Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Samsara: Extra Heroes (Version C) + ExMixer (0.8)

#1

Post by S_Andrew_S » Thu Jul 26, 2018 6:30 am

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Gameplay beta preview for Freeman! 8/13/18
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If you're here, presumably you are familiar with Samsara. If you are not, then you may want to look here first. Otherwise, read-on.

Link to ZDoom topic

An update for Samsara Extra Heroes and Ex Mixer has just released today after a 3 year development period. This update is HANDS DOWN the largest update in the history of Samsara, as it should be. So far feedback on the project has been positive and the team is always looking for information on how to improve the mod. Not only is a new hero introduced into the wheel of Samsara, but every other hero has had some modifications (some much more than others). There is so much new content and new features to discover and much of the criticism from previous builds has been taken into consideration.

It's been a rough time pushing this update - Zandronum engine is virtually dead progress wise, the introduction of ZScript makes implementing some features either impossible or with compromise, and the active development team is very small. It's difficult to get anything done on a project when the developers have an unrelated full time occupation. Some even figured the mod is dead, and at times, it almost was. However, we want to thank our fans for sticking by, and waiting for an update for the new build. It's not without it's flaws, but in the future, we expect for updates to take much, much less time.

The future is rather shaky for this project. Between me devoting time to education and work, and Jesh also being busy at university, there might not be much of a future for Samsara. And as it stood for this update, production output was fairly high within the first year, but everything sort of diminished. For a while, this update will be in sustainment; that's guaranteed. We do have plans for more heroes in the future, but what we are potentially looking at is a project and a half. Potentially, it maybe my time to retire from Samsara after four years, and unfortunately, no one has expressed picking up the mantle of the project.

What is the main goal of these addons anyways? Well, I, S_Andrew_S, or Zandrewnum as I like to call myself these days (it's my preferred support and my name fits into it, the name kinda just caught on and I felt it was quite clever) and Jesh with the help of Dynamo (formerly) have created this mod with much of the same intentions of the original Samsara, however, we differ in that we have added heroes that were left out of that cut, ones that we felt should've been there, perhaps from my very own testimony ones that deserved a place more than other heroes. The roster of heroes added:
Spoiler: Character Roster (Open)
  • Ian Paul Freeley (Rise of the Triad)
  • Blake Stone (A game with his name)
  • Caleb (Blood)
  • Strife Player (Uh, the game?)
  • Doom 64 Guy (Uhuhuh... duh?)
  • Eleena (Eradicator)
  • Space Seal (Corridor 7)
  • Rebel Moon Commando (Rebel Moon Rising)
  • Kyle Katarn (Star Wars: Dark Forces)
  • Mooman (In Pursuit of Greed)
  • Jack (Disruptor)
  • Grondoval (Witchaven)
  • Gordon Freeman (Half Life)
  • Lo Wang (Shadow Warrior)
  • Cybermage (I don't expect you to know this one, but Cybermage)
  • Jon (Powerslave or Exhumed)
  • Leonard (Redneck Rampage)
  • Bitterman (Quake 2)
Spoiler: Credits (Open)
Stuff in Samsara_EX-Ha1.pk3

- Jon amun mines hand sprites, mummy staff wide screen sprites, HUD & other stuff was made by Hiragamer
- Some stuff from MaxED's re-hexumed was used
- Leonard HUD was made by Hiragamer
- Some Leonard stuff (like chicken launcher pickup sprite and gibs) were used from AEoD
- Ring of RA explosions recolored by Dynamo

Credits:

- TerminusEst13 (for making this compatible with samsara v0.3, helping & beign very patient with me, and ofc, for creating samsara!)
- Ijon Tichy (for making this compatible with samsarav0.3)
- Cruduxy Pegg (for polishing ZBlood X addon)
- BouncyTEM (for his Corridor 7 Addon & some tips)
- tehvappy50 (for his Doom64Guy addon & some help at decorate stuff)
- The_Riet (for letting me use his Strifeguy HUD graphics and adding Katarn)
- Lex Safonov (for making Shadow Warrior TC)
- PresidentPeople (for letting me use his zandronum guy player sprites temporary!)
- MaxED (for creating re-hexumed)
- Doorhenge (for making wide-screen friendly hexen's mace)
- Knight_Kin (for making the Hexen Weapons Improvement Project)
- Scotty (for making laser guided rocket code)
- TheCamaleonMaligno (for letting me use his Q2Stuff as a base for Bitterman! This would've been a lot more difficult without him.)

Special Thanks:
- Hiragamer : for his amazing work on HUDs and every art related stuff, and beign a great support too :D
- Dynamo : for helping me in a lot of stuff and for beign a good friend & support too :D
- Cyantusk : for his balance and work on addons
- Gardevoir : for his Strifeguy addon & helping me in some workaround {HI!}
- Watermelon : for help & teach me Decorate & ACS stuff. Thanks for beign such a great person & friend man, this planet needs more people like you!
- IvanDobrovski : for creating the first pack of those addons, his great job on his ZBlood X addon, and making an awesome Lo Wang
- -Jes- : for tweaking Eleena and some tips!
- Flynn : for helping me on ideas and beign a good artist
- Jack Freeman: for helping me and addons team to do a lot of stuff, doing gldefs and recoloring player sprites
- meleemario: morale support

- Apogee Software (For Blake Stone & Rise of the Triad)
- Accolade Inc. (For Eradicator)
- Monolith Productions (For Blood)
- Capstone Software (For Corridor 7)
- Fenris Wolf (For Rebel Moon Rising)
- Rogue Entertainment (For Strife)
- Xatrix Entertainment (For Redneck Rampage)
- LucasArts Entertainment Company LLC (For Dark Forces)
- 3D Realms Entertainment Inc. (For Shadow Warrior)
- Origin Systems (For Cybermage)
- Lobotomy Software (For Powerslave)
- iD Software (For Quake 2)

- And every other person that helped me on this and it's not in the list (sorry, i tend to forget names :P).

* If any other person who worked on something in here is not in the upper list, check if your name is in the list below. (if ur name is not here, please let me know!).

EX Mixer

Current Active Modders: Jesh, S_Andrew_S(Zandrewnum)

Inactive: Dynamo, IvanDobrovski

---------------------------------------------------------------------------------------

Author(s): IvanDobrovski(Former), Dynamo, Jesh and Zandrewnum.

Resources: Rise of the Triad: The Hunt Begins||Dark War, Blake Stone: Aliens of Gold||Planet Strike,
Eradicator, Star Wars: Dark Forces||Jedi Academy, Corridor 7: Alien Invasion, Strife: Quest for the Sigil,
Cybermage: Darklight Awakening, Redneck Rampage & Rides Again||Cuss Pack||Suckin' Grits On Route 66, Witchaven||Witchaven II: Blood Vengeance
Wolfenstein: Spear of Destiny, Blood, Shadow Warrior, Quake||Mission Pack 1: Scourge of Armagon||Mission Pack 2: Dissolution of Eternity, Doom 64, Half Life||Opposing Force||Blue Shift.

Special Thanks to:

IvanDobrovski - For making the first pack of monsters (Rott and Blake enemies)
Yagotzirck - For optimizing the mixer ACS+DECORATE code.
Jack Freeman - For helping on the recolor of some sprites.
Hiragamer - For help with some art stuff, ideas and gldefs.
ShadowLink223 - For creating the original monster mixer.
Roak - For a lot of great help in testing.
Nev3r - For creating the custom flying robots for Rott set.
Ryan Cordell - For making the original Dark Forces enemy mod.
Cruduxy Pegg - For polishing some stuff on Ivan's ZBlood X addon.
AEoD Team - For making code which served as a base for some of the enemies.
HorrorMovieGuy - For making Quake Stuff Ultra, which was used as a base for most of the quake monsters.
Antuan Rockatansky - For making the first base of the Hell Hand from Blood.
Captain Toenail - For making the Plasma Globe
Cyantusk - For making Zandronum Monster Randomizer (ZMR)
ssv_170379 - For making Smooth HD Doom 3

Original monsters and sprites/sounds belong to their respective owners, including:

Apogee Software - Rise of the Triad
JAM Productions - Blake Stone
Monolith Productions - Blood
Accolade Inc. - Eradicator
Xatrix Entertainment - Redneck Rampage, Quake 2: The Reckoning
LucasArts Entertainment Company LLC - Star Wars: Dark Forces || Jedi Academy
3D Realms Entertainment Inc. - Shadow Warrior
Origin Systems - Cybermage
Insomniac Games - Disruptor
Rogue Entertainment - Strife: Quest for the Sigil, Quake Mission Pack 2: Dissolution of Eternity, Quake 2: Ground Zero
Mind Shear Software - In Pursuit of Greed
Fenris Wolf - Rebel Moon Rising
Lobotomy Software - Powerslave||Exhumed
Capstone Software - Corridor 7, Witchaven, Witchaven II: Blood Vengeance
Raven Software - CyClones
Looking Glass Studios - System Shock
Studio 3DO - Killing Time
Hipnotic Software - Quake Mission Pack 1: Scourge of Armagon
Valve - Half Life
Gearbox - Half Life: Opposing Force
Midway Games - Doom 64
iD Software - Quake 2

Original Mixer

Author: Shadowlink223, Minesae Hiromu(Former)

Resources: Doom, Heretic, Hexen, Chex Quest, Chex Quest III, Wolfenstein 3D, and Marathon.

Description: This pk3 randomly spawns monsters from Doom, Heretic, Hexen,
Chex Quest, Wolfenstein 3D, Duke Nukem 3D, and Marathon. Soon, it will also spawn Quake monsters.

Use: Load after the main Samsara pk3

Thanks to:

PresidentPeople - For custom Duke gibs, custom sprites to give some Marathon monsters special Duke XDeath states, providing info for the Marathon set, helping code for said set, and some bloodyhell states.
TerminusEst13 - For help with some coding and creating Samsara.
Ijon Tichy - For some help with ACS.
All from #samsara - For help finding that old invasion spawning bug.
"S" from ZDoom forums. - Code for the cvar based spawners.

Original monsters and sprites/sounds belong to their respective owners, including:

ID Software - Doom, Wolfenstein 3D, and Quake
Raven Software - Heretic and Hexen
Digital Cafe - Chex Quest
3D Realms - Duke Nukem 3D
Bungie - Marathon
Spoiler: Changelogs (Open)
Current Modders of Samsara Addons aka. Extra Heroes: Jesh, Hiragamer, S_Andrew_S

Inactive: Dynamo, IvanDobrovski

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_Ex-hc.pk3

General:
- Merged base samsara version to 0.3666
- Merged latest sm-exfix changes
- Included new visuals for samsara bloody hell brutal mode
- Created the Samsara OST
- Merged the ballgag cvars into one that can be toggled with a button
- Fixed issues that 0.3666 Samsara had when running Zandronum multiplayer, such as cvars crashing out clients (although a crude solution was implemented)
- Converted old 0.31 based cvars into cvarinfo
- Added a menu option for Duke expander mode (Vanilla will function as vanilla Duke, Microwave Pop will create a chain of explosion)
- The bloodyhell gore effects are now handled in a single actor, instead of writting massive lines of code on each enemy (unless needed)

Chexwarrior:
- Improved Zorch effects to show the last frame of zorched enemies

Corvus:
- Added staff of D'Sparil (planned in final build)
- Removed morph ovum (it should have never been in the first place as it will break scripted maps), and put the tome of power in it's place.

Parias:
- Added Baratus and Daedalon allies

Duke:
- Added Life's a Beach mode
- Added Duke Nukem babes
- Added the shrinker and expander which will work on most base and mixer enemies
- Improved Jetpack functionality
- Updates on player third person visuals, including crouching, swimming, jumping, and jetpack
- Added Duke Nukem blood sprites and puddles
- Improved freeze effects to show the last frame of zorched enemies

Ranger:
- Converted the entire class to 3D
- Added gib system to base enemies and mixer enemies

Ian Paul Freeley:
- Added the heatseeker
- Rearranged heatseeker to slot 1, double pistols to slot 2, bazooka to slot 3, and mp40 to slot 4
- Added dog mode
- Made the split missile a third unique, included the ability to control when the projectile splits
- Added Taradino Cassat, Thi Barret, Doug Wendt, and Lorelei Ni allies
- Made gib system more portable and moved to base enemies (and mixer enemies as well)
- Added RoTT god mode disintegrate improvements to all base and mixer enemies

Blake Stone:
- Added new player sprites (thanks BFG!)

Caleb:
- Added flame aerosol can (planned in final build)
- Improved recoil on super shotgun
- Included 3D blood spots
- Created a more portable gib system which is compatible with base and mixer enemies
- Added flame deaths and shock pain to humanoid enemies
- Updates on player third person visuals, including crouching, swimming, and jumping
- Included Blood innocents and mimes
- Added blood style wall decals for Blood actors
- Improved Caleb flare gun alt fire to actually use the player's pitch when bursting
- Also managed to make flares from his flaregun stick to enemies where they hit

Strifeguy:
- Implemented the sigil phases. Players must pick up weapon slots 3-7 in order to obtain the full sigil. Players will get the sigil itself when picking up a slot 7
- Implemented beggar and peasant miscellaneous characters
- Improved Disintegrate effects to show the last frame of zorched enemies

Eleena:
- Added Kamchak, Dan Blaze, the marine allies

Katarn:
- Added new player sprites (from "Kyle Katarn Ultimate Pack 1.1" loaded here by GPChannel: https://jkhub.org/files/file/3470-kyle- ... mate-pack/)

Mooman:
- Added Mutant, Lizard, Dominatrix, and Cyborg allies

Grondoval:
- Added nuke effects from nuke spell to all base and mixer enemies

Freeman:
- Improved the bullet effects
- Inverted UVs of .357 model as they look the same but the chrome less funky (it's not real, it's baked in Half Life's engine in reality)
- Made the rocket launcher have a toggle-able laser guidance system
- Made the gauss beam bounce once
- Changed vfx of gluon gun (until we're working with better tech we don't have a lot of options)
- Added the crossbow
- Converted squeak to an actual weapon
- Added scientist and security guard miscellaneous characters who can follow players and provide fire support and health
- Added a universal gib spawner using half life gibs on humanoid enemies
- Added the HEV system, including a flashlight and voice which can be toggled in menu
- Drastically updated the player.txt, Freeman is in 3d, shows what weapons he's holding, each animated completely
- Added improved Half Life blood visuals and wall decals

Lo Wang:
- Made sticky bombs stick where they landed on enemies
- Improved pickup code to allow nukes to no longer be picked up only once per game
- Also made improvements on his pickups to actually give rocket ammo from slot 2 crates correctly
- Added a universal gib system which has been implemented to base and mixer enemies when applicable
- Updates on player third person visuals, including crouching, swimming, and jumping

Jon:
- Added a universal gib system which has been implemented to base and mixer enemies when applicable

Leonard:
- Added the motorcycle which can be found without cheats by Frank Doyle bikers from the mixer
- Added the Dyn'o'mites
- Improved redneck bullet puff visuals
- Added Bubba and Bubba Elvis allies
- Matched ranch rifle and scattergun to match vanilla redneck more closely
- Buffed .454 Revolver damage per shot to 20
- Added Pig, Chicken, and Cow miscellaneous characters
- Added an universal gib system which has been implemented to base and mixer enemies when applicable
- Updates on player third person visuals, including crouching, swimming, and jumping
- Added Redneck Rampage blood visuals and decals

Bitterman:
- Brand spankin' new (based off of TheCamaleonMaligno's base mod, all changes below have been added to the base code by us)
- Added the Ion Ripper and ETF Rifle
- Added the Quake 2 prisoner miscellaneous characters
- Added Dual Fire damage and Quad Damage
- Fixed some small bugs with Bitterman's player actor including a frame flicker on spawn
- Added a universal gib spawner for all base and mixer enemies where appropriate
- Added a size 11 HuD for Bitterman

