Skulltag Archive

Hosted by Dark-Assassin

The default theme was not avalible in the backup, sorry.
View unanswered posts | View active topics It is currently Mon Jun 14, 2021 7:20 pm

Search found 22 matches
Search these results:

Search 
Author Message

 Forum: Skulltag and Doom Discussion   Topic: OPL Emulator in Skulltag 0.98e

Posted: Mon Jun 13, 2011 5:24 am 

Replies: 19
Views: 5192

Hello there, I've just joined Skulltag forum only in order to post this message, cuz it's quite important to me. Now to stat the problem. I've been playing Skulltag for more than one year (and Doom ports even more years). I once found Zdoom and tried to play it (I used Doomsday before). When I disco...

 Forum: General Discussion   Topic: Are you new? Post here!

 Post subject: Re: Are you new? Post here!
Posted: Tue Jun 14, 2011 6:21 am 

Replies: 123
Views: 21069

Hello, I am Hisymak and I've just joined this forum because OPL emulator is being removed from new version but I disagree with it because it is very important feature for me and I won't like playing skulltag without it. I posted in Skulltag discussion about it and wait for response. I will probably ...

 Forum: Skulltag and Doom Discussion   Topic: OPL Emulator in Skulltag 0.98e

Posted: Fri Jun 17, 2011 5:25 am 

Replies: 19
Views: 5192

If you can't well there's always going back to (G)Zdoom and older versions of Skulltag. If you want another source port that supports the OPL emulator, check out PRBOOM+ or Chocolate Doom That's not a solution for me. Skulltag supports something that (G)Zdoom or other ports doesn't, and that is net...

 Forum: Skulltag and Doom Discussion   Topic:

Posted: Fri Jul 01, 2011 10:51 am 

Replies:
Views:

My most hated are definitely Cyberb*tches and stupid Revenants. They always blow my ass up with their rockets.

 Forum: Skulltag and Doom Discussion   Topic: OPL Emulator in Skulltag 0.98e

Posted: Mon Aug 08, 2011 2:50 am 

Replies: 19
Views: 5192

Uhm, this way you should change music manually ... Why? Does Timidity need to change music manually? I think not. As I said, the interface between Skulltag and external emulator would be same or similiar as Skulltag - Timidity. Maybe you should only manually change GENMIDI lump when playing Heretic...

 Forum: Skulltag and Doom Discussion   Topic: OPL Emulator in Skulltag 0.98e

Posted: Sat Aug 06, 2011 12:49 pm 

Replies: 19
Views: 5192

Timidity++ with an OPL Soundfont. Well that's a good idea. So is there such thing? If not yet, is it possible to make OPL soundfont for Timidity? And would it sound exactly like the emulator or there will be some differences? And I got another idea: making OPL emulator as an external program. The p...

 Forum: Skulltag and Doom Discussion   Topic: OPL Emulator in Skulltag 0.98e

Posted: Mon Aug 08, 2011 3:50 pm 

Replies: 19
Views: 5192

Well it's going a bit off-topic here. All I wanted to solve in this thread is that players can use OPL emulator in ST 0.98e. The external emulator doesn't need to be some kind of "plugin", but it should be (if possible, of course) program with same interface as Timidity. So a player choose...

 Forum: Q&A / Help!   Topic: Changemus Codes?

 Post subject: Re: Changemus Codes?
Posted: Wed Sep 07, 2011 11:06 am 

Replies: 12
Views: 1705

Hello I have related question. Is it possible to get the name of currently playing music? For example, when I write "changemus" in console, it would write "d_doom" or just the name of song. When I write "dmflags", it will tell me current dmflags. So is there such featur...

 Forum: Q&A / Help!   Topic: Is it possible to turn off fog for software renderer?

Posted: Wed Sep 07, 2011 11:15 am 

Replies: 2
Views: 867

Hello, I'm asking whether it is possible to turn off the fog in some maps for software renderer only. The reason is that any type and colored fog looks well with OpenGL, but looks horribly with software renderer. So I'd like the fog to be rendered only with openGL. In some jumpmaze (and any other) m...

 Forum: Feature Suggestions   Topic: A new CompatFlag: "Don't terminate player-activated scripts"

Posted: Mon Sep 19, 2011 1:20 am 

Replies: 30
Views: 10467

Well, I strongly agree with this suggestion too. There MUST be a flag allowing scripts keep alive when player leaves game, because there are still many wads with scripts relying on player being in game during their execution. Here is a big example. I played Invasion UAC by Xsnake several times onlin...

