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At long last, Skulltag goes open source! 
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Lead Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 6037
Location: USA
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Sun Feb 12, 2012 6:26 pm
Profile ICQ

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1173
Location: Dweller2 Map11
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Holy shit son, this is pretty sweet!


Sun Feb 12, 2012 6:46 pm
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Retired/Inactive Staff

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 4393
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I approve of this news. Glad you guys finally decided to open it up to the public!

(not that I can do anything with it specifically, but I'm assuming many other people can and hopefully will :) )


Sun Feb 12, 2012 7:02 pm
Profile YIM WWW
Retired/Inactive Staff

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 4823
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Theshooter7 likes this


Sun Feb 12, 2012 7:27 pm
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Skulltag Tester

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 777
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I never thought I'd see the day!

Thank you :hearts:


Sun Feb 12, 2012 7:33 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 4534
Location: Fantastic Planet
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WHOA. Awesome! Great job Torr. I knew this would happen sooner or later. :P


Sun Feb 12, 2012 7:40 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 573
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Nice, can't wait to see what new features the community can create :D


Sun Feb 12, 2012 7:57 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 201
Location: Oregon
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YES


Sun Feb 12, 2012 7:59 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 913
Location: Fresno,CA
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Sun Feb 12, 2012 11:23 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 4573
Location: Alaska
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This should be fun.


Mon Feb 13, 2012 1:13 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 758
Location: Finland
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HOLY SHIT IT HAS ARRIVED

You guys are the best! :hearts:

This'll be fun to tinker with.. I'll be sure to submit patches if I manage to fix anything myself. :)


Mon Feb 13, 2012 2:25 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1275
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Mon Feb 13, 2012 6:36 am
Profile YIM WWW

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 441
Location: British Columbia, Canada
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And thus Skulltag rejoiced.


Mon Feb 13, 2012 6:40 am
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 991
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This is cool.


Mon Feb 13, 2012 7:12 am
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Forum Administrator

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1360
Location: Romania
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THIS. IS. THE. BEST. EVER! Good job you guys! :D


Mon Feb 13, 2012 7:40 am
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Retired/Inactive Staff

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 794
Location: New York
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Awesome stuff. -b


Mon Feb 13, 2012 7:43 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 726
Location: Iram Of The Pillars
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about time :)


Mon Feb 13, 2012 7:53 am
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1070
Location: Nashville, GA (or HillBilly Hell)
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Finally. Now let's see what others will come up with. :D


Mon Feb 13, 2012 9:54 am
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Developer

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 758
Location: Finland
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You've already gotten offspring. :)
https://bitbucket.org/CrimsonDusk/notebola

It's pretty much my sandbox. Hopefully there'll be sand castles... like GZDoom but instead of a GL renderer it'll have, well, maybe a MEDALDEF, fixes, who knows...

Thanks for AlexMax for telling me I actually can do this with bitbucket.


Last edited by Dusk on Tue Feb 14, 2012 3:10 pm, edited 1 time in total.



Mon Feb 13, 2012 10:44 am
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 991
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We all know what you're going to do once you have the source code.


Mon Feb 13, 2012 11:19 am
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