I don't know that much about Skulltag but it appears that it doesn't support the way the wad used for binding dynamic lights to actors.
What you can do is edit the decorate for the actors.
Locate every "Light" keyword and comment them out (just put two forward slashes behind the word "Light"), i.e:
Code:
ACTOR TechLanternBig 500
{
Radius 10
Height 80
+SPAWNCEILING
+NOGRAVITY
+SOLID
States
{
Spawn:
HLMP ABCD 6 //Light("BIGLANTERN")
Loop
}
}
... and then add this to the GLDEFS lump (not tested):
Code:
Object TechLanternBig
{
Frame HLMPA { Light BIGLANTERN }
Frame HLMPB { Light BIGLANTERN }
Frame HLMPC { Light BIGLANTERN }
Frame HLMPD { Light BIGLANTERN }
}
Object TechLanternSmall
{
Frame HLMPE { Light SMALLLANTERN }
Frame HLMPF { Light SMALLLANTERN }
Frame HLMPG { Light SMALLLANTERN }
Frame HLMPH { Light SMALLLANTERN }
}
Object BlackCandleChandelier
{
Frame HLMPI { Light BLACKCHANDELIER }
}
If you don't care much for dynamic lights, just do the first step then.
By the way, is your Skulltag version recent? If not, then give the last version a go, if it still doesn't work then do what I told you to do above.