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_Ex-hb4.pk3

General:
- Added sm-exfix20.pk3 changes

Freeman:
- New HUD
- Pickups now are models
- Slot 2: faster reload
- Slot 4: faster reload
- Slot 6: fires faster

Grondoval:
- New HUD

Caleb:
- New HUD

Strifeguy:
- Added missing bullet sparks

Leonard:
- Unique has been moved to slot 8

Freely:
- Better HUD
- Fixed missing bullet reflections

Jack:
- Slot 7: Sightly nerfed

Jon:
- Slot 1: Now you can increase the throw distance by holding the fire button

BJ:
- Slot 7: Impact damage sightly nerfed (It could 1-hit OHKO almost anything at close range)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_EX-Hb1.pk3

General:

- Addressed a ton of syntax errors in the main ACS core
- Addressed some scripts that were using the same numbers
- Added latest smaddonsfix changes

-!-

- Reworked defense (buffs/nerfs) for the next list of classes:

Caleb : rebalanced his defense system, recived more buffs than nerfs
Jon : generally reworked a bit more, recived the same amount of buff & nerfs
LDF : buffed resistance against hazardous elements and radiation
Jack : buffed his defense against arachnotrons and archviles
Cybermage : recived buffs against bullet-based guns and melee based attacks
Mooman : some defense buffs against melee based attacks
Leonard : defense base overally nerfed, more on melee and explosive related damage
Blake : overally buffed and nerfed by the same amount
C7 : buffed by a bit
Grondoval : overally buffed and nerfed by the same amount by a bit

-¡-

Space Seal:
- Fixed size and scale values for all weapons

Freeman:
- Added Christ (Int0x) buff patch for Freeman
- RPG - radius on explosions increased

Parias:
- Better aesthetic for Parias pistol
- Wide-screen sprites for Parias fist

Grondoval:
- Nuke spell - now deals half damage, with an increased radius as compensation

Caleb:
- Sawed off - Constant damage value changed to a randomized one, toning down its maximun power output
- Sawed off - small aesthetic and alt fire animation improvements
- Dynamite - faster throwing animation

Eleena:
- Napalm Charge - range sightly decreased, PAINLESS & FORCERADIUSDMG flags are activated and deactivated by some frames randomly to tone down its power
- Sonic Shock - maximun damage output increased by a whole 1
- Sonic Shock - tried to polish its animations?
- Better firing animations for Pellet Bomb

Lo Wang:
- Grenade Launcher - explosion radius decreased by half amount
- Guardian Head - ammo consumption increased on: Fire ball > 3 ammo
Circle Ring > 15 ammo
Pillar Wave > 30 ammo
- Missile Launcher - damage on missiles reduced
- Railgun - base damage increased, added +FORCERADIUSDAMAGE $ FULLRADIUSDAMAGE to one of its explosions, making it usefull against bosses now
- Nuke missile - removed FULLRADIUSDAMAGE and now makes a quake effect

LDF Commando:
- Railgun - damage reduced, now has a wider spread

Jack:
- Lock-on Cannon - impact damage increased, now self damage is less deadly for players

Cybermage:
- Plasma Obliterator self damage removed
- Each fist spell now consumes more ammo per shot : Electroschism > 5 clip ammo
Magna Rip > 3 shell ammo
Painwave > 4 rocket ammo
Nova > 96 cell ammo
Leonard:
- Alien Arm Cannon - damage increased
- Ranch Rifle - bullet spread decreased by a small bit
- Teat Gun - bullet spread increased, minimun damage output reduced by a whole 1
- .454 Casull Pistol - damage and accuracy increased

Strife:
- Mauler - normal fire has been buffed by a bit
- Strife now slow downs & walks at 10% hp or less, instead of 15% or 20%

Jon:
- Sacred Manacle - range increased
- Magnum - damage and accuracy increased

BJ:
- Spear of Destiny - projectiles should not harm allies anymore (and does not rape ur fps in small rooms with people and bloodyhell effects on anymore)

Duke:
- Devastator/Pipe Bomb/RPG - ear rape spam of explosive sounds removed (it was annoying af)

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_EX-Ha1.pk3

* As a special note, addons are supposed to be played in coop modes, they will not (and probably never) work on DM and competitive stuff,
unless you want a spaghetti rage-inducing match, use it at your own risk.

* Due to a zandy bug, Leonard's teat gun shake has been temporary disabled.*

General:

- 2 New heores joined the pack:
+ Leonard (Redneck Rampage) {Class made by Jesh}
+ Jon (Powerslave/Exhumed) {Class made by Dynamo and Jesh}

//-//

- Unique fix has been applied
- Each class has their own separated sndinfo text file
- Lo Wang has a new HUD
- Blake has a new HUD
- Strife beacon item should not give uniques to other classes anymore
- Fixed angle calculation on some hitscan (coop) weapons to similate a better spread effect (Thanks for the tips Jes!)
- Fixed size and scale values for weapon pickup frames
- Added GLDefs for classes that were missing em'
- Jack has a new taunt
- Strifeguy has a new taunt

BJ:
- Unique: he cant hold more than 1 extra life anymore (due to obvious reasons)

Parias:
- Slot 7: holy missile should go through players now

Caleb:
- Slot 4: buffed accuracy with a tighter spread
- Slot 1: faster throwing animation
- Slot 7: now eats 2 ammo per shoot
- Voodoo doll has been moved to slot 8

Freeley:
- Now you can enjoy bloody gore effects with him! (also, theres a small change with ludicrous gibs!)
- Slot 5: improved its behavior
- Slot 7: should be able to climb taller steps
- Due to popular request, dark staff has been added as a second unique

Grondoval:
- Faster raising animation for some weapons
- Now you can switch weapons between raising animations
- Improved some distance range calculation on some weapons (melee and magic modes)
- Slot 7: Nuke magic now deals full radius damage (OPPLSBAN)
- Slot 5: Due to popular request, homing ability is back but in a way nerfed method

LDF:
- Jetpack: duration time reduced to 70 seconds
- Slot 6: added a bit of spread, nerfed its damage
- Slot 2, 3 and 7 are able to kill ghosts now.
- Slot 4: sightly buffed its damage

Freeman:
- Smoother speed and tics for some weapons.
- Now you can switch weapons between raising animations
- Slot 1: raising animation improved
- Pistol: Smoother tics and faster reload
- Slot 3: faster reload, smoother tics? (needs review)
- Slot 4: faster reload
- Slot 5: smoother tics, faster reload, raising animation & cooldown
- Slot 6: faster and smoother cooldown animation and sightly buffed its damage
- Slot 2: faster (and smoother?) firing animation, damage increased by a bit
- Unique: squeaks should last longer

Eleena:
- Slot 6: has been nerfed (again)
- Slot 3: better fire animation?
- Unique: useless boomerangs had been replaced by enhancement chip item (allows you to use special alt fires for 200 seconds)
- New enhancement chip only works for pistol, slot 2, 3, 4 and 5.
- Slot 2: smoother animation and sightly buffed its damage
- Slot 6: +range

Jack:
- Slot 6: removed ice damage
- Re-added self damage for Jack's slot 5 in coop (without it's a broken op weapon)
- Slot 5: nerfed its radius, seeking ability and impact damage

Mooman:
- Slot 7: improved scatter altfire behavior. Now its small projectiles can bounce up to 4 times b4 exploding
- Some other improvements in programming (applied software engineering patterns where possible)
- Slot 2: improved firing pattern
- Slot 3: improved firing pattern
- Items: proxymines, timebombs and grenades have improved explosion effects and
damages. Clone derpiness fixed. Clone movement speed increased. Clone AI improved.
- NOW explosives work properly (derp)
- Slot 6: improved laser trail effect
- Slot 7: rebalanced it, and fixed altfire bug. Splash altfire cant push actors anymore
Ammo given changed to 50
- Fist: increased its damage a bit, faster animation

