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Author Topic: Skulltag Arena  (Read 55447 times)

ParaSait

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Re: Skulltag Arena
« Reply #15 on: March 15, 2011, 04:38 »

About time someone gives clear, foolproof instructions here on how to install it imo... :P

1) Extract the archive.
2) Move the skulltag_arena folder into the sandbox folder.
3) I suggest you rename DoomRL's sound.ini (for example I did sound.ini.orig) first and then move skulltag arena's sound.ini to where DoomRL's is.
4) Open notepad and type: doomrl -sandbox sandbox\skulltag_arena\skulltag_arena.lua
5) Save it to your DoomRL folder and call it "skulltag.bat".
6) Run the bat you just made. Yay!
« Last Edit: March 15, 2011, 04:54 by Mrazerty »
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #16 on: March 15, 2011, 04:43 »

Err, no.  You do NOT merge the WAV folder, and you always place the mod in the sandbox directory.  All of the sounds reference 'sandbox/skulltag_arena/wav/'.  Any other location and you won't get the different sounds.

Bah.  I've got to look into the sandbox script tools that handle it all automagically.
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ParaSait

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Re: Skulltag Arena
« Reply #17 on: March 15, 2011, 04:54 »

Err, no.  You do NOT merge the WAV folder, and you always place the mod in the sandbox directory.  All of the sounds reference 'sandbox/skulltag_arena/wav/'.  Any other location and you won't get the different sounds.
Wops. My bad. Edited. :D
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #18 on: March 15, 2011, 05:12 »

KK swears it will be easier soon.

And I can't wait.  Fortunately, for THIS mod at least, the sound configs are compatible with regular DoomRL.
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Ander Hammer

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Re: Skulltag Arena
« Reply #19 on: March 16, 2011, 17:38 »

Okay, pretty neat. Beat it the first time on ITYTD with a high power minigun and an invulnerability.

Is the function of each rune described anywhere?
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #20 on: March 16, 2011, 18:39 »

The exact function is only described in the code.

But when the announcer blares 'strength' or 'haste' you can probably figure out what's going on.  Regular Skulltag players will also know about what to expect.
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Ander Hammer

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Re: Skulltag Arena
« Reply #21 on: March 17, 2011, 13:56 »

I figured. It's easy enough to guess what each one does, but I'd really like to know exact effects. I guess I'll just have to play more.

If only I didn't die instantly on slightly harder...
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #22 on: March 17, 2011, 16:57 »

The code is readily available for perusal :).  In fact, I can't distribute it any other way.
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Brewtal Legend

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Re: Skulltag Arena
« Reply #23 on: September 04, 2011, 04:53 »

will this work in 9.9.4?
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Re: Skulltag Arena
« Reply #24 on: September 04, 2011, 06:12 »

will this work in 9.9.4?
I don't think yaflhd...I'm just going to call him "add"...I don't think add ever updated this for even 0.9.9.3. Stuff in 0.9.9.4 is handled very differently when it comes to setting up the mod, so I doubt that any of the mods on here will actually work with 0.9.9.4. On the other hand, the changes between 0.9.9.3 and 0.9.9.4 aren't many (at least as a matter of rewriting the files) so it shouldn't be too difficult to change some. Skulltag may need extra work done to get it running though.

I'm actually planning on going through most of the mods here and porting them to 0.9.9.4, since there are actually a number of fun mods made since 0.9.9.1 (I don't think 0.9.9 mods will work due to their non-sandbox features) and I'd like to try to have everyone try them out as much as possible. Might motivate the creators enough to start making updates of their own!
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Re: Skulltag Arena
« Reply #25 on: September 04, 2011, 07:45 »

Yeah, I'd also be on board for porting stuff to 0.9.9.4 with permission from the original authors. A simple mod would only take 10 or 20 minutes to port, and even a complicated one wouldn't be too onerous. (Inferno on the other hand... xD.)
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #26 on: September 04, 2011, 11:35 »

All right I'll port it this weekend (maybe; procrastination may still occur)
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yaflhdztioxo

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Re: Skulltag Arena
« Reply #27 on: September 11, 2011, 20:30 »

Here it is.  This is just a straight port; I need to redesign a lot of things to properly (it IS a demonstration after all) work with the newer engine, and to work out the new items, balance, etc.  I cannot guarantee that it works properly right now; I don't have any sounds so I'm going based on the 'it didn't crash' principle there, and I suck, so I didn't get to the last few enemies to make sure they work too.

Bugs & problems can come my way, general feedback is better served through IRC, and balance advice I'm going to ignore until I can revamp it for 0994
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Steve

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Re: Skulltag Arena
« Reply #28 on: September 28, 2011, 22:44 »

Hey Folks, Just doing my obligatory crash report.
I got to wave 25 In the skulltag arena ported for 0.9.9.4, It said "are you ready for the final wave (y/n)" and I pressed Y. The screen then filled with letters and numbers, it closed before I could read any of them. Here is the error log
Spoiler (click to show/hide)
« Last Edit: September 28, 2011, 22:54 by Steve »
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Uranium

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Re: Skulltag Arena
« Reply #29 on: September 29, 2011, 15:59 »

Hey Folks, Just doing my obligatory crash report.
I got to wave 25 In the skulltag arena ported for 0.9.9.4, It said "are you ready for the final wave (y/n)" and I pressed Y. The screen then filled with letters and numbers, it closed before I could read any of them. Here is the error log
Spoiler (click to show/hide)

Yeah, this has happened to me, every time I've got to round 25.
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