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Hekksy

Skulltag Version 97D3 Released

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As a Christmas gift, the Skulltag team has released a brand new version of Skulltag for everyone to play with.

The main new features are:

  • TEAMINFO support for for custom teams (including using it for 4-way CTF, Skulltag, Team Deathmatch, etc.).
  • Hi-res Scaling in OpenGL mode (source patch for GZDoom released).
  • A new RCON tool for better server management.
  • Support for ZDaemon's SECTINFO lump, as well as the ability to use it to make Domination maps.
  • UPnP support.
  • As well as several bug fixes.

The release post can be found here and you can download the new version and see the Skulltag version history log here.

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Skulltag is implementing SECTINFO? Once again, ZDaemon reinvents the wheel as a hexagon and for some reason it becomes an accepted standard. *sigh*

Why not simply implement a LOCATION lump that specifies locations like this:

x_coordinate, y_coordinate "location description blah blah etc etc"
where each x_coordinate and y_coordinate represents a point on the map, and the rest of the line is just a plain text location description. The game checks to see which location point you're closest to, and that's that.

Quakeworld location files have been done like this for years (minus the quotes and comma). It's something that might be worth considering to make creating locations for maps easier.

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Perhaps this isn't meant to declare SECTINFO as a standard, but so that Skulltag can be better at playing the competitor's maps than the competitor.

I don't know what "SECTINFO" actually means for wad playing or making though, so this is just a shot in the dark.

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Creaphis said:

I don't know what "SECTINFO" actually means for wad playing or making though, so this is just a shot in the dark.


Location names, basically. They allow you to do two things.

1. See where your teammates are on the scoreboard.
2. Use chat tokens to specify your location. For example a chat token for your location could be %L, and you could:

'bind x say I need help at %L"

and it would show up as:

ALEXMAX: I need help at Red Base

Some games even precede all team chat with your location like so:

ALEXMAX (Red Base): This is a team message! You all suck!

I'm not sure of the specifics of how ZDaemon makes use of the SECTINFO. However, the problem is that SECTINFO expects you to name things sector by sector, and sector numbers can change if you continue to detail the map or change things around. Quakeworld locfiles have been around since forever and are much easier to use.

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I've probably bitched about SECTINFO a million times, but I do it again:

Nice concept. Retarded implementation.

The whole retardedness can be resolved by using TAGS and not sector numbers. As Alex said, sector numbers change as a map is modified, have absolutely no discernible structure related to the layout of the map, and you have to examine and record all sector numbers for a given location.

There is absolutely no reason why tags shouldn't have been used. Way to go for making a "standard" out of something so fucking retarded.

Okay, I'm done.

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I know this thread concerns Skulltag, but an UDMF implementation won't help ZDaemon or Odamex. And what we need is an efficient, cross-compatible solution for all multiplayer source ports.

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Basic Doom UDMF without ZDoom or Eternity extensions only requires support of Boom features (plus MBF sky transfer). Odamex could potentially look into supporting that, along with some relevant extensions like SECTINFO.

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esselfortium said:

Basic Doom UDMF without ZDoom or Eternity extensions only requires support of Boom features (plus MBF sky transfer). Odamex could potentially look into supporting that, along with some relevant extensions like SECTINFO.


Question is, will anybody bother implementing it in Odamex.

EDIT: Also, by UPnP support, does this mean that servers can negotiate port forwarding automatically with routers that support UPnP, to ease creation of local servers? Or am I thinking of something else?

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Graf Zahl said:

As soon as DB 2 gets released Skulltag may do a proper UDMF implementation of this feature so why complain now? :D

Indeed, originally I only planned to support sector names through UDMF. The only reason SECTINFO is supported is because we thought it would be a good idea to support ZDaemon's method to enable cross port compatibility (after all the chances of ZDaemon getting UDMF support is next to none). Of course the release of Doom Builder 2 will not have any affect on the speed that the UDMF implementation happens since Doom Builder 2 will not run on my desired platform.

In the end it actually proved to be an OK idea since I was able to easily add Domination point support to the parser. (In my honest opinion the sector numbers for a domination point should not change often while editing.) Though again, this will also be added to Skulltag's UDMF extensions.

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