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[APPROVED] Skulltag Gore


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 Post subject: Skulltag Gore
PostPosted: 06 Jun 2012, 15:17 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Quote:
Name: Skulltag Gore
Connection: N/A
Palette: Doom
Summon: ImpalingSpike, ImpalingSpike2-11,
MarineHelmetGibs
Ambient Sound: No
De-/Activatable: No
Destroyable: No
Special Effects: No

Submitted: Captain Toenail
Decorate: Captain Toenail
GLDefs: none
Sounds: none
Sprites: Id Software
Sprite Edit: Skulltag


All the gore props from Skulltag's resource pack (except the Imp head and Revenant hand). They appear to be hard-coded so I had to invent Decorate code for them. I managed to find the props correct thing numbers from Doombuilder. Not sure who originally did these edits so I just listed it as Skulltag. ?-)


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SkulltagGore.zip [9.96 KiB]
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 Post subject: Re: Skulltag Gore
PostPosted: 06 Jun 2012, 22:56 
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Hades Elemental  10th Ringwraith
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Joined: 19 May 2012, 16:43
Posts: 304
Location: The United States
They all look fine to me.

By the way, does this mean that anybody can use sprites, sounds, and coding from Skulltag?
They have come to end the living;
unforetold and unforgiving.


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 10:39 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Quote:
does this mean that anybody can use sprites, sounds, and coding from Skulltag?

Uh, not really, but I'm sure no one will care anyway. I just ripped these becuase there is talk of removing Skulltag.pk3 along with its resources for Zandernum.


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 12:21 
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Hades Elemental  10th Ringwraith
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Joined: 19 May 2012, 16:43
Posts: 304
Location: The United States
Okay, I don't think this is really the place to ask this, but can someone use spirtes and sounds from skulltag for personal use only? Or are they restricted to Skulltag and Skulltag alone?


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 16:45 
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Shotgunner  Shotgunner
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Joined: 13 Dec 2009, 20:24
Posts: 27
Location: San Antonio, Texas
To be clear, Skulltag.pk3 is running as an optional add-on for compatibility's sake in Zandronum for now. It is likely that all resources that cannot be sourced, are from commercial properties, or are Carnevil's, will be replaced in some capacity. At any rate, I find it obnoxiously unlikely that the Zandronum team would willingly break backwards compatibility, given that this really is a continuation of Skulltag.


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 18:17 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Yes, obviously Skulltag.pk3 cannot be removed completely for compatibility reasons.

I was reading discussions in the new forum, and from what I gather the pk3 is still present but all the actor sprites are blank. I get the impression the team plan on redoing all the resources, so I decided that it might be good to save some of them for the repository for ease of use, even if some of them are quite low quality. If this is a problem they can always be taken down.

Does this mean we will be seeing new sprites for all the old resources such as the new weapons, powerups etc., or are these being left behind for Zandorum?


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 19:00 
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Shotgunner  Shotgunner
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Joined: 13 Dec 2009, 20:24
Posts: 27
Location: San Antonio, Texas
I guess it depends on if they can find the original author of the sprites, and how quickly they can replace those they need to replace. I'm guessing they are at least going to leave enough for compatibility in there, but I can imagine that with enough community participation and help with resources, everything will be just as fine as before.


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 Post subject: Re: Skulltag Gore
PostPosted: 07 Jun 2012, 19:03 
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Icon of Sin  Icon of Sin
Joined: 19 Dec 2009, 17:08
Posts: 1053
Cool, because I would certainly be up for some sprite edits if they need new stuff. ;-)


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 Post subject: Re: Skulltag Gore
PostPosted: 08 Jun 2012, 17:26 
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Site Admin  Site Admin
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Joined: 11 Dec 2009, 18:51
Posts: 4279
Location: Germany
Nice :)


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