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Trasher][
The game is not well!


Posts: 1303
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After much requesting, discussion and the occasional desperate begging, Skulltag is now open-source, along with source for all versions since 97c2.

Old Post 02-13-12 03:31 #
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Gez
Why don't I have a custom title by now?!


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This is a surprise. I expected 98e to be finished first.

Old Post 02-13-12 08:26 #
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kristus
Megablast!


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This is great news. Awesome step Skultag devs.

Old Post 02-13-12 08:43 #
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GhostlyDeath
Forum Retard


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Interesting.

This should probably increase interest in the source as you can actually modify it now and possibly fix broken things.

Old Post 02-13-12 08:45 #
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chungy
Doomworld is so about bullshit excuses


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Excellent. Now to focus the open-sourcing attention on ZDaemon =p

Old Post 02-13-12 09:37 #
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printz
CRAZY DUMB ZEALOT


Posts: 6845
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Trasher][ said:
After much requesting, discussion and the occasional desperate begging, Skulltag is now open-source, along with source for all versions since 97c2.
WHAT?! And how will cheating source-forked clients be controlled now?

Old Post 02-13-12 11:55 #
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AlexMax
Forum Regular


Posts: 999
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chungy said:
Excellent. Now to focus the open-sourcing attention on ZDaemon =p


The only reason why this was even possible to do is because this was something that Torr and various community members had wanted from the beginning, but was blocked by various "Community Administrators" over the years. Thankfully, the current administration team decided to go with the community opinion. Kilgore, on the other hand, has no interest in the source being opened. Cheating is a boogeyman that is often brought up, but he is also keenly aware that an open-source ZDaemon would give leverage to people he doesn't care for. I wouldn't count on it happening before Kilgore retires, and probably a number of other people too.

Personally, I'm not that concerned with open source ZDaemon. It might have been nice to do a year or two ago, but Odamex is very nearly at the point where it has most of ZDaemon's important features, and there's also Eternity Engine: Client/Server in the works as well. Most competitive players I know of are excited about both and are just waiting for one of them to be feature-complete to the point where it can be a substitute.


printz said:
WHAT?! And how will cheating source-forked clients be controlled now?


Working cheats are already out there for Skulltag, and are far easier to get working than trying to compile ZDoom just to add a crappy aimbot that will be spotted by anybody who is any good at the game.

Old Post 02-13-12 13:18 #
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kristus
Megablast!


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AlexMax said:
Eternity Engine: Client/Server
ZOMG, oh yes!

Old Post 02-13-12 14:21 #
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Mr. Chris
The term is "prehensile"


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About time.

Old Post 02-13-12 17:17 #
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phi108
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Great news, good job Torr, and thanks to everyone who's worked on ST over the years.

Old Post 02-13-12 17:49 #
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Marnetmar
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Awesome!

Old Post 02-13-12 18:05 #
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esselfortium
Cumulonimbus Antagonistic Posting


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This is fantastic to hear, thanks to all involved for finally doing the right thing :)

Old Post 02-13-12 19:05 #
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Mechadon
Senior Member


Posts: 1787
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AlexMax said:
Eternity Engine: Client/Server in the works as well.

Slightly off-topic, I know, but holy balls when did this start? Even more awesome news :D

Old Post 02-13-12 23:45 #
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kristus
Megablast!


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Sorry for being off topic again but from the EECS page:
"Extremely smooth, high fidelity, configurable netcode. Players can make their own decisions about tradeoffs between accuracy, latency and smoothness. "
That sounds awesome.

Old Post 02-13-12 23:52 #
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Mancubus II
Purple is not a breakfast color


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kristus said:
Sorry for being off topic again but from the EECS page:
"Extremely smooth, high fidelity, configurable netcode. Players can make their own decisions about tradeoffs between accuracy, latency and smoothness. "
That sounds awesome.


Most of those same features/settings are available in the latest release (0.5.6) and the development branch of odamex. Stay tuned for more information as we near release of 0.6.

Last edited by Mancubus II on 02-14-12 at 00:17

Old Post 02-14-12 00:03 #
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kristus
Megablast!


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cool.

