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Title: Skulltag Zorchmatch MK II


Lucius Octavion - November 22, 2006 03:37 AM (GMT)
Alrighty...

we have come to a conclusion that Doom Legacy is just a plain BAD port when it comes to playing online. The devs say that legacy 2.0 will improve the netcode, which will solve many things, BUT that is not anywhere in sight as of now. We can only hope for the best. Meanwhile, Skulltag, a Zdoom based port is the best multiplayer doom mod, and it is growing very very rapidly. It will soon even support OpenGl renering! This really makes me want to switch. However, I will have to do a lot of revisions, but as of now, who thinks Skulltag is the best direction to go in?

Mob720 - November 22, 2006 04:31 AM (GMT)
Me, until Legacy improves. Try to keep 2 wads going, one in capatibility with Lagacy and the other one with Skull Tag. I was viewing the options of Skull Tag in Doom Builder, and came across many more strange "things" in it (Probably more than Legacy itself :o ).

Lucius Octavion - November 22, 2006 05:59 PM (GMT)
Those are all Zdoom things and skulltag things as well as boom things,

but boy... 2 wads at once is too much for me.

ivhimss - November 22, 2006 06:27 PM (GMT)
It sounds like we need a non-legacy version of Lucius' Zorchmatch or some other level that you want to create that runs under ZDoom. Would the TUCQ textures/weapons apply or would we loose those?

In other words what do we loose (besides the legacy specific features) if we use skulltag for Zorchmatch type multi-player games?

Lucius Octavion - November 22, 2006 07:10 PM (GMT)
The textures would still be in there, but legacy specific features such as 3d floors would need to be converted to zdoom or removed. It is possible to make non genuine 3d floors in a zdoom port.

Skulltag's multiplayer is like Quake 3. With skulltag it would also be possible to add many more weapons without replacing the old ones.

Flemoid_Slayer - November 23, 2006 02:10 AM (GMT)
Is Player Connector compatible with skulltag?
If so, then I say yes to converting Zm to skulltag and levaing legacy behind for good.
Skulltag has a much better multiplayer engine in place, and I know you can do some cool unique games with it (like its namesake "skull tag"). Such would open up many new horizons for Chex Quest Zorchmatch, and you can leave the lecagy multiplayer to boingo's area of TUCQ. :D

Lucius Octavion - November 23, 2006 02:32 AM (GMT)
Player connector supports skulltag. It would also be good if TUCQ could also somehow be converted to Gzdoom, but I think boingo would rather keep it on legacy for now since that is what people wanted when he asked if he should switch. If he actually did port it to Gzdoom, zorchmatch could probably go right over (not getting rid of legacy stuff) and start using zdoom features and stuff. The thing is, I don't know how it's netcode is in comparison to legacy and skulltag. Skulltag has the best multiplayer though, but the whole thing would need to be redone.

Flemoid_Slayer - November 24, 2006 04:07 AM (GMT)
I say then redo it. I know it might be some work, but I thn=ink the end result will be a big jump in the right direction for the CQ online community.

Anonymous - November 24, 2006 06:15 PM (GMT)
Yes, if you can re-color the blood, replace the Minigun/BFG10K/Railgun/SSG/Grenade launcher, somehow replace all of the character models and make cuss-blockers.

Mob720 - November 24, 2006 06:17 PM (GMT)
Wouldn't you just alter the scripts in the bot folder to block cussing?

If you don't want the doom models, just delete the doom bots, because some are regular bots (chexy).

If so, I'll try to see the outcome...

It works

Lucius Octavion - November 25, 2006 05:24 PM (GMT)
I would be glad to help do this, but I may need assistance from someone who knows how to make zdoom/skulltag maps.

Mob720 - November 25, 2006 05:25 PM (GMT)
I call the bot scripts! :P

Anonymous - November 25, 2006 08:27 PM (GMT)
QUOTE (Mob720 @ Nov 24 2006, 01:17 PM)
Wouldn't you just alter the scripts in the bot folder to block cussing?

If you don't want the doom models, just delete the doom bots, because some are regular bots (chexy).

If so, I'll try to see the outcome...

It works

It does? send me a copy of a modded skulltag.wad

Lucius Octavion - November 25, 2006 08:56 PM (GMT)
The main things are:

- dynamic lighting effects

- map conversion (ladders, 3d floors, 3d water, fragglescript removal, etc)

- graphics replacement

its gonna be a lot of work

Mob720 - November 25, 2006 11:04 PM (GMT)
Here is the edited bot file.

Do the bots Chubbs, Crash, Cygnus, Meep, Daisy, and Fob.

Note: This is the whole Skull Tag game. Start a skirmish in Multiplayer and click bot list and do those bots.

If some of the bots don't come up, just test the others.

