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 Forum: Server Hosts   Topic: Permanent Aussie Servers On The Way

Posted: Thu Feb 17, 2011 7:40 pm 

Replies: 39
Views: 8211

I'm a newbie to Skulltag. I would like to play Tormentor667's Stronghold mod online. The mod is 150 MB in size and is available here: http://www.realm667.com/index.php?option=com_content&task=view&id=236&Itemid=1 I'm hosting a server from home and leaving it running in the background; Th...

 Forum: Finished Events   Topic: Australian Stronghold - hosting my first game

Posted: Thu Feb 17, 2011 8:43 pm 

Replies: 7
Views: 1939

I'm a newbie to Skulltag. I would like to play Tormentor667's Stronghold mod online. The mod is 150 MB in size and is available here: http://www.realm667.com/index.php?option=com_content&task=view&id=236&Itemid=1 I'm hosting a server from home and leaving it running in the background; Th...

 Forum: Server Hosts   Topic: Permanent Aussie Servers On The Way

Posted: Sat Feb 19, 2011 8:34 am 

Replies: 39
Views: 8211

I just ran the Stronghold mod on my home server (regional ADSL1 connection), and all of the 3 guest players had pings < 150, and told me after the game that gameplay had been good. I have seen it mentioned many times that running off a home server is a bad idea, though it is never specified why. Is ...

 Forum: Releases   Topic: Stronghold - Final v1.0 is out!

Posted: Fri Feb 25, 2011 7:49 am 

Replies: 111
Views: 18544

I have been playing Tormentor667's WADs for a while, and loving them :hearts: Stronghold single player is quite addictive, and I knew I had to get multiplayer happening somehow. Using Internet Doom Explorer (IDE), I have run Stronghold on a Skulltag server last week and 4 players got a decent game. ...

 Forum: Q&A / Help!   Topic: How do I turn off bot talk?

 Post subject: How do I turn off bot talk?
Posted: Fri Feb 25, 2011 3:49 pm 

Replies: 7
Views: 1200

I miss the actual player's messages if the bots keep on nattering. :chuckle: Did a search for this on Google and Skulltag board and did not find anything useful. I'm using IDE to start my server. IMO, bots make a co-op server more attractive. So if I'm playing Invasion with 3 bots, human players are...

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Mon Apr 18, 2011 11:34 pm 

Replies: 23
Views: 5738

I have tested it, and yes, that works. Your version doesn't have the message flood, still has the same error message, though -- however, when I try to connect to my .98D-r3021 server, it complains that they are different versions. So I can't play. I could run the 98E version as a server... but then ...

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Wed Apr 20, 2011 4:59 am 

Replies: 23
Views: 5738

Could the error code be referring to this? WSAEINVAL 10022 Invalid argument. Some invalid argument was supplied (for example, specifying an invalid level to the setsockopt function). In some instances, it also refers to the current state of the socket—for instance, calling accept on a socket that is...

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Wed Apr 20, 2011 6:40 am 

Replies: 23
Views: 5738

I figured out the problem: It was IDE all along. :o I read up on winsocket errors, tried the WinSock XP Fix.exe, command line stuff to reset the TCP/IP stack etc., to no avail: Despite IDE reliably working in the past, it will now prevent Skulltag from binding to LAN port 15101. Mysterious! Shame, I...

 Forum: Finished Events   Topic: Australian Stronghold - hosting my first game

Posted: Wed Apr 20, 2011 6:20 pm 

Replies: 7
Views: 1939

--------- Server issues @str: I saw that high ping str, sorry about that. Unfortunately the regular Stronghold log window doesn't have timestamps. I have turned on logging; from now on that stuff gets written to a file and I can track down problems more easily. The ST server also has Performance and...

 Forum: Finished Events   Topic: Australian Stronghold - hosting my first game

Posted: Thu Apr 21, 2011 5:56 am 

Replies: 7
Views: 1939

Sorry you were unable to join my server. I have had many people play with the strnghld_v1.pk3, and that hasn't changed on the server, AFAIK. The only new thing is the enhancer. I have deleted stronghold_enhancer_b05_2.pk3 from my client so it would be forced to download it again from wadhost.fathax....

