Talk:Skulltag
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Custom things mapping[edit]
Here it is at long last, for use in any custom mods using Skulltag as a dependency, by going through skulltag.pk3 I was able to compile the following custom things mapping file for DMMPST (TSV format):
# class thingID wikiname wikilink 0 5005 Super shotgun guy Skulltag#New monsters 0 5003 Dark imp Skulltag#New monsters 0 5004 Blood demon Skulltag#New monsters 0 5006 Cacolantern Skulltag#New monsters 0 5015 Abaddon Skulltag#New monsters 0 5007 Hectebus Skulltag#New monsters 0 5008 Belphegor Skulltag#New monsters 0 5201 Weak monster spawner Skulltag#New monsters 0 5202 Powerful monster spawner Skulltag#New monsters 0 5203 Very powerful monster spawner Skulltag#New monsters 0 5204 Any monster spawner Skulltag#New monsters 0 5210 Zombieman spawner Zombieman 0 5211 Shotgun guy spawner Shotgun guy 0 5212 Heavy weapon dude spawner Heavy weapon dude 0 5213 Super shotgun guy spawner Skulltag#New monsters 0 5205 Imp spawner Imp 0 5206 Dark imp spawner Skulltag#New monsters 0 5224 Lost soul spawner Lost soul 0 5207 Demon spawner Demon 0 5208 Spectre spawner Spectre 0 5209 Blood demon spawner Skulltag#New monsters 0 5217 Revenant spawner Revenant 0 5214 Cacodemon spawner Cacodemon 0 5215 Cacolantern spawner Skulltag#New monsters 0 5216 Abaddon spawner Skulltag#New monsters 0 5225 Pain elemental spawner Pain elemental 0 5221 Hell knight spawner Hell knight 0 5222 Baron of Hell spawner Baron of Hell 0 5223 Belphegor spawner Skulltag#New monsters 0 5220 Arachnotron spawner Arachnotron 0 5218 Mancubus spawner Mancubus 0 5219 Hectebus spawner Skulltag#New monsters 0 5228 Arch-vile spawner Arch-vile 0 5227 Spiderdemon spawner Spiderdemon 0 5226 Cyberdemon spawner Cyberdemon 0 5280 Wolfenstein SS spawner Wolfenstein SS 2 5014 Minigun Skulltag#New weapons 2 5011 Grenade launcher Skulltag#New weapons 2 5012 Railgun Skulltag#New weapons 2 5013 BFG10k Skulltag#New weapons 2 5267 Chainsaw spawner Chainsaw 2 5268 Shotgun spawner Shotgun 2 5269 Super shotgun spawner Super shotgun 2 5270 Chaingun spawner Chaingun 2 5272 Rocket launcher spawner Rocket launcher 2 5274 Plasma gun spawner Plasma gun 2 5276 BFG9000 spawner BFG9000 2 5271 Minigun spawner Skulltag#New weapons 2 5273 Grenade launcher spawner Skulltag#New weapons 2 5275 Railgun spawner Skulltag#New weapons 2 5277 BFG10k spawner Skulltag#New weapons 3 5278 Random clip spawner Skulltag#New weapons 3 5279 Random box spawner Skulltag#New weapons 3 5258 Clip spawner Clip 3 5262 Box of bullets spawner Box of bullets 3 5259 4 shotgun shells spawner 4 shotgun shells 3 5263 Box of shells spawner Box of shells 3 5260 Rocket spawner Rocket 3 5264 Box of rockets spawner Box of rockets 3 5261 Energy cell spawner Energy cell (Doom) 3 5265 Energy cell pack spawner Energy cell pack 4 5040 Red armor Skulltag#New items 4 5229 Stimpack spawner Stimpack 4 5230 Medikit spawner Medikit 4 5235 Armor spawner Armor 4 5236 Megaarmor spawner Megaarmor 4 5237 Red armor spawner Skulltag#New items 5 5091 Max. armor bonus Skulltag#New items 5 5090 Max. health bonus Skulltag#New items 5 5232 Armor bonus spawner Armor bonus 5 5231 Health bonus spawner Health bonus 5 5234 Max. armor bonus spawner Skulltag#New items 5 5233 Max. health bonus spawner Skulltag#New items 5 5030 Turbosphere Skulltag#Spheres 5 5032 Time freeze sphere Skulltag#Spheres 5 5035 Invisibility sphere Skulltag#Spheres 5 5036 Doomsphere Skulltag#Spheres 5 5037 Guardsphere Skulltag#Spheres 5 5039 Random powerup Skulltag#Spheres 5 5245 Supercharge spawner Supercharge 5 5243 Megasphere spawner Megasphere 5 5266 Berserk spawner Berserk 5 5281 Backpack spawner Backpack 5 5242 Invulnerability spawner Invulnerability 5 5241 Partial invisibility spawner Partial invisibility 5 5247 Turbosphere spawner Skulltag#Spheres 5 5246 Time freeze sphere spawner Skulltag#Spheres 5 5240 Invisibility sphere spawner Skulltag#Spheres 5 5238 Doomsphere spawner Skulltag#Spheres 5 5239 Guardsphere spawner Skulltag#Spheres 5 5244 Random powerup spawner Skulltag#Spheres 5 5100 Strength rune Skulltag#Runes 5 5101 Rage rune Skulltag#Runes 5 5102 Drain rune Skulltag#Runes 5 5103 Spread rune Skulltag#Runes 5 5104 Resistance rune Skulltag#Runes 5 5105 Regeneration rune Skulltag#Runes 5 5106 Prosperity rune Skulltag#Runes 5 5107 Reflection rune Skulltag#Runes 5 5108 High jump rune