Lucius Octavion - November 25, 2006 11:45 PM (GMT)
Is this a WAD file? Can you only post the lump so the download isn't so big?

Mob720 - November 26, 2006 03:02 AM (GMT)
Ok. Just stick the file from the zip into your Bots folder in Skulltag.

You also must replace the other file in there with this one. It has the same name, so say yes to replacing.

Do the directions I told you in my other post, and the bots shouldn't cuss, or anything of that matter.

Mob720 - December 10, 2006 04:52 AM (GMT)
Hey, Lucius, I put a string of sprites together to make it look like a chex guy getting zapped. Here you go!

Master of Nachos - December 10, 2006 04:58 AM (GMT)
Oh darn I thought it was a screenie.

Mob720 - December 10, 2006 05:07 AM (GMT)
That is nothing to talk about. Keep it to yourself.

It is basically a small room with you and another chex piece in the other sector, when you zorch it he appears zorched.

Lucius Octavion - December 27, 2006 02:44 PM (GMT)
Goodness... I just realized this was here!

The effect is good, but a little choppy and messy. It would be better if the injury and death frames could be made without using pre-existing sprites. Boingo was going to do it, but he hasn't said anything about how it's going.

Mob720 - December 27, 2006 06:44 PM (GMT)
Choppy and messy... you could use the sprites of the chaingunner/evil chex in my wad.

Besides, the one I posted up here has several errors. My wad doesn't.

Lucius Octavion - December 28, 2006 04:08 AM (GMT)
Ah, it is just because the frames are not smoothe, and there is slime on him! :D

Master of Nachos - December 28, 2006 10:19 PM (GMT)
I'm sorry if I'm being annoying and please don't say that I am if i am. Is this where you have CQ Weapons and CQ levels but when you add bots they are DooM characters?

Lucius Octavion - December 28, 2006 11:03 PM (GMT)
... Yeah. But then I would have to make it compatible, which I am debating. If legacy 2 ever comes out, and it has a better netcode, maybe I can just make it for that, but if its for skulltag the whole thing needs much redoing.

Flemoid_Slayer - December 31, 2006 06:09 AM (GMT)
I say do it.
I'm not sure if you've already started, or are not able to start converting stuff yet, but enough molly-coddling. Nothing is really being said, and making a fully skulltag-compatible zorchmatch wad would be an awesome step for CQ in the direction of online play. Git 'er done!


Oh, as far as the zorched CW sprites go, not too shabby, but I would edit just a standing CW sprite (one where he is wide-eyed and looks surprised, like the "hit" frame) and add the zorches for each frame, it looks weird when the CW is falling down and being zorched at the same time. Not to mention the visible slime in there too.
And one last thing, I believe you can edit the "hit" sprite to add a flash of zorch instead of a splat of slime when the CW is hit.
(sorry to be picky, I can't do this stuff)

Lucius Octavion - December 31, 2006 05:11 PM (GMT)
I'd love to have a skulltag zorchmatch, but I hardly have any idea how to use zdoom ports. Doom legacy and jdoom yes, but not zdoom. :(

I'm completing the last unfinished level of the legacy version, but after that I need to decide what to do, and how I'm going to cross port it. The thing is they are completely incompatible. The tags are all different and none of legacy's features will work. It's a nightmare to do it over.

GameMaster - April 22, 2007 11:16 PM (GMT)
this is probably off topic and not needed, but i thought that somehow there could be a doom port customized for chex quest
taking like the doom legacy code and modifying it to like something "chex quest legacy" removing blood red to green no ammo dropping, like that sort of thing.

i sound horrible and i have taken enough of your time. Gentlemen, continue.

Lucius Octavion - April 23, 2007 12:28 AM (GMT)
Well, you can fix all that as boingo did with TUCQ, and it works fine, so that's not really needed. The only problem is legacy sucks for multiplayer, and gzdoom also has problems.

Lucius Octavion - April 25, 2007 03:19 AM (GMT)
I just found out earlier that Smite Meister, the Doom Legacy developer is having problems with the new networking code in Legacy. He says that he has very little of an idea of how to fix the new netcode after it stopped working. He switched to a different computer system, and the code he was working on stopped working or something, so...

I dunno...

Master of Nachos - April 25, 2007 11:18 AM (GMT)
QUOTE (GameMaster @ Apr 22 2007, 06:16 PM)
this is probably off topic and not needed, but i thought that somehow there could be a doom port customized for chex quest
taking like the doom legacy code and modifying it to like something "chex quest legacy" removing blood red to green no ammo dropping, like that sort of thing.

i sound horrible and i have taken enough of your time. Gentlemen, continue.

Wow I didn't realize how many problems DooM Legacy and gzDooM have.

GameMaster - April 25, 2007 11:50 PM (GMT)
not really problems, just hardships for chex quest




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