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 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Mon Sep 14, 2009 2:03 pm 

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Sorry - that hdd failure turned into a machine replacement.

I'll stick it back up tonight after I get back home.

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Mon Sep 14, 2009 7:37 pm 

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Ok, it's back up:

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Tue Sep 15, 2009 11:00 am 

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I was initially going to post a big rant on my opinion. But I decided against it. Not that I was going to be obnoxious about it, I just don't think anyone is interested. And I'm sure the mods don't want another shitstorm on their hands. (but I did save a copy on my desktop for later infliction.) But...

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Tue Sep 15, 2009 2:44 pm 

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Updated screenshots: http://robodoom.net/doom_mods/doom_fortress_classic/DOOM0025.jpg http://robodoom.net/doom_mods/doom_fortress_classic/DOOM0026.jpg http://robodoom.net/doom_mods/doom_fortress_classic/DOOM0027.jpg http://robodoom.net/doom_mods/doom_fortress_classic/DOOM0028.jpg http://robodoom.net...

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Wed Sep 16, 2009 4:01 pm 

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I'm thinking maybe I'll do the quick and dirty one... Do you that would be appropriate for this map? -=[EDIT]=- I tried out the basic ladder from Helm's Deep and it works well with this. I'm not worried about going back down the ladder on this map - it's not all that tall to begin with. The only dow...

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Thu Sep 17, 2009 7:10 pm 

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Oh, no, I didn't mean to sound like that's what I was doing. Though, that's an interesting idea. I'm having trouble adding water sectors around these pipes, but it'll work out. I may have to use the "3D shaped" water as you suggest, but it'll work.

 Forum: Editing   Topic: Water problem

 Post subject: Re: Water problem
Posted: Thu Dec 17, 2009 7:04 pm 

Replies: 4
Views: 1441

Thanks.

Originally, I had tried to warp the original graphic, but it cycled through the set and looked like crap. So, I copied it and re-imported it.

 Forum: General Discussion   Topic: Skulltag Suggestions

 Post subject: Skulltag Suggestions
Posted: Sat Nov 20, 2010 6:19 pm 

Replies: 3
Views: 1191

Are most users restricted from the Suggestions section?

 Forum: Editing   Topic: I have a code problem

 Post subject: Re: I have a code problem
Posted: Tue Dec 15, 2009 8:20 pm 

Replies: 11
Views: 2476

Angel, What you're wanting to accomplish is totally possible. It's a bit involved, but if it's planned out correctly, it's not that big of a deal. If you don't know any programming languages or ACS scripting, then it may be a bit of a struggle. But if you're patient and willing to learn, you can get...

 Forum: Editing   Topic: Water problem

 Post subject: Water problem
Posted: Tue Dec 15, 2009 8:30 pm 

Replies: 4
Views: 1441

I started this map up and began placing the water sectors. I put the project down, basically for the semester, and then started back up last week when I found out that the new Skulltag version had come out. I played a few rounds and opened my map up to edit: The water was completely black. I looked ...

 Forum: Editing   Topic: Water problem

 Post subject: Re: Water problem
Posted: Tue Dec 15, 2009 11:37 pm 

Replies: 4
Views: 1441

Nupe, that didn't work... Here's an earlier version before the textures entry was put in: http://robodoom.net/doom_mods/doom_fortress_classic/tfwell_9.29.2009.wad Does it show up for you? It's like something got upgraded in Skulltag, now it doesn't show up for me. I updated my video drivers too, jus...

 Forum: General Discussion   Topic: Skulltag Suggestions

 Post subject: Re: Skulltag Suggestions
Posted: Sun Nov 21, 2010 4:39 pm 

Replies: 3
Views: 1191

Ah, thanks.

 Forum: Editing   Topic: DECORATE "Activation"

 Post subject: DECORATE "Activation"
Posted: Sun Jan 02, 2011 11:53 pm 

Replies: 6
Views: 1485

I get this error from Skulltag on start-up: Script error, line 54: "activation" is an unknown actor property" Has this not been ported to Skulltag yet, or is my syntax wrong somewhere? I also noticed that someone had used "Var Int <variabe_name> ;" in his actor definition wh...
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