Skulltag#Runes 5 5109 Haste rune Skulltag#Runes 5 5248 Strength rune spawner Skulltag#Runes 5 5249 Rage rune spawner Skulltag#Runes 5 5250 Drain rune spawner Skulltag#Runes 5 5251 Spread rune spawner Skulltag#Runes 5 5252 Resistance rune spawner Skulltag#Runes 5 5253 Regeneration rune spawner Skulltag#Runes 5 5254 Prosperity rune spawner Skulltag#Runes 5 5255 Reflection rune spawner Skulltag#Runes 5 5257 High jump rune spawner Skulltag#Runes 5 5256 Haste rune spawner Skulltag#Runes 7 5025 Red skull (Skulltag) Skulltag#Multiplayer game modes 7 5026 Blue skull (Skulltag) Skulltag#Multiplayer game modes 7 5130 Blue flag Skulltag#Multiplayer game modes 7 5131 Red flag Skulltag#Multiplayer game modes 7 5132 White flag Skulltag#Multiplayer game modes 7 5133 Green flag Skulltag#Multiplayer game modes 7 5134 Gold flag Skulltag#Multiplayer game modes 7 5020 Hell score pillar Skulltag#Multiplayer game modes
Please let me know any improvements/corrections. And here's how you can help with mapping files for other WADs. --Dynamo128 (talk) 16:52, 14 June 2022 (CDT)
- UPDATE: Added definitions for the invasion game mode. Because we have not yet covered invasion maps, the mapping table for the Skulltag WADs that have already been processed is just fine, meaning those WADs do not require any updating. --Dynamo128 (talk) 07:38, 9 August 2023 (CDT)
"The Skulltag Team"[edit]
Is it really necessary to list forum admins/mods as part of the development team? They essentially have nothing to do with the source-port itself, and more to do with the community. The list could be shrunk substantially if it only focused on developers who made actual source/media contributions to Skulltag itself. Not intending to muster up any of the recent drama, but it seems especially unnecessary.
monsters[edit]
Do the skulltag monsters deserve their own articles? Or an article "Skulltag Monsters", or maybe just sections in this article? I ask because they are wikilinked and somebody has created Dark Imp (the content of which should probably just go in here). -- Jdowland 19:01, 8 October 2006 (UTC)
- I think it was decided somewhere else (maybe) that custom monsters not in the original games went in their respective game/mod/source port articles. Bloodshedder 00:56, 9 October 2006 (UTC)
- Hmmm. It was decided that custom weapons went in their respective game/mod/port articles, although IIRC some people thought that this discussion alone was not conclusive enough for a final decision.
- The larger question here is: which new features in source ports deserve their own articles and which do not? Some, like scripting languages, seem to get their own articles without any debate. I can believe that a scripting language generally takes more effort and is far less common than a new Thing, but is that by itself enough reason to confine the monsters/weapons to one paragraph each? (Maybe it is. I've never tried it so I don't know.) Does a monster or weapon mod become more notable simply by being bundled with a popular source port? (It certainly becomes far more widely known, as the Skulltag partisans here have pointed out.) Are helper dogs new monsters or a new engine feature?
- Maybe we can agree that anything reproducible with a DeHackEd patch is too minor to have its own article, but we may want to make exceptions for particularly infamous cases (the rocket trooper comes to mind). Ryan W 17:42, 9 October 2006 (UTC)
- Cacolantern has been created also. Ryan W 17:42, 9 October 2006 (UTC)
- Helper dog has enough information in it to deserve an article of it's own: also, it's present in all MBF derivatives, which includes Eternity and Prboom, so it's relatively widespread. Cacolantern and Dark Imp do not. -- Jdowland 19:32, 9 October 2006 (UTC)
Aspect Ratio[edit]
It has been brought to my attention that someone here is repeatedly restoring some bogus report about an aspect ratio bug in Skulltag. This information is not correct. There is no aspect ratio bug in Skulltag which behaves exactly like all other source ports out there. Graf Zahl 22:17, 13. June 2007
If everyone does it wrong, it's still wrong. Tangent 08:56, 14 June 2007 (UTC)
- The one on the left is actually correct, if you go by how Vanilla Doom behaves. Doom originally ran fullscreen in 320x200 mode. Most monitors are a 4:3 aspect ratio, so to fill the screen the monitors does some vertical stretching.
