The top and bottom
Moderator: Graf Zahl
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DECORATE and slopes? Skulltag already has all that. Skulltag is based off of ZDoom 2.1.7 and has everything ZDoom has. The GL renderer is from GZDoom 1.0.24 and has most of what GZDoom has.ChupaReaper wrote:I hope so, finally, the end of the paper age! I'd use SkullTag if it supported weapon decorate and slopes, well basically everything GZDoom does, so changing would be pointless... GZDoom's added a bit of SkullTag in though...!
Anything about the airial hitscan problem?
Have you even tried the port?

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Just like the Skulltag wiki says, yes it does. You could try downloading the port and seeing what all it supports yourself.ChupaReaper wrote:Slopes and full decorate? I only checked the wiki and didn't try my project on the port. It doesn't use modeldefs though (does it?).

Let me say this again:
Skulltag supports everything ZDoom 2.1.7 and GZDoom 1.0.24 has. The only difference is that 3D floors work only in coop-based game modes (coop, survival, and invasion)
And if it doesn't support everything ZDoom 2.1.7 has, then it should and you need to file a bug report. (but you might want to wait until version 97D final before bothering, it will be released soon ((NOT beta 4.1)))
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That's only partial correct. Currently Skulltag has the GZDoom 1.0.24 renderer and everything ZDoom 2.1.7 has. It only supports some of the post ZDoom 2.1.7 features of the latest GZDoom release. Although I eventually plan to port over everything.HeX_Vulture wrote: Skulltag supports everything ZDoom 2.1.7 and GZDoom 1.0.24 has. The only difference is that 3D floors work only in coop-based game modes (coop, survival, and invasion)
Further Skulltag does not and most likely never will support fragglescript due to the GPL.
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ChupaReaper wrote:just SkullTag has the multiplayer and GZDoom has the models and Legacy stuff

Skulltag supports GZDoom models!
In fact, Skulltag's model support is already superior compared to GZDoom. The internal build of Skulltag has the following:
1) Model interpolation
2) Sprite billboarding
3) Model alpha
4) Model skin translating
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However:
The model interpolation is rather crude. I'd like to do this differently so the chance that I'll port that code is slim. It wouldn't surprise me that for frame based model definitions it creates more problems than it solves.
The thing is, I am not particularly happy with the current model code but to do it right requires time I don't have. Also, when I really do this it will strictly require use of state labels for *everything* so retroactively defining models for existing complex actors is out. What I won't do for sure is to expand the current code.
The model interpolation is rather crude. I'd like to do this differently so the chance that I'll port that code is slim. It wouldn't surprise me that for frame based model definitions it creates more problems than it solves.
The thing is, I am not particularly happy with the current model code but to do it right requires time I don't have. Also, when I really do this it will strictly require use of state labels for *everything* so retroactively defining models for existing complex actors is out. What I won't do for sure is to expand the current code.
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But the modeldefs and the way to load models into gzdoom wont change though right? I've already made like 50 of them!
So SkullTag supports modeldefs too? Or does it have it's own way of model definition, does it do weapon models, etc, I'm gonna check the wiki...
I can't wait for this new model code though, from what I know a lot of time's put in it, what adsactly's going in the next version... there should be a 'Coming Soon' thread or something!
So SkullTag supports modeldefs too? Or does it have it's own way of model definition, does it do weapon models, etc, I'm gonna check the wiki...
I can't wait for this new model code though, from what I know a lot of time's put in it, what adsactly's going in the next version... there should be a 'Coming Soon' thread or something!
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Yeah but Torr PM'ed me some of the source for me to implement into my project's EXE.TheDarkArchon wrote:That's the thing: It's not a public build.Nash wrote: The internal build of Skulltag
Graf is right, the interpolation is rather crude, but I'd rather have it now than having to wait for Graf to come up with a better solution (which is fine and all, I totally understand how he doesn't have time but I need working EXEs to keep motivating me to finish this project).
If he eventually implements a better way, I would be happy to convert my models to the new improved format.
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Well I downloaded the latest SkullTag (the zip from the website) and the models, etc, all work fine, but "unknown actor definition damagefactor" or something like that. Perhaps I should make a feature request on the SkullTag forums or something. GZDoom does enough so far in my projects develpoment, but I've already started making 2d weapon 'temps'. I'm sure the next GZDoom will be worth the wait, I've still a lot to do in my project.