Well for right now you can use hud_althud 1 if you really dislike the current HUD.mckracken wrote:i dont like the HUD at all.
and is there no way to get rid of it completely? (black lines visor)
Super Skulltag v1.4, back from the dead with RC6!
Forum rules
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.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
A shot of a new bonus map (not a Doom2 remake).
Spoiler:
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Update!
The next version will feature better eye-candy!
Enhanced particles!
Improved blood decals!
The next version will feature better eye-candy!
Enhanced particles!
Spoiler:I drew the base myself and then translated it.
Improved blood decals!
Spoiler:No, they're not from Brutal Doom. They're from Meat Fortress 2. A million thanks to Zombieguy for ripping them!
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
looking forward to it.
btw. slamfire works really well!
(the bfg "tail" looked a bit odd in 1.4 - also the plasma ball could use some of that eye candy. like a flare effect etc.)
btw. slamfire works really well!
(the bfg "tail" looked a bit odd in 1.4 - also the plasma ball could use some of that eye candy. like a flare effect etc.)
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
It does, actually.mckracken wrote: (the bfg "tail" looked a bit odd in 1.4 - also the plasma ball could use some of that eye candy. like a flare effect etc.)
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
You're welcome. I think they look pretty neat in-game. Better than I expected! Looking forward to the next release.Ænima wrote:Improved blood decals!
No, they're not from Brutal Doom. They're from Meat Fortress 2. A million thanks to Zombieguy for ripping them!
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Gave this a go, just finished map16. I like this, the remade maps are generally well done and provide a nice new approach to the classics. The updated weapons feel nice as well.
There was however, 1 major frustration for me.. the doors. Their closing times to be more precise. What is up with that? Their almost instant closing is highly annoying in my opinion.
I wanted to suggest that the blood decals were clashing in style, but I see you already improved them for the next version, so that's nice
Also found 1 minor "bug", some times when you kill a baron, the bottom half on the floor gets the color from a knight. Not sure what causes this, but happened to me at least with using the rocket launcher.
There was however, 1 major frustration for me.. the doors. Their closing times to be more precise. What is up with that? Their almost instant closing is highly annoying in my opinion.
I wanted to suggest that the blood decals were clashing in style, but I see you already improved them for the next version, so that's nice
Also found 1 minor "bug", some times when you kill a baron, the bottom half on the floor gets the color from a knight. Not sure what causes this, but happened to me at least with using the rocket launcher.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Now that Zandronum's become Skulltag's successor, does that mean this works in that? Is it ZDoom compatable?
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Alright, I'll see what we can do about those. Do you remember what maps that happened to you on, specifically? If you tell me which door it was, specifically, I can get right to fixing it.Djiel wrote:Gave this a go, just finished map16. I like this, the remade maps are generally well done and provide a nice new approach to the classics. The updated weapons feel nice as well.
There was however, 1 major frustration for me.. the doors. Their closing times to be more precise. What is up with that? Their almost instant closing is highly annoying in my opinion.
Yeah I know. This has been reported already and I'm working on fixing it. It's because the Baron and HK actually "share" the same lower body sprite for the moment being. I assumed nobody would notice but I was proven wrong.Djiel wrote: Also found 1 minor "bug", some times when you kill a baron, the bottom half on the floor gets the color from a knight. Not sure what causes this, but happened to me at least with using the rocket launcher.
It works on, and is intended for, Zandronum.Steve1664 wrote:Now that Zandronum's become Skulltag's successor, does that mean this works in that? Is it ZDoom compatable?
I haven't tested SST in GZDoom or ZDoom but it should probably be compatible (as long as you load skulltag_actors.pk3 and skulltag_data.pk3). You might get a few error messages in-game though, probably relating to ACS scripts. I used a few ACS functions which are exclusive to Skulltag/Zandronum.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
I've actually recently been playing your Mercs addon for this and I just wanted to add that it's a fun mod in its own right. Is that up for an update soon as well?
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Basicly all of themÆnima wrote:Alright, I'll see what we can do about those. Do you remember what maps that happened to you on, specifically? If you tell me which door it was, specifically, I can get right to fixing it.
It's nothing gamebreaking, I just find it annoying. It ruins combat flow by having to re-open doors constantly.
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Re: Super Skulltag v1.4 - rc4 released! SLAMFIRE SHOTGUN, MO
Thanks! Yeah I'll probably release a new Mercenaries version within the next few months. We've made a lot of progress on that and we'll have many new weapons, a whole second page of stuff in the Buy Menu, at least 8 "mission" maps for singleplayer/coop, and an "HQ" map which also doubles as a map-selection hub! Stay tuned here, since I haven't started a Mercenaries thread over here at ZDoom yet. Although I will at some point.-Ghost- wrote:I've actually recently been playing your Mercs addon for this and I just wanted to add that it's a fun mod in its own right. Is that up for an update soon as well?
Alright, I'll do some playtesting in singleplayer and pay closer attention to the doors. I'll see if I can increase their close delays. ;]Djiel wrote:Basicly all of themÆnima wrote:Alright, I'll see what we can do about those. Do you remember what maps that happened to you on, specifically? If you tell me which door it was, specifically, I can get right to fixing it.
It's nothing gamebreaking, I just find it annoying. It ruins combat flow by having to re-open doors constantly.
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Re: Super Skulltag v1.4 - RC5 OUT NOW!
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?
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Re: Super Skulltag v1.4 - RC5 OUT NOW!
Are you sure? I just tested it for myself and it works fine.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?