- Nowadays, some monitors don't support 320x200 or 640x400 properly any more. If you run in this resolution, you're likely to get black borders at the top and bottom of the screen because the monitor is actually running in 320x240 / 640x480 and the OS is compensating.
- For Chocolate Doom I've actually written aspect ratio correction code that stretches the 320x200 screen so that you can run in 640x480 and have it appear how it appeared in DOS when Doom originally came out. Arguably this is how it's supposed to appear - the zombies look squashed down when running in a 1:1 pixel ratio, whereas when running with aspect ratio correction they appear tall and in the proportions that you expect a human to appear.
- The image on the right shows how the status bar face should appear on your screen if the port is doing aspect ratio correction properly. Fraggle 16:52, 14 June 2007 (UTC)
- But in the ratio you feel is correct causes round sprites such as Cacodemons or the Megasphere and Soulsphere to become oval. Why would a behavior that causes such stretching be considered correct? Even if the 16:10->4:3 is correct (which I strongly doubt), Skulltag does not display 16:10 at the same aspect ratio as 4:3. Tangent 19:02, 14 June 2007 (UTC)
- That's just how they appear in Doom. You might want to check out Image:Aspect_Ratio_Mona_Lisa.png which demonstrates that with the aspect ratio corrected ("stretched"), the status bar face better matches the shape of the human face. Fraggle 19:16, 14 June 2007 (UTC)
- Also, I just did some experiments with the cacodemon sprite. If you examine it you'll find it's not round, but actually a squashed oval. When you stretch it up to correct the aspect ratio it looks rounder. I think the sprites and other graphics in Doom were specifically designed for the 8:5 aspect ratio. Fraggle 19:33, 14 June 2007 (UTC)
- Also also, an astral dreadnought head is not perfectly round, and the sphere powerups in Doom may well be based on the extra life powerups from Wolfenstein 3D, which IIRC were not perfectly round (though it's been a while since I played that in 320x200 either). Ryan W 21:25, 14 June 2007 (UTC)
- Everything else of that is conjecture, and the Cacodemon definitely does not look rounder when stretched vertically (it is ~10% taller than wide). Either way, Skulltag does not include compensation for the differences between 16:10 and 4:3 so they display in different ways, which is not normal game behavior. Hopefully you can at least understand this.
- Maybe we need the input of an original team member regarding the aspect.
- EDIT: Doom Advance and Doom RPG display the sprites in the aspect that I feel is correct. Tangent 22:47, 14 June 2007 (UTC)
- Both 640x480 and 640x400 should appear the same, aside from a slight increase in graininess in the vertical direction. There shouldn't be any black bars at the top or bottom, as pixels in 640x400 (and 320x200) aren't square, but slightly higher than their width. (By 6/5, which unsurprisingly is equal to 480/400.)
- Of course, there's always a chance that even vanilla Doom got this wrong, and should have applied A/R correction in the opposite direction. But after seeing that Mona Lisa demonstration, I doubt it...
- What might be useful for the Aspect ratio article are photographs of what things should and shouldn't look like in vanilla and various ports, since the A/R of screenshots is dependent on the viewer's display. -- CODOR 00:59, 15 June 2007 (UTC)
- See, that's what I'm thinking, that vanilla Doom did this wrong due to a technical limitation, or maybe nobody noticed (many people can't easily distinguish aspect distortion). I do see it's possible that they could have intended it to be stretched, but it seems more likely to me that they gave the humanoids slightly unrealistic proportions than that they didn't want circles to actually be round.