Old Post 02-14-12 00:31 #
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BilboHicks
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Posts: 482
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Fantastic news. Damn, it will be hard not to be tempted to port/merge ScoredoomST from 97c2 to the latest for proper voodoo doll support ;)

Last edited by BilboHicks on 02-14-12 at 03:40

Old Post 02-14-12 03:26 #
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Xtife
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Good news indeed, I wonder if this means that it will finally stay current with the zdoom svn. One can only hope.

Old Post 02-14-12 04:04 #
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kristus
Megablast!


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I'm more curious to see if this ill mean that the plethora of bugs and game play issues in Hexen Skulltag will be resolved. The most presing one would of course be the jumping issue.

Old Post 02-14-12 08:22 #
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printz
CRAZY DUMB ZEALOT


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Or if MBF features appear in SkullTag. Also, how is SkullTag capitalized?

Old Post 02-14-12 10:32 #
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Gez
Why don't I have a custom title by now?!


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printz said:
Also, how is SkullTag capitalized?


How is SkullTag capitalized? Let's see how they capitalize it on the official site:

"Skulltag - Classic Doom online"

Welcome to Skulltag!
Remember Doom? Skulltag makes it even better.

Skulltag is a port for the original Doom and Doom II by id Software.

Skulltag brings classic Doom into the 21st century, maintaining the essence of what has made Doom great for so many years and, at the same time, adding new features to modernize it, creating a fresh, fun new experience.

Here's why you should kill your time with Skulltag, versus vanilla Doom:
<blah blah>

It seems to be "SkullTag" I guess. </sarcasm>

Old Post 02-14-12 10:57 #
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esselfortium
Cumulonimbus Antagonistic Posting


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It's a trick question. Skulltag users don't bother with capitalization anyway.

Old Post 02-14-12 11:00 #
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Ladna
Junior Member


Posts: 115
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Mancubus II said:

Most of those same features/settings are available in the latest release (0.5.6) and the development branch of odamex. Stay tuned for more information as we near release of 0.6.



Yeah, the EE C/S and Odamex teams are both making a concerted effort to work WITH each other for the good of the community. We frequently share ideas and a little code here & there ;) .

Congratulations to the Skulltag community and AlexMax in particular for this achievement. *sniffs* You've made me so proud!

Old Post 02-14-12 14:39 #
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myk
volveré y seré millones


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Neat, kudos to the Skulltag team!

Old Post 02-14-12 14:47 #
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HavoX
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As Hamster would say...

"HOORAY!"

Old Post 02-14-12 15:00 #
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Torr_Samaho
Warming Up


Posts: 15
Registered: 07-07



kristus said:
I'm more curious to see if this ill mean that the plethora of bugs and game play issues in Hexen Skulltag will be resolved. The most presing one would of course be the jumping issue.

From the top of my head I only remember some cosmetic Hexen bugs being reported and after a quick look at the bug tracker I couldn't find any report on this issue. Can you either point me to the report on this or create one?

Old Post 02-18-12 16:06 #
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kristus
Megablast!


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I can't recall for sure if I ever bothered putting one in but I think I did, but I can't find out either since your forums aren't really working either. (Searching doesn't seem to resolve any hits)

I also don't seem to recall my password so I can't log in either. But to be honest, I've never had any good experiences with reporting bugs anyway. Because they've either never been adressed, or they've only been partially adressed. So I feel a bit blazé about the whole thing.

But let me just say it, in Skulltag Hexen you can jump a lot longer than you are supposed to be able to.

Old Post 02-18-12 16:58 #
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Gez
Why don't I have a custom title by now?!


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I think the issue must be this (fixed here).

Old Post 02-18-12 17:11 #
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kristus
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I doubt it.
It's not jumping height that is the issue. It's the length of the jump which is about 1.5-2 times as far. A gap that you would need the Fighter to jump in Hexen/Zdoom/Doomsday/Vavoom can be easily cleared by the Mage, the slowest character. Would 8 extra vertical units do that? Maybe, but I find it unlikely.

Old Post 02-18-12 18:59 #
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Gez
Why don't I have a custom title by now?!


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Well, gravity also affect how long you're airborne and therefore how far you can go.

But Skulltag has another issue in that air control is greater than in ZDoom unless a compatibility option is set. That might also contribute to the effect.

Old Post 02-18-12 19:04 #
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