... stone corridors, sewer tunnels, outside areas, etc).

As a sound engineering student, that stuff gives me a boner.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ghostbreed » Sat Feb 23, 2013 7:35 am

Image
What's up with this?
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Re: Super Skulltag v1.4 - RC5 OUT NOW!

Postby Ænima » Sat Feb 23, 2013 8:53 am

Did you remember skulltag_data.pk3?

Are you using an IWAD other than Doom2?
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