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Hide n' Seek - Just like old times~ (Version 1) 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 3190
Location: Friday Night Fragfest
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It should automagically set it every time you respawn...

*sigh* I guess I screwed that up a bit.


Thu Aug 19, 2010 11:36 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 2219
Location: England
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Anyone else think the teleporter is still the underachiever of this mod? The official maps don't seem to have many areas where you can fire through railings or whatever to make his ability useful. I do have a suggestion to make him better but is it too late for a big change? I'd be better if I just made it rather than explaining but it would be totally up to you guys if you want to use it.

Other than that though, this mod is still a fab as it was when released. I love it :D


Sat Aug 21, 2010 7:53 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 35
Location: USA
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Dragonfly/anyone, what's the name of the song in map HNS01?


Sat Aug 21, 2010 10:18 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 342
Location: Been here since 2005 >:3
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I've got a nice map from my GVH mappack it's pretty good for hide and seek ill get some pics for you

I was thinking of a Hns Mappack expansion
Might start one ;)


Sun Aug 22, 2010 2:31 am
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Friday Night Fragfest
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I'm working on a patch for the more broken things but I don't understand how the reported issue of people toggling the berserker scream to make him silent is even happening, since toggling it doesn't end the current scream.... Can anyone elaborate?


Mon Aug 23, 2010 5:44 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 404
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This was kind of random, sometimes it happened, sometimes it didn't, you'd just smash the togglescream button once every second and it'd make you silent while your doing that. If it doesn't work the first time, then it won't work at all. (Note: It's only happened online)


Mon Aug 23, 2010 6:26 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 3190
Location: Friday Night Fragfest
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What's bewildering me is that I launched a test server for it and could not for the life of me get it to reproduce. Like I said, the code doesn't even end the current scream when you toggle types. It's a really bizarre bug, but I'll keep my eyes opened for it.


Mon Aug 23, 2010 6:29 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1911
Location: \o_o/
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I've managed to keep myself quiet with the old scream activated, and doing "umph" sounds.


Mon Aug 23, 2010 8:27 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 404
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To be honest, I myself think that the new doom 3 scream isn't equally loud enough as the original scream. Mainly because its not a constant scream.

About that bug, yeah I believe that there are other ways to silence yourself with either screams, I just don't know them yet.


Mon Aug 23, 2010 9:04 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 67
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Great wad. Just checked it out and it's beyond me how you did all that.
The jet pack, is fucking hardcore.


Mon Aug 23, 2010 10:42 pm
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Friday Night Fragfest
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@Klayton: Thanks :) I'll be sure to relay that to the rest of the team. We're proud of how it turned out and that people enjoy it.

@Soul Sucka: Shouldn't be possible if the BFG trick compatflag isn't on. Check for "compat_soundslots". The screams operate on a different voice channel than the use sounds.

@BlueWizard: Constant scream? It should loop, but I don't think I understand what you're saying. :<


Tue Aug 24, 2010 10:31 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 342
Location: Been here since 2005 >:3
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I had a problem when it would only use one scream type which made me sad, i like the new screams. :D


Tue Aug 24, 2010 5:08 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 404
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Sorry, what I meant was, that the screams aren't equivalent, whereas the original is a constant sound, the new doom 3 scream sound just... doesn't seem constant.

NOTE: I'm not talking about a bug


Tue Aug 24, 2010 6:22 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1420
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Offtopic, but what's Chaoscore's channel stuff again? I lost it.

Damnit, Xen, I thought you actually fixed that Berserker this time. D:


Thu Aug 26, 2010 2:48 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 301
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Cool, I was in the second gameplay screenshot ;)

I was the beserker trying to get Innis down because he RJ'd there.


Thu Aug 26, 2010 10:27 am
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Joined: Wed Dec 31, 1969 6:00 pm
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Wait a sec

Where's my map...
XENAERO, EXPLAIN. Pretty please.


Thu Aug 26, 2010 10:52 am
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Location: Friday Night Fragfest
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Mon Aug 30, 2010 9:17 am
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: Friday Night Fragfest
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I want to revisit this project! Unfortunately I didn't save any notes and due to me not having an infinite PM box anymore I lost everything everyone sent me about bugs or issues with the maps.

While I know the maps aren't of the best quality I think it would be really helpful if someone could help me get together a maplist of various pwads and even the vanilla doom2 maps that people enjoyed playing with the project! We could put those in the topic for server hosts who might wanna bring this mod back into play!

Thing is, I remember there not being any specific showstopper bugs which is a very good thing in a mod this complex. I suppose I could start working on new maps but oh boy that's a ton of work.

I'd like to hear why this died off, was it just a lack of interest compared to titanic mods like mm8bdm or what? What didn't you like about this new release?


Sat Aug 13, 2011 8:50 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 371
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Probably because of the disappointing 5 minute wait. For Hiders, they have to run /hide for 5 whole minutes while seekers try to find them. I guess the high time remaining discourages spectators


Sat Aug 13, 2011 9:02 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 296
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Sun Aug 14, 2011 12:20 am
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