Strifeguy:
- Pistol: due to popular request, old pistol sound is back
- Slot 5: improved phosfire. Now it behaves quite similarly to Strife game
- Fixed fire nades
- Fixed damage range calculation
- Sigil is now on slot 8

Cybermage:
- Slot 5: increased impact damage, and reduced splash damage by the same amount
- Unique: magic's now point their original names
- Clip magic lasts longer

LoWang:
- Slot 5: slightly nerfed normal and seeker rockets damage (seriously it was WAY too powerful)
- Slot 7: fixed a bug that prevent'd you from using circle magic again if you exit a level with its effect on
- Nuke missile: first explosion deals full radius damage
- Wang is now able to pick Nukes more than once
- Fixed a bug that prevent'd wang from picking ammo 2 when ammo 3 was full and vice-versa
- The chance of getting a seeker missile when picking Rocket Ammo has been lowered

Katarn:
- Slot 6: old behaviour is back
- Slot 4: sightly buffed so slot 2 doesnt clash it

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_ExtraHeroesv1.1ob3za

- Better Dynamite system for caleb (some AEoD and ZBlood X/Addon stuff were used)
- Caleb now can dual wield revolver.
- Better Disruptor rips (by Jesh)
- Fixed a bug with reflective stuff and lo wang katana and fists.
- Lo wang clone should not kill allies anymore. (wang players may still getting harm!)
- Lo wang sticky mines dont alert monsters until they explode and now should harm other wangs too (WHO PUT THIS HERE?!)
- Fixed a bug with Cybermage, C7 and Mooman defense.
- Strifguy's grenade launcher flames should not force radius damage anymore (it made it a broken op weapon)
- Fixed a bug with reverso pill and armor modes. (by cyantusk)
- Some small rebalance to mooman slot 3.
- Grondoval's freeze spell now do full radius damage.
- A small nerf to Lo Wang's slot 5 normal fire.
- Sightly nerf on Eleena's slot 6.
- Caleb's akimbo power now last for 1 minunte.
- Caleb's tesla recived a small buff and normal projectiles spawn their proper tracer.
- Caleb, Eleena, LoWang, Strifeguy, Doom64guy, Jack and Cybermage are able to use pistol ammo with samsara_pistolammo now.
- Mooman's slot 1 now has a poison effect on monsters too.
- Eleena's discs now should bounce in wall/roofs as how they did in Eradicator.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Samsara_ExtraHeroesv1.1ob3z3

+ 1 New Class: Cybermage (made by Dynamo)

* A new and fresh Lo Wang has joined the pack (made by IvanDobrovski, thank you man, this couldnt be done without you, ur the best!)

* Eleena's Slot 7 +100/160+/200 dmg randomly for coop games, removed +FORCERADIUSDMG.
* Eleena's boomerangs had been buffed.
* Eleena now has a health bar.
* Freeman's reloading bugs should be fixed, his reloading speed has been increased, some rebalance has been made too.
* Mooman's Luck factor has been removed because it turned out to be bad at doom, now hes freed from bad luck. (By Cyantusk)
* Mooman has new 5 types of Uniques, given randomly by an item generator. (By Cyantusk)
* Mooman now can store medikits with "Meditubes".
* Jack now has different player sprites! (Sprites provided by IvanDobrovski)
* Jack's slot 5 homing ability has been reduced.
* Jack's slot 2 has been buffed by a bit.
* Jack's slot 1 flashes derping online had been addressed.
* Grondoval's slot 5 homing ability has been removed.
* Blake slot 6 sightly nerfed (damage -5)
* Grondoval's slot 3 homing has been toned down, and damage was buffed by a bit.
* Rebel moon commando now has a jetpack as one of his 2 uniques.
* Rebel moon commando's slot 6 has been swapped with slot 4 and vice-versa.
* Rebel moon commando's slot 7 has been buffed and does small explosions.
* Rebel moon commando's slot 8 has been buffed, eats 20 ammo instead of 30, and now has a ripper ability (cant rip bosses).
* Caleb's slot 7 > removed +FORCERADIUSDMG so it shouldnt be brokenly op anymore.
* Caleb turrets point/score bug has been addressed.
* Strifeguy's slot 5 (fire grenades) has been nerfed because it was brokenly op.
* C7's slot 2 accuracy has been increased for coop games.
* C7's slot 3 accuracy has been increased for coop games.
* C7's slot 6 accuracy has been increased for coop games.
* C7's mines are now shootable (DM modes only).

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3z22 (Credits and stuff Below)

* Grondoval and Freeman joined the pack (classes made by Donald)
* Lo Wang Class joined the pack (It contains Donald stuff/decorate, and Ivan's ZShadow stuff/decorate too! AEoD method for slot 7 was also used.)
* EGON cannon was derping online, a band aid was needed for that.
* Freeman has a new tipbox.
* Better tipboxes for Mooman and Jack?

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3z21 (Credits and stuff Below)

* A bug with freely and shotgun dropped from shotgunguy's has been addressed
* A Katarn HUD detail has been addressed
* A missing actor for mooman has been addressed

- Thats it?

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3z2 (Credits and stuff Below)

+ Wide-screen Weapon bars for Katarn and Mooman (made by Hiragamer)
+ Better tipbox graphics for Katarn (made by Hiragamer)
+ Using Zandronum guy player sprites for Jack temporary (made by PresidentPeople)
+ Jack (Disruptor guy) joined the addons (made by Jesh, sounds ripped by Kaiser (and some recorded by me), HUD & Tipbox made by Hiragamer, credits for other ripped stuff goes to their respective authors { Special thanks to Dynamo })
+ Kyle Katarn has joined the pack (Made by The_Riet) { Storm Trooper phase 1 sprites had been used as player sprites temporary [Sprites ripped by Crazy Ivan & recolored by Hiragamer] }
+ A bunch of duplied actors and useless decorate stuff had been addressed/removed, other simple methods were used too.
+ A temporay universal tipbox has been added to classes that lacks of one (made by Saltymancer Joel)
+ Mooman (Aldus Kaden) has joined the pack (Made by Donald { I know that he said that he didnt want his addons to be added into a pack, BUT he allowed a friend and me to JUST add MOOMAN in the pack })
+ Strifeguy tipbox! (Graphics made by The_Riet & Gardevoir and edited by Hiragamer, text by Saltymancer Joel)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3z1

+ A bunch of changes made by CakeDog (-Jes-) for Eleena, thanks dude!
+ Eleena's Slot 7 now behaves as it should now.
+ Added +BloodSplatter and removed +BloodlessImpact to Freely's slot 3, 4 and 6, so now he can enjoy the bloody gore effects.
+ Some messed decorate stuff were adressed and fixed.
+ Freely's Hand of God now behave as it should.
+ LDF Commando has a new and accurate Tipbox (made by Gundere), and his slot 2, 7 and 8 were buffed.
+ Eleena's Boomerangs should not (i hope) spam boomerang ammo indefinitely anymore.
+ A "Band Aid" was needed to fix Caleb Turrets.
+ +20 damage on Caleb's Dynamites (a long time request)
+ Better BJ player sprites (Credits goes to Mason, the firing and knife rotations were made by Ivan Lisanti. Recolored by Hiragamer & Jesh)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3z

+ 1 New Hero: Rebel Moon Rising Commando (Made by Jesh & Hiragamer)
* (His weapon tipbox will be added in the future, alongside with Eleena's weapon tipbox)

- Caleb now gib death enemies with napalm, tesla alt, dynamites and sometimes with the life leech.
- Space Seal now has a smaller HUD & new mugshots.
- Blake now has a smaller HUD.
- Freely now has a Weapon Bar.
- Each Class now has a wide screen (856x480) weapon bar. (Everything made by Hiragamer)
- Eleena's slot 7 behaviour cannot be replicated at the moment, so it will eat less ammo than it should temporary.
- BJ now has new "Ouch" and "Side Pain" mugshot frames (Made by Hiragamer)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3xy

* Fixed the infinite ammo for space seal in single player.
* Space Seal accuracy has been lowered.

