Joined: Mon Mar 21, 2005 10:36 am Posts: 3829 Location: Texas, USA
Clan: Skulltag
Made for the Community, by the Community
With the Development cycle for the latest and greatest version of Skulltag nearing its completion a preview was naturally needed! As most people know this version has had an entirely different and far more open development process than previous versions of the port. The dedication of the internal testers was far beyond our expectations and this latest version truly was made by the entire community, not just the development team. (Although Carnevil and Torr still deserve major props for their work!) You all should feel proud to be members of the best community on the net and to have helped create such a fine port.
Virtually all crashes have been eliminated. Skulltag has always had a stability problem in the past and it brings a great smile to my face to say that the port is now stable. Special thanks to all our testers for this.
Heretic Support
Yes, that's right! Skulltag now officially supports Heretic for all gamemodes. You can now play Heretic Invasion, Co-op, Survival Co-op, Last Man Standing, Capture the Flag, Skulltag, etc... without any bugs at all! I expect lots of new pwads for this game soon!
Hexen and Strife Support
Skulltag now supports online play of both these fine games. Hexen and Strife support have been significantly increased and while I'm not confident enough to say that Strife is 100% bug free or anything just yet, it's very playable now and fun. Give it a try if you haven't already. Hopefully we'll see some Hexen Invasion wads in the near future.
Hundreds of Bug Fixes
Yet again, this is a result of the work the entire community put into this version. The number of bug fixes is simply astronomical and there are far too many to list here. The fixes range from problems with some Decorate functions all the way to some maps not resetting correctly in survival mode. Expect to spend several hours reading the complete changelog when we finally release it.
Improved ZDoom and GZDoom Support
Skulltag is now based on the absolute latest SVN revisions of ZDoom and GZDoom. Support has been added for all the great new functions and features that these 2 ports developed. The end result of this is that almost all of the latest and greatest wads developed for either of these 2 superb ports will work online with Skulltag!
3D Goodness
In addition to the highly anticipated support for 3D Floors, 3D model support has also been significantly enhanced. Rotating models are now supported and colour translations as well. Player models will turn transparent when you pickup an invisibility sphere and their colour will change in the same way player sprites do. Model animations are also a lot smoother now.
Better Skins Support and New Announcer
No longer will you be frustrated because nobody can see the skin you're using because the server doesn't have the wad. Everybody who has the skin will be able to see it even if the server doesn't. There is also an entirely new default announcer for Skulltag which we hope you'll enjoy. For those who are attached to the current one, don't fret - a separate announcer pack will be available for download with all the old announcers.
Better Linux Support
Linux users can now play in OpenGL mode! Let the celebrations begin. They will be able to enjoy all the wonderful features that this brings. We welcome all our new Linux users and hope you continue playing Skulltag for a long time to come.
New Netcode
Skulltag 97D has completely new netcode for monsters. They should now look a lot more natural (similar to single player) while moving and use a lot less bandwidth while doing so. Player movement was also modified so that you never get the 'jackhammer' effect while moving up or down certain Hexen-format lifts. In addition to this a new feature was added to Decorate which permits wad authors to specify that something is only to be executed on the client and not the server end. This permits them to use lots of special effects like lightning, sparks, or shell casings without having to worry about causing lag online!
Final Comments
Working on this latest version of Skulltag has really brought the entire community together and shown what we can accomplish if we put our minds to it. We plan on continuing our open development policy for the next version of Skulltag and hope the community continues to help us create the ultimate Doom experience. There are big plans and many terrific feature suggestions for the next version and we'll need all the help we can get.
The dedication of the internal testers was far beyond our expectations and this latest version truly was made by the entire community, not just the development team. (Although Carnevil and Torr still deserve major props for their work!) You all should feel proud to be members of the best community on the net and to have helped create such a fine port
NP dude, it was really all the Dev's & other coders work, that has made 97D almost done , we only gave the feedback needed, but yeah, most of the Skulltag Testers did an amazing job, like no rest until the end of the day, and there's a lot of suggestions that have been made into this version
Gonna say a few things about the features, too, altrough that's not my duty
Rivecoder wrote:
Stability Virtually all crashes have been eliminated. Skulltag has always had a stability problem in the past and it brings a great smile to my face to say that the port is now stable. Special thanks to all our testers for this
Also means that all the freezes that were happening on Windows in the BETA versions are being fixed, if not already, which I remember that it was an issue with X thing , Torr said that the Linux freezes must be further tested than we did, that's why I'm gonna grab my own copy of Ubuntu when I'll get my new PC
Rivecoder wrote:
Improved ZDoom and GZDoom Support Support has been added for all the great new functions and features that these 2 ports developed. The end result of this is that almost all of the latest and greatest wads developed for either of these 2 superb ports will work online with Skulltag!
I must point, that, specially, all Skulltag testings I've done with other ST testers were 99.99% precise about this fact, which was a really good job, done by all the enormous feedback that was made, for example, with the tests that are still being made with WADs, like NeoDoom(remember that one, pals?)
Rivecoder wrote:
Final Comments There are big plans and many terrific feature suggestions for the next version and we'll need all the help we can get
I'm sure that almost all the feedback & requests that us, ST testers, made, we're useful to bring this amazing upcoming 97D version of Skulltag
_________________
The Gatekeeper wrote:
Ok, the first time you get off the floating rock, that clear enough? Or the part with the blonde priestess, how's that?
Great work guys. I've been waiting for this forever and its finally almost here! You guys have really worked your asses off and I want to thank you guys for that.
<Aenima>i want that dog <Aenima>erm lemme rephrase that <Aenima>i want to own that dog <Aenima>cuz its just awesome <MP2E>heh <MP2E>i think the first statement was more correct[/quote]
Joined: Wed Mar 29, 2006 6:20 am Posts: 3564 Location: Room 1
From what I've seen, this is excellent. Great work, Rive. Unfortunately, it seems to be giving me some bullshit about no longer being available for some reason.
MOD STATUS: Blocks of Doom II - We need some more contributors! STForums2 - Watch this space. Ωmega TC - Coming along nicely. Stay tuned for updates! ????? - Yet to be announced.
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