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 Forum: General Discussion   Topic: Your Phobia(s)

 Post subject: Re: Your Phobia(s)
Posted: Wed Mar 02, 2011 9:30 pm 

Replies: 68
Views: 7153

I have two. Pyrophobia - the fear of fire. Maybe it's because of the doctor's office near my house that burned down to the ground... Also, nihilophobia - the fear of nothing at all. Imagine being in an area where everywhere you look - nothing. No light, no sound, not a feeling of sense in this nonex...

 Forum: General Discussion   Topic: PSN hacked (3). Same PSN, different security.

Posted: Wed May 04, 2011 1:58 pm 

Replies: 47
Views: 5400

I find it funny how you people think you're all experts on how PSN works internally and that it's such an easy fix. If it was really that easy, don't you think it would have been fixed by now? Don't be a twelve-year-old. Hackers can probably get into XBL as well, if they really wanted to. That's no...

 Forum: Q&A / Help!   Topic: sv_cheats does not work..?

Posted: Wed May 04, 2011 2:09 pm 

Replies: 10
Views: 1099

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Quakeified (v3)
Posted: Fri Oct 28, 2011 4:44 pm 

Replies: 15
Views: 1657

I've been playing a bunch of Quakeworld lately, and I decided that it'd be completely awesome to port Quake stuff to Doom. Thus, this. Note that I'm not just ripping graphics - I'm using Doom graphics, but adapting the items so they're Quake-like. WIthout further ado, here's the rundown for those of...

 Forum: Editing   Topic: Help needed with A_SpawnItem

Posted: Wed May 04, 2011 8:17 pm 

Replies: 4
Views: 587

My advice for dealing with A_SpawnItem: don't. A_SpawnItemEx beats it in every way, and creates some ways just to beat A_SpawnItem at. Here, I wouldn't be surprised if simply replacing A_SpawnItem with A_SpawnItemEx would work. If not, try 'A_SpawnItemEx("Demon", 0,0,0, 0,0,0, 0, 0, 0)'. W...

 Forum: Q&A / Help!   Topic: sv_cheats does not work..?

Posted: Wed May 04, 2011 8:20 pm 

Replies: 10
Views: 1099

However, sv_infiniteammo 1 is fallible. Any weapons that explicity take ammo (through A_TakeInventory) will still use up ammo normally, which leads to a nasty surprise when you find that out. Most don't, however. None of the IWAD weapons do.

 Forum: Releases   Topic: Grappling Hook (v2)

 Post subject: Re: Grappling Hook (v1)
Posted: Thu May 05, 2011 5:53 am 

Replies: 37
Views: 6246

Holy dongs that's a lot of replies. Should make it an inventory item for offhand use, I could see this bringing back the quake 2 DM glory days haha I assume this would be a toggle inventory item? Anyway, this shouldn't be too difficult - I'll get to it when I can. Hey, that's actually really creativ...

 Forum: Releases   Topic: Grappling Hook (v2)

 Post subject: Grappling Hook (v2)
Posted: Wed May 04, 2011 8:41 pm 

Replies: 37
Views: 6246

You know the grappling hook from Quake 3, the grapple beam from Metroid, and whatnot? Well, I made one for Skulltag, using MATHZ like crazy and using more ACS than DECORATE, but whatever, grappling hook, it's awesome, shut up and play it. If grapple_startwith is true (and it should be at first), you...

 Forum: Releases   Topic: Grappling Hook (v2)

 Post subject: Re: Grappling Hook (v1)
Posted: Thu May 05, 2011 10:11 am 

Replies: 37
Views: 6246

Is it telling if I made this entirely in one day (total development time: about six hours)? :P

 Forum: Releases   Topic: Grappling Hook (v2)

 Post subject: Re: Grappling Hook (v2)
Posted: Thu May 05, 2011 3:33 pm 

Replies: 37
Views: 6246

That's actually pretty close to this. :P

 Forum: Releases   Topic: Grappling Hook (v2)

 Post subject: Re: Grappling Hook (v2)
Posted: Thu May 05, 2011 3:46 pm 

Replies: 37
Views: 6246

Well that's how it is right now. Also, the custom inventory item sounds like the AttackSound of the weapon you're holding, but I don't think I can change that, so yeah.

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

Posted: Tue Oct 25, 2011 9:05 pm 

Replies: 133
Views: 13918

Just copy the graphics and give the copies either no offset, or an offset that would center it in a 30x30 box (an 8x8 image would have an offset of (11,11)).

 Forum: Releases   Topic: Smooth Super Shotgun - 2.5D

Posted: Wed Oct 26, 2011 1:39 pm 

Replies: 20
Views: 3381

Changing fog mode and/or ambient lighting does nothing to resolve the silhouette issue.

 Forum: Tutorials   Topic: MODELDEF: An introduction

Posted: Wed Oct 26, 2011 1:48 pm 

Replies: 27
Views: 4014

Feel free to edit the Wiki page to correct this.

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Re: Quakeified (v2.6)
Posted: Fri Oct 28, 2011 5:27 pm 

Replies: 15
Views: 1657

Well, the crack must be kicking in, since an update is already here. This one adds simple icons for the ammo - expect health soon, and armor later.

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Re: Quakeified (v2.7)
Posted: Fri Oct 28, 2011 6:02 pm 

Replies: 15
Views: 1657

And naturally, I follow up with an update for simple health icons. Image coming up!

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Re: Quakeified (v2.8.1)
Posted: Fri Oct 28, 2011 6:46 pm 

Replies: 15
Views: 1657

Looks sweet so far. What else do you plan to add? So far, I have no idea what I'm going to be doing with this in the future. Maybe I'll add Quake-style monsters, which seems the next logical step. When 98e comes out, I might bundle in Doom versions of DM2, DM6, and DM4 (DM2 might be hard). All I kn...

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Re: Quakeified (v2.8.1)
Posted: Fri Oct 28, 2011 8:54 pm 

Replies: 15
Views: 1657

This has given absurd amounts of ammo to all the people who say Skulltag is not Doom or Skulltag = Quake. Nice. Who cares? If you want Doom, go to a different source port. Skulltag's about as close to Doom as root beer is to actual beer now. Also, no, I'm not gonna debate this in this topic (past t...

 Forum: Editing   Topic: Limitations of CLIENTSIDE

Posted: Sun Dec 25, 2011 4:48 am 

Replies: 3
Views: 480

So far, the only way I have found of getting information passed to a clientside script is by passing it as an argument. Naturally, this limits it to three tidbits - which could be subverted if ACS supported structs, but oh hey look, it doesn't.

 Forum: Projects   Topic: Quakeified (v3)

 Post subject: Re: Quakeified (v2.8.1)
Posted: Sat Oct 29, 2011 12:42 pm 

Replies: 15
Views: 1657

Can there be a some kind of option that lets you switch between simple items icons and normal graphics? I just really dislike icons. REALLY. It feels like something is wrong around. Like, you don't pickup an actual weapon/ammo/armor/health, but rather a coin that gives you magic. Or something of th...
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