 Forum: Projects   Topic: JumPix II

 Post subject: Re: JumPix II (Coming soon)
Posted: Thu Nov 03, 2011 9:54 am 

Replies: 22
Views: 5978

FOUND BUG!!!! There is a sprite collision. When you play Jumpmaze and Jumpix2 together, some tree sprites replace original doom tree sprites. Just try map07, map08 or map21 from Jumpmaze, you will see it! I think the sprites are TRE1A0 and TRE2A0, you must rename them. (I had this problem with my ma...

 Forum: Skulltag and Doom Discussion   Topic: What screen mode/resolution do you play Skulltag in?

Posted: Sat Mar 10, 2012 5:16 pm 

Replies: 46
Views: 7876

1366x768 OpenGL fullscreen

 Forum: Feature Suggestions   Topic: A new CompatFlag: "Don't terminate player-activated scripts"

Posted: Mon Sep 19, 2011 12:18 pm 

Replies: 30
Views: 10467

I would instead suggest updating WADs that mistakenly relied on the bugged behavior. I disagree. Some wads are quite old and their authors probably don't support them anymore. And If so, it would be much pointless work to rewrite scripts to fit new behavior. And if so, players would need to downloa...

 Forum: Projects   Topic: JumPix II

 Post subject: Re: JumPix II (Coming soon)
Posted: Sun Oct 09, 2011 11:21 am 

Replies: 22
Views: 5978

This looks great. But you should finish Jumpix 1, it's not so bad project (I like playing it) and there are only few things to finish it: - map01 - map28 are done. - map29 is free - map30 must be finished - map31 and 32 should be Colors and Winter Dream of Minielle (like bonus maps as in jm1, for ex...

 Forum: Projects   Topic: JumPix II

 Post subject: Re: JumPix II (Coming soon)
Posted: Wed Nov 02, 2011 3:32 pm 

Replies: 22
Views: 5978

I played Jumpix2 (not all maps yet) and it looks good. But I'd like to have some objections: 1) in some maps (especially Erduke's, like map 38, 39) there are HUGE fps lags. They are annoying and make the game much harder. They are there because the map is very open and detailed and there are almost ...

 Forum: Skulltag and Doom Discussion   Topic: [Survey] How many of you CANNOT run GZDoom's OpenGL renderer

Posted: Sat Dec 10, 2011 11:38 am 

Replies: 38
Views: 9388

I tried OpenGL on Pentium III 866 MHz, NVidia MX400 32 MB, Windows 98 and it worked well! It only had lower fps in more open areas or dynamic scenes (25-30 or lower). I have 2GHz laptop and I use OpenGL without problems, but I have turned on "Cap framerate" option to limit fps and not to o...

 Forum: Skulltag and Doom Discussion   Topic: How to use same weapon after respawn?

Posted: Sat Mar 10, 2012 5:06 pm 

Replies: 8
Views: 2146

Hello. I have this annoying problem. I am playing some invasion or cooperative. I am using some weapon. After I die and respawn, my weapon switch to some "higher-ranked" weapon. Example: I have all weapons and I am using rocket launcher. I die and respawn and my weapon changes to plasma gu...

 Forum: Skulltag and Doom Discussion   Topic: no Retro Jumpmaze?

 Post subject: Re: no Retro Jumpmaze?
Posted: Sun Apr 01, 2012 6:15 am 

Replies: 6
Views: 2203

Jupmaze 3 is being hosted on [iddqd] Clan server (#6 and #9) AFAIK. The servers are not always online (some problems with connection). The retro map is MAP65, and there are also more maps (65 - 72), some of them are retro-themed too.

 Forum: Skulltag and Doom Discussion   Topic: How to use same weapon after respawn?

Posted: Thu Apr 05, 2012 1:58 am 

Replies: 8
Views: 2146

I posted the suggestion at bug tracker some time ago: http://skulltag.net/tracker/view.php?id=703
Please support this, if you want. I'd really like this to be implemented (and finally not having to ALWAYS change to rocket launcher after death in RJ). Thanks.

 Forum: Editing   Topic: How to force actor hurt teammates even if teamdamage is off?

Posted: Fri Apr 13, 2012 1:48 pm 

Replies: 1
Views: 1170

Hi. I need to define an actor which will ALWAYS hurt other players in cooperative even if team damage is off. What I want to do: If you know Hexen, you also know poison mushrooms. When you destroy one, it will spawn poison cloud which deal poison-type damage each player or monster who crosses the po...
Sort by:  
Page 1 of 2 [ Search found 22 matches ]



Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by ST Software.