- I emailed John Romero about it, but his response was "I have no idea" because he thought I was talking only about Doom 95, so I need to clarify that. Tangent 09:55, 15 June 2007 (UTC)
Here is some pretty convincing evidence that Doom was designed for the unusual 320x200 aspect ratio. On the left is the Doom guy's head as it appears on the title screen when the aspect ratio is corrected (ie. stretched to fit the screen). The right is the uncorrected version. In the center is the head as it appears on the Doom box art. It seems pretty clear from this that at least the title screen was designed for the 320x200 aspect ratio, and if that's the case, it's likely that most of the other art work was as well. Fraggle 03:34, 17 June 2007 (UTC)
- That makes sense, but there are still many sprites that don't look correct at all, such as the rocket, which becomes short and oval. Perhaps they only designed some of the sprites for distortion? Tangent 20:09, 17 June 2007 (UTC)
- I can play in 640x400 in all ports with no distortion, nor black bars, whatsoever. I get no distortion in 640x480 either. The previous scentence is true for all ports except for Doom95 (Which may actually look correct on the computers with the black bars problem). I think that any of this problem is either not a bug and just a problem with the user's computer. Even if it was, it should be put in a wider range instead of being attributed solely to Skulltag, say like Zdoom. -Wagi 69.51.157.227 14:52, 23 January 2008 (UTC)
- If your video card supports 640x400 mode then it will look correct (when fullscreen on a 4:3 monitor), and will be undistorted. However, you will always get some kind of distortion when running at 640x480 mode - either the aspect ratio will be distorted because the port doesn't correct the graphics for the different pixel sizes, or there will be some blurring of the graphics due to the aspect ratio correction applied. Fraggle 09:52, 24 January 2008 (UTC)
- When running Zdoom/Skulltag in 640x480, the only kind of distortion I get is on the status bar, because it scales the status bar's height up, and consequently, every other row is doubled. Other than that, the heights and tallness are all preserved for me. Also, in the site Ryan linked to, I'm suprised he didn't bitch about how the weapon is distorted in ALL resolutions of Doom95. :] -Wagi 69.51.157.227 18:41, 24 January 2008 (UTC)
skulltag monsters[edit]
abaddon is a new monster too skulltag too and the guradsohere and other items like that are cool ...
Skulltag should have a mic feature[edit]
I may sound crazy but it would help without typing lots of words during coops and deathmatches. You could get fragged by a player or killed by another demon, doesn't that stink? [Like the following situation.]
PLAYER:I FOUND THE EXIT Then PLAYER:WAS SLASHED BY AN IMP Then PLAYER:DARN:<
Now you see.
We sould hook up mics into our computers into the pink mic jacks and talk live to other players which helps thme in a situation like this.
{Player On the mike speaking} Watch out, fireball!
{Player2 On the mike speaking} Thanks I almost got hit!
See plus the mic will help skulltag have more users on it. It would be a big hit on doom online multiplayer! Plus people might make more donations to Skulltag!
- Good thought, and one that I'd like to see... but what exactly does it have to do with a Wiki, which is basically a documentation site? Shouldn't you talk to the Skulltag Devs or post in their forums? It's a lot more likely they'll read it there as opposed to here. --Dark Pulse 05:51, 26 July 2007 (UTC)
- You should take your suggestion to the Skulltag forums. This kind of discussion isn't really appropriate for the Doom wiki. Thanks. Fraggle 11:15, 26 July 2007 (UTC)
new monster in skulltag ( and items )[edit]
the abaddons and thoose monsters are cool and the items are cool too
items[edit]
items guardsphere doomsphere timfreezesphere and spread and others i dont know
Staff Listings[edit]
The retired staff listing under the staff section is incomplete, it's only a listing of the people who are currently in the retired staff usergroup on the Skulltag forums - not everyone who was formerly a Skulltag staff member. Either an effort to add all the people missing should be made, or it should be removed altogether.
- This is a wiki so anyone can add themselves or other missing people to the list at any time, which is why I don't see it's a problem to have an incomplete list until it is eventually completed. If you disagree, please state why you think an incomplete list is better than having no one listed at all. -- Janizdreg 19:20, September 13, 2010 (UTC)
Does Quake have a "Haste" powerup? I don't remember any.[edit]
subj PolicyNonsense 08:28, 19 January 2012 (UTC)
- It doesn't, unless one refers to Quake as a series rather than as the first game with that name. There's a haste powerup in Quake III Arena and in Quake IV multiplayer. --Gez 09:23, 19 January 2012 (UTC)
What's the deal with "Zandronum"?[edit]
I searched for it and found a source code repo but I don't understand what happened. Anyone knows more? PolicyNonsense 05:25, 4 June 2012 (UTC)
- https://zandronum.com/ and https://bitbucket.org/Torr_Samaho/zandronum We forked from Skulltag since we got tired of dealing with Carnevil. Website and stuff is still under construction but we had to make it public since Carnevil closed the Skulltag forums. All of the staff are involved with the fork, so it is safe to say that all development of Skulltag has ceased.
- We also plan to take the port in a slightly different direction by removing autoloaded stock content (there are probably some details about that on the forum somewhere). Blzut3 06:05, 4 June 2012 (UTC)
- Thanks for the info. What forums, btw? The closed Skulltag ones or new Zandronum ones? PolicyNonsense 07:31, 4 June 2012 (UTC)
- The new ones. Blzut3 07:56, 4 June 2012 (UTC)
- Thanks for the info. What forums, btw? The closed Skulltag ones or new Zandronum ones? PolicyNonsense 07:31, 4 June 2012 (UTC)