+ Freely now has a different HUD bar (Graphics made by Hiragamer).
+ Eleena now has her proper slot 7 weapon (it do not work as it should, since zandronum doesnt handle the required features yet).
+ Eleena now has a better weapon bar (Graphics made by Hiragamer).

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob3x

* Fixed a problem with Death states and Bloody effects
* Some balance changes on Space seal and Freely's slot 4

- Made this compatible with samsara 0.31-beta.
- Freely now has a knife as fist to make him more strife-friendly.
- Freely's Drunk Missile is now slot 6, and Split Missile is slot 4.
- Some other minor changes.
- Working Strife's HP & Armor bars (not at a 100%)
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1ob2

- *Some little annoying bug with caleb effect's were just fixed.
- *Some other changes were made too.
- +Caleb and Eleena now play their Enter sounds when spawning.
- +Added some taunts to Caleb.
- +Freely's slot 7 was buffed.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1o

This contains:

- Better weapon bar for Blake, Caleb and Space Seal (everything was made by Hiragamer)
- Better effect for Caleb's pistol?
- Eleena now has a new slot 3, and her Flame Thrower has been replaced with the Napalm Charge.
- Better Caleb graphic formats and some effects and stuff? (the effects were intended to similate the blood gameplay)
- Eleena now has a fire death animation and some changes on her taunts were made too.
- Some better fonts for Eleena's HP & Armor.
- Blake can now Wolf-Retromovement.
- Blake's bar doesnt look that taller anymore (at least) (graphics made by Hiragamer)
- Strifeguy now recives randomly the Scanner or a Teleport Beacon when picking a berserk.

Still missing and to-do list:

- Keep waiting until zandro handle more features.
- Punchdrunk weapons.
- Tipboxes for Eleena and Strifeguy.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Samsara_ExtraHeroesv1.1 (Yeah, no more Samsara Addons).

This contains:

- Better player & pickup sprites for Eleena.
- C7 Class slot 4 speed work as in original game.
- Tried to rebalance (duh) Caleb (Jezz, hes impossible to balance...)
- Some other minor fixes.
- *Added C7 class a HUD (HUD made by BouncTEM / the mugshot frames are from the Corridor 7 TC, all credit's goes to their respective authors)
- *The C7 HUD was polished (I made some graphics, edited the statusbar, mugshots & weaponbar)
- Added a HUD for Strifeguy (The graphics were made by The_Riet).
- IPFreely now has a statusbar. (At least it doesnt have the ugly no-clipping messed look anymore, {Is this some kind-of-like coop bar from original Rott?})
- Added friendly monster for IPFreely (Low Guard used from Return of the Triad (Credit's goes to ELZEE & Respective Authors, some extra attack, sight, death, etc.
sounds were used from the Rott goddies pack (credit's goes to respective authors & Apooge; also, i made the full firing rotation frames.)))
- Better weapon 3 sprites for Blake Stone (Sprites made by Dynamo).
- Added friendly monster for Eleena (Monster frames & some projectiles ripped by Diodeus, i ripped the rest graphics and sounds (God, rip sprites from Eradicator is a REALLY BIG TORTURE)).
- Added friendly monster for SpaceSeal. (i made the full firing rotation frames; Graphics & sight sound taken from the Corridor 7 TC, i recorded the firing & death sounds too (Thanks for the tip BouncyTEM))
- Added friendly monster for Caleb (Sprites, code, etc. are from IvanDobrovski's ZBlood X Addon).
- Added friendly monster for Blake Stone (i made the full firing rotation frames; Graphics & sounds taken from the Blake Stone Demo TC, all credit's goes to their respective authors).
- The Blake Stone HUD was edited (it isnt that taller as before).
- Added friendly monster for StrifeGuy. (Made by Gardevoir)
- Eleena now has a HUD.
- Caleb now has an upper bar (i made & edited some of the graphics).
- Some weapon effects for Caleb were polished (Code used from the ZBlood X addon by IvanDobrovski).

* Note 1: Punchdrunk isnt made yet because im out of time.

* Note 2: Im trying to fill every missing thing, so i wish that this
wont feel incomplete anymore. (Please, check Note 1*)

* Note 3: I hope that this is compatible with Hexen & Strife (wew) now.

* Note 4: The Eradicator addon could have a lot of better effects & visual things, but some of the required graphics
were just impossible to rip.

* Note 5: Tipboxes for Strifeguy and Eleena will be included in the next version of this.

* Note 6: If something isnt working well, please let me know! (Any feedback will be appreciated too!)

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Now that new builds are released, you may use them on GZDoom (at least version 2.1) or Zandronum (3.0 or above).
Spoiler: Downloads and Installation (Open)
Extra Heroes or Alternate
Ex Mixer or Alternate
Ex Mixer Zandronum Patch or Alternate
Samsara Hero Soundtrack or Alternate
Samsara File Loader
Extra Heroes Patch
ExMixer Patch

Installing and running just Extra Heroes:
1) Have an IWAD (such as Doom.wad, Hexen.wad, etc) in your Zandronum or GZDoom folder).
2) If using Zandronum, you must have clean user configuration, or remove everything under "[Doom.UnknownConsoleVariables]". There's no other way with the introduction of cvarinfo, many of us have tried complaining about it and it's gotten nowhere, and I wish there was another way, but there is not.
3) Download Samsara 0.3666 and place it in your preferred port's folder.
4) Place the Extra Heroes file in your GZDoom or Zandronum folder along with the core Samsara file.
5) Select both files and drag and drop over your port's executable.
6) Any map packs should be loaded before Samsara files.

Installing and running just Extra Heroes and Mixer:
1) Use the same installation steps as running with just Extra Heroes.
2) Place ExMixer file along with your other Samsara files.
3) IMPORTANT!: Under no circumstances do not drag and drop the files over your port's executable, it will does not work and has not worked for almost 5 years, and will never work. Instead use the provided loader file, or use a tool such as ZDL to set the load order manually. If you use the loader file, you only need these files in your ports directory:
-skulltag_content-3.0-beta01.pk3 (Zandronum Only)
-Samsara 0.3666
-Extra Heroes
-Latest Extra Heroes patch
-ExMixer
-Zandronum Patch (Zandronum Only)
-Latest Mixer patch
-Samsara Soundtrack (GZDoom Only)
4) Any map packs should be loaded before Samsara files.
5) If interested in using any of Zandronum's functionality such as invasion, you must add the Zandronum patch to your load order.

Installing the Samsara Hero Soundtrack:
1) Follow the same steps as setting up Extra Heroes, or Mixer.
2) When using Zandronum, put the Soundtrack file in your SKINS FOLDER, unless you are on GZDoom, where you will put it with your load order.
3) When hosting a server with Samsara soundtrack, do NOT make it a required file under ANY circumstances. It's a large file and it's optional data.
Spoiler: Our Discord Channel (Open)
Last edited by S_Andrew_S on Sun Dec 29, 2019 11:43 pm, edited 10 times in total.

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Empyre
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Re: Samsara: Extra Heroes + ExMixer

#2

Post by Empyre » Fri Jul 27, 2018 8:33 am

When I start a Zandronum server with Samsara 0.3666, Extra Heroes, and EXMixer, and connect to it, as soon as I choose a class, I get kicked for player information change flood. Those might not be the exact words, but I hope it is close enough to get the idea across. It works fine in single-player Zandronum.
"For the world is hollow, and I have touched the sky."

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EnsaladaDeTomate
 
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Re: Samsara: Extra Heroes + ExMixer

#3

Post by EnsaladaDeTomate » Fri Jul 27, 2018 9:01 pm

Empyre wrote:
Fri Jul 27, 2018 8:33 am
When I start a Zandronum server with Samsara 0.3666, Extra Heroes, and EXMixer, and connect to it, as soon as I choose a class, I get kicked for player information change flood. Those might not be the exact words, but I hope it is close enough to get the idea across. It works fine in single-player Zandronum.
Extra heroes are not compatible with Samsara 0.3666 yet.

