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Jimmy91
Junior Member


Posts: 127
Registered: 04-06


After some extensive work on the latest version of the 97-series of Skulltag, coders Torr Samaho and Rivecoder have released their work to the public for the first time. There's a pretty long changelog, and it comes with a bucketload of fixes for its previously crippled OpenGL support - it has now been fused with GZDoom's OpenGL!

Get it while you still can, and since it is still in the beta stages, be sure to report bugs at Skulltag's testing forum.

Old Post 05-10-07 20:53 #
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RandomMarine
Green Marine


Posts: 46
Registered: 12-05


And how long ago was that?

*Being serious, have not checked the site out in forever.*

Old Post 05-11-07 04:06 #
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Naked Snake
HAHA I AM A FAG AND I CAN'T CHANGE THIS TITLE ANYMORE


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Well, at least they are not just sitting on their asses and they're actuallying getting shit done. Kudos, chieftains.

Old Post 05-11-07 04:44 #
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kristus
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Jimmy91 said:
After some extensive work on the latest version of the 97-series of Skulltag, coders Torr Samaho and Rivecoder have released their work to the public for the first time.


Uhm, Check your facts. They already released updates before. It's the first to use GZdoom rendering however, something rather superfluous IMo since there's a lot more pressing matters to fix than that.

Old Post 05-11-07 13:36 #
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Jimmy91
Junior Member


Posts: 127
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I meant "for the first time" as in 97d specifically.

@Random: About five days or something like that.

Old Post 05-11-07 19:40 #
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Mechadon
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The GZDoom renderer kicks the fuck out of the old ZDoomGL renderer.

Old Post 05-12-07 22:47 #
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Jimmy91
Junior Member


Posts: 127
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Ack, I probably should have mentioned something about the lack of 3d floors and the special GZDoom features since there was some controversy (is that the right word?) regarding their implementation.

Old Post 05-13-07 10:16 #
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kristus
Godlike/Doglike


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There's several ways a programmer could make the player see a 3d floor w/o it actually being rendered.

Here's the two I come to think about for starters:

1. The textures on the sides could still be rendered. The hard part is to make the layers not the sides.

2. Thing markers could be added automatically or otherwise by either the program or the creator to mark where the bridge is.

And Tormentor, in case you read this. Phobia: The Age doesn't even really work with GZDoom, so for it to work with Skulltag, 3d floors or not. It'd be required to rewrite all the code and stuff for GZdoomification. (Since Skulltag doesn't support FS for starters)
But it's not made to be a multiplayer experience either, so it'd not be much of a online game.
Although, Nimrod would be nice to see as a coop episode for Skulltag. Still though, all the scripts would have to be rewritten for it to work. But you can still play that with GZDoom.

Old Post 05-13-07 17:13 #
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Jimmy91
Junior Member


Posts: 127
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Well, 0.97d-beta2 is out.

Old Post 05-19-07 20:53 #
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