From the looks of things, the only thing keeping this from working in Skulltag is the lack of custom states support, which I think is remedied in an internal build. Is anyone here an internal Skulltag tester (I doubt they'd accept a brand-new zero-post account into the internal testing usergroup just to test his own arsey mods
Doom Enhanced Released - Final Finished Build!
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Can I ask a favor, guys?
From the looks of things, the only thing keeping this from working in Skulltag is the lack of custom states support, which I think is remedied in an internal build. Is anyone here an internal Skulltag tester (I doubt they'd accept a brand-new zero-post account into the internal testing usergroup just to test his own arsey mods
), and if so, can they just check to see if this mod at least reaches the title screen? Ta!
From the looks of things, the only thing keeping this from working in Skulltag is the lack of custom states support, which I think is remedied in an internal build. Is anyone here an internal Skulltag tester (I doubt they'd accept a brand-new zero-post account into the internal testing usergroup just to test his own arsey mods
Well, it doesn't, but not because of the custom states. It doesn't because the DONTTRANSLATE flag (used in the DoomGuy class) is not supported yet!Kinsie wrote:Can I ask a favor, guys?
From the looks of things, the only thing keeping this from working in Skulltag is the lack of custom states support, which I think is remedied in an internal build. Is anyone here an internal Skulltag tester (I doubt they'd accept a brand-new zero-post account into the internal testing usergroup just to test his own arsey mods), and if so, can they just check to see if this mod at least reaches the title screen? Ta!
ST aims to full ZDoom-SVN compatibility, so it will be ported over, don't worry.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Awesome. TEAM BONGO shall resume their journey through co-op on Nightmare, with occasional stop-offs to deathmatch with whatever [censored word] weapons I stir up this week on that "LOL SATAN" map from the Last Man Standing pack!
No Doom Enhanced updates tonight. Instead, as a consolation "prize", have a map of questionable quality I threw together today! It's not quite finished, but that's mostly detailing and adding extra monsters for higher skill levels. Also it's rather easy, but that's because it's MAP01. Guess what I'm blatantly ripping off the layout of, and win fabulous prizes!*
*Fabulous prizes may or may not exist
No Doom Enhanced updates tonight. Instead, as a consolation "prize", have a map of questionable quality I threw together today! It's not quite finished, but that's mostly detailing and adding extra monsters for higher skill levels. Also it's rather easy, but that's because it's MAP01. Guess what I'm blatantly ripping off the layout of, and win fabulous prizes!*
*Fabulous prizes may or may not exist
- Penguinator
- Posts: 625
- Joined: Mon May 22, 2006 6:55 pm
- Location: Hell
- MetalPapat
- Posts: 56
- Joined: Sat Jul 21, 2007 6:19 am
- Location: France
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
I'm not dead!
Currently I'm working on light flares. I've used Keksdose's torch flares from UTNT as a base (crediting him, of course) with my own extra flares for the techlamps.
Any other ideas I should look at before I start cleaning things up for a proper Version 1 and waiting for a new Skulltag release?
Currently I'm working on light flares. I've used Keksdose's torch flares from UTNT as a base (crediting him, of course) with my own extra flares for the techlamps.
Any other ideas I should look at before I start cleaning things up for a proper Version 1 and waiting for a new Skulltag release?
Remember: The Flares aren't mine, they're property of... dun-dun-dun-dunnn... Blade Nightflame!Kinsie wrote:I'm not dead!
Currently I'm working on light flares. I've used Keksdose's torch flares from UTNT as a base (crediting him, of course) with my own extra flares for the techlamps.
Any other ideas I should look at before I start cleaning things up for a proper Version 1 and waiting for a new Skulltag release?
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Aroo? Could've swore it had your name in the credits under lamp flares...KeksDose wrote:Remember: The Flares aren't mine, they're property of... dun-dun-dun-dunnn... Blade Nightflame!Kinsie wrote:I'm not dead!
Currently I'm working on light flares. I've used Keksdose's torch flares from UTNT as a base (crediting him, of course) with my own extra flares for the techlamps.
Any other ideas I should look at before I start cleaning things up for a proper Version 1 and waiting for a new Skulltag release?
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan