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Empyre
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Re: Samsara: Extra Heroes + ExMixer

#4

Post by Empyre » Sat Jul 28, 2018 5:21 am

EnsaladaDeTomate wrote:
Fri Jul 27, 2018 9:01 pm
Empyre wrote:
Fri Jul 27, 2018 8:33 am
When I start a Zandronum server with Samsara 0.3666, Extra Heroes, and EXMixer, and connect to it, as soon as I choose a class, I get kicked for player information change flood. Those might not be the exact words, but I hope it is close enough to get the idea across. It works fine in single-player Zandronum.
Extra heroes are not compatible with Samsara 0.3666 yet.
I tried it with Samsara 0.3666 because of this:
S_Andrew_S wrote:
Thu Jul 26, 2018 6:30 am
the scripting has been entirely reworked to run on Samsara 0.3666!
"For the world is hollow, and I have touched the sky."

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Re: Samsara: Extra Heroes + ExMixer

#5

Post by S_Andrew_S » Mon Jul 30, 2018 5:04 pm

Empyre wrote:
Sat Jul 28, 2018 5:21 am
EnsaladaDeTomate wrote:
Fri Jul 27, 2018 9:01 pm
Empyre wrote:
Fri Jul 27, 2018 8:33 am
When I start a Zandronum server with Samsara 0.3666, Extra Heroes, and EXMixer, and connect to it, as soon as I choose a class, I get kicked for player information change flood. Those might not be the exact words, but I hope it is close enough to get the idea across. It works fine in single-player Zandronum.
Extra heroes are not compatible with Samsara 0.3666 yet.
I tried it with Samsara 0.3666 because of this:
S_Andrew_S wrote:
Thu Jul 26, 2018 6:30 am
the scripting has been entirely reworked to run on Samsara 0.3666!
Haha, my bad, Zandronum hasn't been alerting me whether or not this topic is being updated, I thought the forums were dead. Anyways, the next build of Extra Heroes + ExMixer is going to be able to run on Samsara 0.3666, but right now you need to use 0.31beta.

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Re: Samsara: Extra Heroes + ExMixer

#6

Post by Justjamie » Wed Aug 08, 2018 4:47 am

Can you explere more worlds for all heroes?

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dantos123
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Re: Samsara: Extra Heroes + ExMixer

#7

Post by dantos123 » Wed Aug 15, 2018 10:12 pm

Nice work this looks amazing

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Empyre
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Re: Samsara: Extra Heroes + ExMixer

#8

Post by Empyre » Sun Aug 19, 2018 2:55 am

I have this on my server now. the extra heroes are there, but the custom monsters are not. Please take a look at my server to see if you can figure out what is going wrong.
Empyre's Little Server - Empyrion_v39 + Samsara + Extra Heroes + EXMixer

Also, when I join the server, my console says that script 667 is a runaway script.
"For the world is hollow, and I have touched the sky."

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Re: Samsara: Extra Heroes + ExMixer

#9

Post by mattbratt11 » Wed Oct 17, 2018 12:53 am

I was wondering if there would be a Samsara Map Pack, which includes all the stock maps from games and/or TCs their heroes came from.
Also, will there be the Adventures of Square Next, or maybe HACX?
Perhaps the compatibility patch for ZDWars might be useful as well, because they fit very well together.

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Re: Samsara: Extra Heroes + ExMixer

#10

Post by De-M-oN » Fri Nov 23, 2018 1:41 am

hmm If I load it with these

https://abload.de/img/unbenannt69890fx2.png

I get these problems:

Code: Select all

Tried to register class 'MaxArmorBonus' more than once.
Tried to register class 'MaxHealthBonus' more than once.
Tried to register class 'turbosphere' more than once.
Tried to register class 'TimeFreezeSphere' more than once.
Tried to register class 'InvisibilitySphere' more than once.
Tried to register class 'guardsphere' more than once.
Tried to register class 'PowerQuadDamage' more than once.
Tried to register class 'PowerQuarterDamage' more than once.
Tried to register class 'PowerTurbo' more than once.
Tried to register class 'PowerTranslucency' more than once.
Tried to register class 'SamsaraUniquePickup' more than once.
Tried to register class 'SamsaraUniquePickup1' more than once.
Tried to register class 'SamsaraUniquePickup2' more than once.
Tried to register class 'SamsaraUniquePickup_Heretic' more than once.
Tried to register class 'SamsaraUniquePickup_Hexen' more than once.
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 49:
Parent type 'StrengthRune' not found in StrengthRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 50:
Parent type 'RageRune' not found in RageRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 51:
Parent type 'DrainRune' not found in DrainRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 52:
Parent type 'SpreadRune' not found in SpreadRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 53:
Parent type 'ResistanceRune' not found in ResistanceRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 54:
Parent type 'RegenerationRune' not found in RegenerationRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 55:
Parent type 'ProsperityRune' not found in ProsperityRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 56:
Parent type 'ReflectionRune' not found in ReflectionRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 57:
Parent type 'HighJumpRune' not found in HighJumpRune2
Script error, "exmixer-v0.72.pk3:actors/smmglobal.txt" line 58:
Parent type 'HasteRune' not found in HasteRune2
Tried to register class 'MissileTrail' more than once.
Tried to register class 'LowGuardDisintegrate' more than once.
Tried to register class 'ZBloodHeadBlood' more than once.
Tried to register class 'ZBloodFlyingBlood' more than once.
Tried to register class 'ZBloodBloodTrail' more than once.
Tried to register class 'HSDArm' more than once.
Tried to register class 'HSDLEG' more than once.
Tried to register class 'HSDHead' more than once.
Tried to register class 'HSDChest' more than once.
Tried to register class 'LudicrousGibsItem' more than once.

Execution could not continue.

10 errors while parsing DECORATE scripts
Without the exMixer it works..
What am I doing wrong? :(

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Re: Samsara: Extra Heroes + ExMixer

#11

Post by Empyre » Sun Nov 25, 2018 12:13 am

It looks like you need the latest version of skulltag_content loaded first.
"For the world is hollow, and I have touched the sky."

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Re: Samsara: Extra Heroes + ExMixer

#12

Post by De-M-oN » Sun Nov 25, 2018 12:59 am

yes I found it out now. Didnt know that it depends on that.

Maybe you should hint it? I remembered skulltag stuff, but completely new people may never find the reason.

Is this still worked on? Would be nice to see the gore system of blood applied like the case with some other like Rise of the Triad. That makes it even better with this :) Maybe even the same wall bloods and blood sprites etc ? woah that would be unbelievable nice.

Sure hard to do because lack of sprites I guess, but nice would also be prisoner 849 by unreal and Turok! ;)

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Re: Samsara: Extra Heroes + ExMixer

#13

Post by S_Andrew_S » Fri Dec 21, 2018 6:12 am

I got a new video!

It even works on Multiplayer! 8-)
phpBB [video]
The [youtube] tag is deprecated, please use the [media] tag

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The real Apaul27
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Re: Samsara: Extra Heroes + ExMixer

#14

Post by The real Apaul27 » Sat Dec 22, 2018 4:51 am

mattbratt11 wrote:
Wed Oct 17, 2018 12:53 am
I was wondering if there would be a Samsara Map Pack, which includes all the stock maps from games and/or TCs their heroes came from.
Also, will there be the Adventures of Square Next, or maybe HACX?
Perhaps the compatibility patch for ZDWars might be useful as well, because they fit very well together.
...Shadow and Rise of the Wool Ball and even Daytime Drama.