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Fri Apr 22, 2011 8:17 pm 

Replies: 23
Views: 5738

@bond

sender.exe output
Sending <000012e0: packet #>

receiver.exe output
received from 192.168.0.3: <000012e0: packet #>

About 4 packets per second.

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Fri Apr 22, 2011 3:57 am 

Replies: 23
Views: 5738

Good idea. marco75, can you check if [url=http:<wbr>//www.dailydoomer.co<wbr>m/tsst<wbr>/misc/SkullDev98eLANSock<wbr>etFixTest.7z]this testing binary[/url] fixes the "Couldn't bind LAN socket to port" error? Sure, that's the least I can do -- a quantity I specialize in. :P How I tested: M...

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Sun Apr 24, 2011 9:59 pm 

Replies: 23
Views: 5738

======== Skulltag server test I wasn't sure wether you wanted me to test with Skulltag .98D, or .98E (the dev alpha that Torr Samaho sent me earlier in the thread). So I used .98D. From command line, Start server with: skulltag.exe -host +sv_broadcast 1 Start client with: skulltag.exe +logfile .98D ...

 Forum: Releases   Topic: Stronghold - Multiplayer game enhancer Mod *Updated!!

Posted: Mon Apr 25, 2011 5:07 am 

Replies: 34
Views: 10052

Report from Australian Stronghold 1.5.2 after a couple of multiplayer matches: Runs well, and extra content is appreciated. I did not notice any bugs, though I only played Tier 1 so far. However, I feel overwhelmed having so many different weapons on each level, some of which are too similar. Having...

 Forum: Releases   Topic: ARMEDrecruitv1.6, BUG FREE, FINAL, RE-RELEASED!!!

Posted: Mon Oct 24, 2011 7:56 am 

Replies: 133
Views: 20470

I couldn't pick up ammo in single player. I'm assuming this mod is for multiplayer only? Also, any suggestions on which map packs are suitable to use with this? I suppose one could fiddle with Oblige to make a nice set of levels for 2-4 player coop with just the right difficulty. I like the new grap...

 Forum: Q&A / Help!   Topic: network_getpackets error # 10022

Posted: Fri Apr 29, 2011 6:23 am 

Replies: 23
Views: 5738

seems problem with ide, by the feel of it try this in last test you did i've made some small changes and added several messages to Log tab - draw attention to strings with "LANSocket" Repeated sender/receiver testing procedure with IDE 5.0.1 test running: sender output: Sending <00001664:...

 Forum: Editing   Topic: Making doors stay open

 Post subject: Re: Making doors stay open
Posted: Mon Oct 24, 2011 5:12 am 

Replies: 2
Views: 903

Actually a very simple, elegant way has been found: Gez from the zdoom forums gave me the solution... use a map translator! I would attach it to this message (it's less than 1 kB) but attachments are verboten on this board. So here it is in text. (It's a .pk3 with two lumps in it) : doors-stay-open....

 Forum: Projects   Topic: MSpaintDoom (5.0 + mspddm1.61 released!)

 Post subject: Re: MSpaintDoom (mspd)
Posted: Mon Oct 24, 2011 8:56 am 

Replies: 25
Views: 7551

I like that you mspainted some of the non-id ("non-classic?") monster types as well. The alt. fire modes keep me interested, I haven't seen all of the content yet, and I too like the plasma rifle and its randomly displaced hitsparks. I think having only one rotation to the monsters adds to...

 Forum: Releases   Topic: ARMEDrecruitv1.6, BUG FREE, FINAL, RE-RELEASED!!!

Posted: Tue Oct 25, 2011 8:43 am 

Replies: 133
Views: 20470

... did you have full ammo or were you trying to pick up ammo that doesn't belong to your class? :uhh: I derped. :uhh: I forgot to bind reload. Every time I play your mod, I like it more. All these little touches show real attention to detail, like the rays of light rising around the soulsphere, th...

 Forum: Projects   Topic: Brütal Doom v0.15a hotfix

Posted: Tue Oct 25, 2011 3:45 pm 

Replies: 2387
Views: 335998

I like the new shotgun sound (one of the best things about Skulltag is the 5.1 sound support, with weapon sound in the front speaker and shells hitting the floor on the right :D ). I thought the new shotgun hud sprite looks a bit too similar to the rifle, but eh, it's good to have new graphics. I mi...
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