[RELEASE] Skulldash: Expanded Edition

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Dragonfly
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Re: [RELEASE] Skulldash: Expanded Edition

Post by Dragonfly »

Comet, the old release is currently available in /idgames, but there's no point playing that since everything the old version had is in the current release, but improved :P

Isaacpop, I confess the multiplayer aspect wasn't tested since the move to GZDoom as I was frequently told that GZDoom is bad for multiplayer, heh. As for fixing this issue, if you could please add me on Discord to discuss the issues (and maybe test with me?) I could release a multiplayer-friendly patch. My discord username is Dragonfly#5094
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Ozymandias81
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Re: [RELEASE] Skulldash: Expanded Edition

Post by Ozymandias81 »

This is huge and dope, great work as usual Josh!
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Dragonfly
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Re: [RELEASE] Skulldash: Expanded Edition

Post by Dragonfly »

Thanks Ozy! :D
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isaacpop23
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Re: [RELEASE] Skulldash: Expanded Edition

Post by isaacpop23 »

Josh wrote:Isaacpop, I confess the multiplayer aspect wasn't tested since the move to GZDoom as I was frequently told that GZDoom is bad for multiplayer, heh. As for fixing this issue, if you could please add me on Discord to discuss the issues (and maybe test with me?) I could release a multiplayer-friendly patch. My discord username is Dragonfly#5094
Ok, sent out the request, same name as I have here. Hopefully I can be of some use, and not just get in the way! :)
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StroggVorbis
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Re: [RELEASE] Skulldash: Expanded Edition

Post by StroggVorbis »

I'd like to report some bugs encountered with GZDoom v4.3.3.

-Hades spheres don't damage the player at all, but themselves only when they explode on death.
-Most weapons give twice the intended ammo on pickup. This is because the SisterWeapons don't have the Weapon.AmmoGive 0 property.
Essentially, whenever you pick up any of the offenders, you get two weapons, the original and the spread counterpart.
This makes the shotgun give 16 shells, 8 when dropped by sergeants, or 32 and 16 when playing on ITYTD or NM for example.
-Even with my autoload disabled, I can't get the lightshow to properly sync up, it desyncs right at the start when it (re)loads the scripts and hiccups.
Guess the only thing left to do is severely lower all of the available graphical options.

Also, just my opinion, but I miss the boxing ring level of the original version :D

Edit: Booting it up prints "Script error, "SkulldashExpandedEdition.pk3:mapinfo.txt" line 68: Invalid light mode 7" to the console.

Also, hades spheres are able to damage the player, but only if they infight with another enemy. At first I thought it only damaged me when I was behind it lol
skdursh
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Re: [RELEASE] Skulldash: Expanded Edition

Post by skdursh »

StroggVorbis wrote:I'd like to report some bugs encountered with GZDoom v4.3.3.
The last comment on this was 3 years ago. While it is possible Dragonfly *might* update this to run smoothly with v4.3.3, my advice and probably the best option is to just use the build of GZDoom that this was intended for, v3.2.0.
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Re: [RELEASE] Skulldash: Expanded Edition

Post by wildweasel »

Well, you could do that, but it would probably be nice if the author wouldn't mind making an update for it eventually, seeing as how these changes probably won't negatively impact version compatibility. :shrug:
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Dragonfly
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Re: [RELEASE] Skulldash: Expanded Edition

Post by Dragonfly »

Thanks for these bug reports. I'm not currently 'free enough' in terms of time to make these changes, though if I am to make any amends to Skulldash I would definitely look to fix these issues.

One thing I would like to put forward to the community at large - is there any interest in making more maps for Skulldash? A sort of 'final expansion' if you will? If I can gather enough interest I might look to make that happen in the future, which would also be a good time to fix any bugs which are occurring.
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