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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

#15

Post by GhostBusterFan » Wed Dec 25, 2019 6:19 am

Incredible release!

code by Mr. Ramon for Duke Nuke, jetpack operating Assault Troopers and Captains converted into Samsara format.
Spoiler: (Open)
ACTOR NormalCheck : Inventory
{
Inventory.Amount 0
Inventory.MaxAmount 1
}

ACTOR FlyCheck : Inventory
{
Inventory.Amount 0
Inventory.MaxAmount 1
}


ACTOR FloorCheck : Inventory
{
Inventory.Amount 0
Inventory.MaxAmount 1
}

ACTOR FireCheck : Inventory
{
Inventory.Amount 0
Inventory.MaxAmount 8
}



ACTOR ASSAULTCAPTAINFLY : ASSAULTCAPTAIN //MR. RAMON
{
STATES
{
SPAWN:
ASCA A 0 A_SETSHOOTABLE
ASCA A 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYSPAWN")
ASCA A 0 THING_CHANGETID(0,1000)
TNT1 A 0
TNT1 A 0 A_JUMP(128,"SPAWN1")
TNT1 A 0 A_JUMP(128,"SPAWN2")
TNT1 A 0 A_JUMP(128,"SPAWN3")
TNT1 A 0 A_JUMP(128,"SPAWN4")
SPAWN1:
ASCA S 3 A_LOOK
LOOP
SPAWN2:
ASCA A 3 A_LOOK
LOOP
SPAWN3:
ASCA C 3 A_LOOK
LOOP
SPAWN4:
ASCA G 3 A_LOOK
LOOP
FLYSPAWN:
ASCA G 0 A_SETSHOOTABLE
ASCA G 0 A_PLAYSOUNDEX("RPV/FLY","BODY",1)
ASCA G 0 THING_CHANGETID(0,1000)
ASCA G 0 A_CHECKFLOOR("TAKEFLY")
ASCA F 3 A_LOOK
LOOP
SEE:
ASCA A 0 A_SETSHOOTABLE
ASCA A 0 A_CHANGEFLAG("NOPAIN",0)
ASCA A 0 A_STOPSOUNDEX("BODY")
ASCA A 0 A_STOPSOUNDEX("SOUNDSLOT7")
ASCA A 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYSEE")
ASCA A 0 A_JUMP(2,"GIVEFLY")
ASCA AABB 3 A_CHASE
ASCA B 0 A_SPAWNITEM("ALIENSTEP1",0,0,0,0)
ASCA CCDD 3 A_CHASE
ASCA D 0 A_SPAWNITEM("ALIENSTEP1",0,0,0,0)
LOOP
GIVEFLY:
ASCA F 0
ASCA F 0 A_CHANGEFLAG("SPAWNFLOAT",1)
ASCA F 0 A_CHANGEFLAG("DROPOFF",1)
ASCA F 0 A_CHANGEFLAG("DONTOVERLAP",1)
ASCA F 0 A_CHANGEFLAG("FLOAT",1)
ASCA F 0 A_CHANGEFLAG("NOGRAVITY",1)
ASCA F 0 A_CHANGEFLAG("FLOORCLIP",0)
ASCA F 0 A_SENTINELBOB
ASCA F 1 A_GIVEINVENTORY("FLYCHECK",1)
GOTO FLYSEE
TAKEFLY:
ASCA F 0
ASCA F 0 A_CHANGEFLAG("SPAWNFLOAT",0)
ASCA F 0 A_CHANGEFLAG("DROPOFF",0)
ASCA F 0 A_CHANGEFLAG("DONTOVERLAP",0)
ASCA F 0 A_CHANGEFLAG("FLOAT",0)
ASCA F 0 A_CHANGEFLAG("NOGRAVITY",0)
ASCA F 0 A_CHANGEFLAG("FLOORCLIP",1)
ASCA F 1 A_TAKEINVENTORY("FLYCHECK",999)
GOTO SEE
FLYSEE:
ASCA F 0 A_SETSHOOTABLE
ASCA F 0 A_PLAYSOUNDEX("RPV/FLY","BODY",1)
ASCA F 0 A_CHECKFLOOR("TAKEFLY")
ASCA FF 3 A_CHASE
ASCA F 0 A_CHECKFLOOR("TAKEFLY")
ASCA FF 3 A_CHASE
ASCA F 0 A_CHECKFLOOR("TAKEFLY")
ASCA FF 3 A_CHASE
ASCA F 0 A_CHECKFLOOR("TAKEFLY")
ASCA FF 3 A_CHASE
ASCA F 0 A_JUMP(256,"SEE2","SEE3")
LOOP
SEE2:
ASCA G 0
ASCA G 0 A_CHECKFLOOR("TAKEFLY")
ASCA G 0 A_JUMPIFTARGETINLOS(1,240)
ASCA G 0 A_SENTINELBOB
ASCA FF 3 A_CHASE
ASCA FF 3 A_CHASE
LOOP
SEE3:
ASCA G 0
ASCA G 0 A_CHECKFLOOR("TAKEFLY")
ASCA FF 3 A_CHASE
LOOP
MISSILE:
ASCA E 0
ASCA E 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYMISSILE")
ASCA E 0 A_JUMP(128,"MISSILE2","TELEPORT")
ASCA SS 9 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
ASCA E 9 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA S 9 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
ASCA E 9 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA S 2 A_FACETARGET
GOTO SEE
MISSILE2:
ASCA GG 9 A_FACETARGET
ASCA HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA GG 4 A_FACETARGET
ASCA HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA GG 4 A_FACETARGET
ASCA HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA GG 4 A_FACETARGET
ASCA HH 4 A_FACETARGET
GOTO SEE
FLYMISSILE:
ASCA G 0 A_FACETARGET
ASCA G 0 A_JUMP(96,"TELEPORTFLY")
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASCA F 6 BRIGHT
ASCA FFFF 3
GOTO FLYSEE
TELEPORT:
ASCA Q 10
ASCA R 0 A_CHANGEFLAG("NOPAIN",1)
ASCA R 0 A_UNSETSHOOTABLE
ASCA R 1 A_SETSCALE(0.70,0.70)
ASCA R 1 A_SETSCALE(0.67,0.70)
ASCA R 1 A_SETSCALE(0.64,0.70)
ASCA R 1 A_SETSCALE(0.61,0.70)
ASCA R 1 A_SETSCALE(0.58,0.70)
ASCA R 1 A_SETSCALE(0.55,0.70)
ASCA R 1 A_SETSCALE(0.52,0.70)
ASCA R 1 A_SETSCALE(0.49,0.70)
ASCA R 1 A_SETSCALE(0.46,0.70)
ASCA R 1 A_SETSCALE(0.43,0.70)
ASCA R 1 A_SETSCALE(0.40,0.70)
ASCA R 1 A_SETSCALE(0.37,0.70)
ASCA R 1 A_SETSCALE(0.34,0.70)
ASCA R 1 A_SETSCALE(0.31,0.70)
ASCA R 1 A_SETSCALE(0.28,0.70)
ASCA R 1 A_SETSCALE(0.25,0.70)
ASCA R 1 A_SETSCALE(0.22,0.70)
ASCA R 1 A_SETSCALE(0.19,0.70)
ASCA R 1 A_SETSCALE(0.16,0.70)
ASCA R 1 A_SETSCALE(0.13,0.70)
ASCA R 1 A_SETSCALE(0.10,0.70)
ASCA R 1 A_SETSCALE(0.07,0.70)
ASCA R 1 A_SETSCALE(0.04,0.70)
TNT1 A 0 A_PLAYSOUNDEX("ASSAULTCAPT/TELEPORT","SOUNDSLOT5",0,0)
TNT1 A 0 A_SPAWNITEM("DUKETELEPORTFLASH")
ASCA U 0 A_SETSCALE(0.70,0.70)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_EXTCHASE(0,0,0,0)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_WANDER
TNT1 A 10 A_CUSTOMMISSILE("DUKETELEPORTFLASH")
ASCA G 0 A_PLAYWEAPONSOUND("ASSAULTCAPT/TELEPORT")
ASCA U 0 A_CHANGEFLAG("NOPAIN",0)
ASCA U 0 A_SETSHOOTABLE
ASCA U 10
GOTO SEE
TELEPORTFLY:
ASCA G 0
ASCA G 0 A_CUSTOMMISSILE("DUKETELEPORTFLASH")
ASCA G 0 A_PLAYWEAPONSOUND("ASSAULTCAPT/TELEPORT")
ASCA G 0 A_STOPSOUNDEX("BODY")
ASCA G 0 A_STOPSOUNDEX("SOUNDSLOT7")
ASCA G 0 A_CHANGEFLAG("NOPAIN",1)
ASCA F 1 A_UNSETSHOOTABLE
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 1 A_EXTCHASE(0,0,0,0)
TNT1 AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA 0 A_WANDER
TNT1 A 10 A_CUSTOMMISSILE("DUKETELEPORTFLASH")
ASCA G 0 A_PLAYWEAPONSOUND("ASSAULTCAPT/TELEPORT")
TNT1 A 0 A_CHANGEFLAG("NOPAIN",0)
ASCA F 2 A_SETSHOOTABLE
GOTO FLYSEE
PAIN:
ASCA T 0
ASCA T 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYPAIN")
ASCA I 8 A_PAIN
GOTO SEE
FLYPAIN:
ASCA F 8 A_PAIN
GOTO FLYSEE
PAIN.RADIAL:
ASCA T 0
ASCA T 0 HEALTHING(2)
GOTO SEE
WOUND:
}
}
ACTOR ASSAULTTROOPERFLY : ASSAULTTROOPER // RAMON AGAIN
{
STATES
{
SPAWN:
ASTR A 0 A_SETSHOOTABLE
ASTR A 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYSPAWN")
ASTR A 0 THING_CHANGETID(0,1000)
TNT1 A 0
TNT1 A 0 A_JUMP(128,"SPAWN1")
TNT1 A 0 A_JUMP(128,"SPAWN2")
TNT1 A 0 A_JUMP(128,"SPAWN3")
TNT1 A 0 A_JUMP(128,"SPAWN4")
TNT1 A 0 A_JUMP(128,"SPAWN1")
SPAWN1:
ASTR A 3 A_LOOK
LOOP
SPAWN2:
ASTR C 3 A_LOOK
LOOP
SPAWN3:
ASTR Q 3 A_LOOK
LOOP
SPAWN4:
ASTR G 3 A_LOOK
LOOP
FLYSPAWN:
ASTR G 0 A_SETSHOOTABLE
ASTR G 0 A_PLAYSOUNDEX("RPV/FLY","BODY",1)
ASTR G 0 THING_CHANGETID(0,1000)
ASTR G 0 A_CHECKFLOOR("TAKEFLY")
ASTR F 3 A_LOOK
LOOP
SEE:
ASTR A 0 A_SETSHOOTABLE
ASTR A 0 A_CHANGEFLAG("NOPAIN",0)
ASTR A 0 A_STOPSOUNDEX("BODY")
ASTR A 0 A_STOPSOUNDEX("SOUNDSLOT7")
ASTR A 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYSEE")
ASTR A 0 A_JUMP(2,"GIVEFLY")
ASTR AABB 3 A_CHASE
ASTR B 0 A_SPAWNITEM("ALIENSTEP1",0,0,0,0)
ASTR CCDD 3 A_CHASE
ASTR D 0 A_SPAWNITEM("ALIENSTEP1",0,0,0,0)
LOOP
GIVEFLY:
ASTR F 0
ASTR F 0 A_CHANGEFLAG("SPAWNFLOAT",1)
ASTR F 0 A_CHANGEFLAG("DROPOFF",1)
ASTR F 0 A_CHANGEFLAG("DONTOVERLAP",1)
ASTR F 0 A_CHANGEFLAG("FLOAT",1)
ASTR F 0 A_CHANGEFLAG("NOGRAVITY",1)
ASTR F 0 A_CHANGEFLAG("FLOORCLIP",0)
ASTR F 0 A_SENTINELBOB
ASTR F 1 A_GIVEINVENTORY("FLYCHECK",1)
GOTO FLYSEE
TAKEFLY:
ASTR F 0
ASTR F 0 A_CHANGEFLAG("SPAWNFLOAT",0)
ASTR F 0 A_CHANGEFLAG("DROPOFF",0)
ASTR F 0 A_CHANGEFLAG("DONTOVERLAP",0)
ASTR F 0 A_CHANGEFLAG("FLOAT",0)
ASTR F 0 A_CHANGEFLAG("NOGRAVITY",0)
ASTR F 0 A_CHANGEFLAG("FLOORCLIP",1)
ASTR F 1 A_TAKEINVENTORY("FLYCHECK",999)
GOTO SEE
FLYSEE:
ASTR F 0 A_SETSHOOTABLE
ASTR F 0 A_PLAYSOUNDEX("RPV/FLY","BODY",1)
ASTR F 0 A_CHECKFLOOR("TAKEFLY")
ASTR FF 3 A_CHASE
ASTR F 0 A_CHECKFLOOR("TAKEFLY")
ASTR FF 3 A_CHASE
ASTR F 0 A_CHECKFLOOR("TAKEFLY")
ASTR FF 3 A_CHASE
ASTR F 0 A_CHECKFLOOR("TAKEFLY")
ASTR FF 3 A_CHASE
ASTR F 0 A_JUMP(256,"SEE2","SEE3")
LOOP
SEE2:
ASTR G 0
ASTR G 0 A_CHECKFLOOR("TAKEFLY")
ASTR G 0 A_JUMPIFTARGETINLOS(1,240)
ASTR G 0 A_SENTINELBOB
ASTR FF 3 A_CHASE
ASTR FF 3 A_CHASE
LOOP
SEE3:
ASTR G 0
ASTR G 0 A_CHECKFLOOR("TAKEFLY")
ASTR FF 3 A_CHASE
LOOP
MISSILE:
ASTR E 0
ASTR E 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYMISSILE")
ASTR E 0 A_JUMP(128,"MISSILE2","MISSILE2")
ASTR QQ 9 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
ASTR E 9 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR Q 9 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
ASTR E 9 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR Q 2 A_FACETARGET
GOTO SEE
MISSILE2:
ASTR GG 9 A_FACETARGET
ASTR HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR GG 4 A_FACETARGET
ASTR HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR GG 4 A_FACETARGET
ASTR HH 4 A_FACETARGET
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR GG 4 A_FACETARGET
ASTR HH 4 A_FACETARGET
GOTO SEE
FLYMISSILE:
ASTR G 0 A_FACETARGET
//ASTR G 0 A_JUMP(96,"TELEPORTFLY")
TNT1 A 0 A_PLAYSOUND("ASSAULTCAPT/FIRE", CHAN_WEAPON)
TNT1 A 0 BRIGHT A_CUSTOMMISSILE("TROOPERLASER",32,10,0,8)
ASTR F 6 BRIGHT
ASTR FFFF 3
GOTO FLYSEE
PAIN:
ASTR T 0
ASTR T 0 A_JUMPIFINVENTORY("FLYCHECK",1,"FLYPAIN")
ASTR I 8 A_PAIN
GOTO SEE
FLYPAIN:
ASTR F 8 A_PAIN
GOTO FLYSEE
PAIN.RADIAL:
ASTR T 0
ASTR T 0 HEALTHING(2)
GOTO SEE

}
}

ACTOR ASSAULTTROOPERS : RANDOMSPAWNER // MIXED THE REGULAR WALK ONLY AND ONE THAT HAS A CHANCE OF JETPACK INTO SPAWNERS SO ALL OF THEM DON'T JUST FLY AT YOU, IT CAN ONLY BE USED BY SELECT FEW.
{
DROPITEM "ASSAULTTROOPER" 255 255
DROPITEM "ASSAULTTROOPERFLY" 255 66
}
ACTOR ASSAULTCAPTAINS : RANDOMSPAWNER
{
DROPITEM ASSAULTCAPTAIN" 255 255
DROPITEM "ASSAULTCAPTAINFLY" 255 66
}

User avatar
ZedSlayer
New User
Posts: 4
Joined: Sat Jun 16, 2012 12:15 am

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

#16

Post by ZedSlayer » Mon Dec 30, 2019 6:38 am

Unless I'm not doing it right, it seems like the Excalabat for IP Freely isn't working, I press or hold attack and nothing happens.

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