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 Forum: Projects   Topic: Team work mod

 Post subject: Re: Team work mod
Posted: Tue Sep 15, 2009 4:06 am 

Replies: 9
Views: 2016

Good concept, I assume the medics are weaker in some shape or form from the regular marines? There may be a problem with the system though. The medics could just hide at the start and have the marines run back when they need health (apart from on maps like E3M7 with lava everywhere, and maps like MA...

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Tue Sep 15, 2009 4:19 am 

Replies:
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The map itself is about 80% done, I'd guess, minus retexturing. I've already started on Classes with exclusive weapons, like TFC has. But I've run into some stumbling blocks. Most of you know that Skulltag limits "3D floors" to coop mode. I had decided to just make it a generic CTF map fo...

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Tue Sep 15, 2009 6:13 am 

Replies:
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You'd be able to see through the bridge. I guess that's about it but there's probably more!..

 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Tue Sep 15, 2009 6:52 am 

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 Forum: Projects   Topic:

 Post subject: Re: Doom Fortress Classic
Posted: Thu Sep 17, 2009 2:46 am 

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You making it a water sector? If you're using 3d floors you could make a 3d sector of the exact shape you want the ladder to be climbable and then give it the water flag and make it completely transparent. The only thing left then would be make it so you can never drown via MAPINFO

 Forum: Editing   Topic: M_DOOM in high res... How?

Posted: Fri Sep 18, 2009 2:45 am 

Replies: 2
Views: 718

I did it by defining it in the TEXTURES lump (or HIRESTEX if you're going old stylee) and put the scale values up/down.

 Forum: Feature Suggestions   Topic: sv_nomodels

 Post subject: Re: sv_nomodels
Posted: Wed Sep 30, 2009 2:18 am 

Replies: 20
Views: 2050

That could work, but I think it should be up to the server as you cannot control every WAD used.

 Forum: Q&A / Help!   Topic: Does GetPlayerInput work okay in 97e?

Posted: Wed Sep 30, 2009 5:53 am 

Replies: 3
Views: 714

Or at all online? I read some bug report on it some time ago (not sure when) but I don't know if it was resolved.

 Forum: Q&A / Help!   Topic: WADS in a PK3 limit

 Post subject: Re: WADS in a PK3 limit
Posted: Thu Oct 01, 2009 9:07 am 

Replies: 1
Views: 516

If there is it's probably a really high one, so don't worry

 Forum: Feature Suggestions   Topic: sv_nomodels

 Post subject: sv_nomodels
Posted: Tue Sep 29, 2009 8:12 am 

Replies: 20
Views: 2050

Is this an improvement to an already-existing feature, or a new feature entirely? New How would this work? If this flag is on, it disables all model use in the server. Can you give an example in how useful this feature would be? Right now you can apply models to sprites in any way you wish. This co...

 Forum: Feature Suggestions   Topic: Simple "change team" console command

Posted: Wed Sep 30, 2009 1:00 pm 

Replies: 2
Views: 662

Is this an improvement to an already-existing feature, or a new feature entirely? New How would this work? Executing the "changeteam" console command would bring you to the team selection menu, followed by the class selection menu as if you just space as a spectator. Can you give an examp...

 Forum: Q&A / Help!   Topic: Does GetPlayerInput work okay in 97e?

Posted: Wed Sep 30, 2009 1:12 pm 

Replies: 3
Views: 714

Hmm okay I gave it a whirl. Offline is fine, as expected. Online however is a different story. The following script thrusts the actor in the directon he's moving in, forward, left, back, right or straight up if he's standing still. int buttons[32]; script 991 (void) { Delay(1); buttons[PlayerNumber(...

 Forum: News   Topic: Skulltag Forums: Now featuring - Images in signatures!

Posted: Thu Apr 28, 2011 6:45 am 

Replies: 100
Views: 14658

Oh okay *turns signatures off*

 Forum: Server Hosts   Topic: The only Competitive Euro server is GvH!

Posted: Thu Oct 01, 2009 4:07 am 

Replies: 33
Views: 3187

Last night in GVH a ton of people were saying "any ctf going on yet?" every ten minutes, checking if there was. If you could arrange to get at least 3 or 4 players into a server I'm sure more would follow. Some are only playing GVH because no one is playing anything else. Someone has to be...

 Forum: Server Hosts   Topic: Server runners: how would you improve RCON?

Posted: Mon Oct 19, 2009 2:40 am 

Replies: 26
Views: 3298

Well coincidentally after I made this post, the next day my g1 blew up and won't turn on. Screen lights up but nothing happens. It still recognizes the factory reset and turns off when I enter the alt + w command but nothing is displayed. Grr, no one else has this problem either. If they won't repla...

 Forum: Q&A / Help!   Topic: Skulltag air control > ZDoom air control?

Posted: Mon Oct 19, 2009 7:17 am 

Replies: 12
Views: 1431

Can someone confirm that you have more air control in Skulltag than you do in ZDoom? I.e in Skulltag, bunny hopping makes you travel faster, and in ZDoom it does not. I was under the impression the sv_aircontrol values were just different between the two ports but speaking to Torr, he says they're e...

 Forum: Q&A / Help!   Topic: Skulltag air control > ZDoom air control?

Posted: Mon Oct 19, 2009 7:55 am 

Replies: 12
Views: 1431

It's been like this for aaaaaaages, I'm pretty sure it was intentional so people could bunny hop. Torr was completely unaware of it though and he fears there may be some compatibility snags with zdoom to skulltag. I dunno about that but because of this, it causes a rather annoying exploit in GVH. I ...

 Forum: Q&A / Help!   Topic: Skulltag air control > ZDoom air control?

Posted: Mon Oct 19, 2009 9:53 am 

Replies: 12
Views: 1431

 Forum: Skulltag and Doom Discussion   Topic: Regarding MM8BDM...

 Post subject: Re: Regarding MM8BDM...
Posted: Sun Apr 24, 2011 7:39 am 

Replies: 58
Views: 6357

Ummm I can safely say this is being made a bigger deal out of than it actually should. No I do not want to pretend MM8BDM is not a part of Skulltag, that is ludicrous. I have my own community sure, but that's because a lot of people wanna talk about MM8BDM and not other Skulltag mods. Those who do, ...

 Forum: Skulltag and Doom Discussion   Topic: Regarding MM8BDM...

 Post subject: Re: Regarding MM8BDM...
Posted: Sun Apr 24, 2011 2:52 pm 

Replies: 58
Views: 6357

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