Samsara - No longer under active development.

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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President People
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RE: Samsara - 0.3 - I can't drive at .30, man.

#961

Post by President People » Mon Dec 23, 2013 9:56 pm

Rarsonic wrote:I suppose I had to assume there was something like this out already. No sense in continuing mine, I guess.
I wouldn't say that. There are differing opinions on what role a character would fill and how their weapons should behave. StrifeGuy is probably the most disputed, in that regard! Unless you feel that yours would end up exactly the same as Gardevoir's, I urge you to continue with your take on the character.

Who knows? Maybe it'll turn out that multiple builds for the player to choose from was how StrifeGuy was meant to be played.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#962

Post by Rarsonic » Mon Dec 23, 2013 10:32 pm

The fact is that there are not that many differences between what I've seen in Gardevoir's addon and what I had in mind.

The only discrepancies between his(her?) idea and mine for Strifeguy are the starter (I'd rather use the Crossbow with electrobolts, with the poison bolt mode available as soon as a slot II pickup is taken), the use of P-Grenades (I was thinking about drastically reducing the burning time in order to avoid excessive area denial, especially for DM) and the weapons and items in slots I and VII and the unique (I'd propose consecutive Sigil pieces, Mauler, and random Stamina and Accuracy upgrades, respectively). Furthermore the idea of having separate ammo types for some weapons like Ranger has could also be a good idea for Strifeguy, and a way to stay truer to the source material. Also I was thinking about switching weapon modes the original way, by pressing the slot key number, but I believe Gardevoir's idea, using the secondary fire key, is way better.
Also, I think the jokes Gardevoir wrote for the pickup messages are generally better than what I had in mind. :-P

As for the role Strifeguy could have, I thought about something on the lines of "Guerrilla warfare" or just "Guerrilla" for short, with an extra emphasis on character building owing to its pseudo-RPG origins, becoming what it's called a "momentum character", hence the Stamina, Accuracy and Sigil upgrades.

In fact, I'm just going to paste here my post at ZDoom:

[spoiler]I imagined Rebel Merc as a Stealth/Ambush type of character (the obvious choice, given his silent weapons and lack of effective range, at least early on) and/or as a character of momentum, that means he starts out weak (for whatever definition of "weak", given Ijon's post) but gets more powerful the longer it stays alive.

Right in health item autoapplication has to go, since none of the other classes that can hold health items can do it. Also reduce his maximum pickup limit so he gets away from Corvus' place.

Slot 0: Punch Dagger, of course. With damage values ranging from normal fist to berserker'd fist when fully upgraded. The fact that all starter melee weapons in Sam-Sarah are silent kind of dilutes its utility, though.

Slot 1a: Crossbow with Electrobolts: No ammo used. No major changes might be needed, since its slow rate of fire and the fact it's not hitscan can compensate its 10 to 40 damage range.

Slot 2: Crossbow with Poison Bolts: Rebel Merc's main stealthy weapon. Using type 2 ammo. Damage reduced to about that of a point blank shotgun or maybe a little bit more, due to non-hitscan nature. Although it would be a slot 2 pickup it would actually reside in slot 1, thus giving Rebel Merc no actual slot 2 weapon.

Slot 3: Mini-missile launcher: Using either type 2 or type 3 ammo, although the latter would be more sensible.

Slot 4: Assault Rifle: Using type 1 ammo. Maybe add plasma cannon-like cooldown to avoid abuse of intermitent firing to compensate inaccuracy.

Slot 5: HE/P Grenade Launcher: Using type 3 ammo. Drastically reduce duration of phosphorus grenades' flames to 5 to 10 seconds, no inflamed enemy area damage.

Slot 6: Flamethrower: Using type 4 ammo. Again, no inflamed enemy area damage.

Slot 7: Mauler: Using type 4 ammo. I would've thought that the fact that this is a slot 7 weapon might compensate its Supershotgun-clone status. Also, no autohealing could make its secondary fire more dangerous to use in tense situations.


Now, for the controversial elements:

Special: Random Stamina/Accuracy upgrade: Up to ten for each. Now, to keep with the role I set for the character (momentum-gaining) I thought about losing all gained upgrades upon dying in competitive gametypes and possibly cooperative ones too. Persistence of upgrades in non-strife SP games could also be disputed.

Slot 1b: Sigil, in successive upgrades. I know you might think that I'm completely nuts for placing a BFG in the chainsaw's place (Doom II comes to mind) but the fact that it consumes health for ammo, that there would be no autoheal, that most WADs do not include many chainsaw pickups and that the sigil doesn't quite function as a weapon of mass destruction until tier 3 (nova) might make this choice a bit more sensible. The main problem is that it might completely wreck DM.


Alternatively those last two slots could be swapped.[/spoiler]

EDIT: I feel completely stupid now.
Last edited by Rarsonic on Tue Dec 24, 2013 12:51 am, edited 1 time in total.

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RE: Samsara - 0.3 - I can't drive at .30, man.

#963

Post by Empyre » Tue Dec 24, 2013 12:26 am

This forum DOES have spoiler tags.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#964

Post by Captain Kupo » Sun Dec 29, 2013 11:44 pm

I've run into something strange when playing as the SO.
Giving all weapons gives him his normal weapons, but it also gives him an extra weapon that uses the sprites for the fusion pistol from M1 (cant quite remember what its called, have no access to my doom files right now to check).
Whats up with that?
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RE: Samsara - 0.3 - I can't drive at .30, man.

#965

Post by BlueHattedEngie » Sun Dec 29, 2013 11:57 pm

Terminus, if all the characters would feel like they would in their original games, why is the original Wolfenstein 3D movement not default?
Just curious...

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RE: Samsara - 0.3 - I can't drive at .30, man.

#966

Post by Untitled » Mon Dec 30, 2013 12:03 am

BlueHattedEngie wrote: Terminus, if all the characters would feel like they would in their original games, why is the original Wolfenstein 3D movement not default?
Just curious...
Let me rephrase that to be more technically accurate:

All of the characters feel like they would in their original games if shift around a few things to make it fit into the shape of Doom II. There's only so much one can do within the Doom Engine.

That and Wolfenstein movement might feel weird and awkward and generally speaking weird and awkward things should never be set by default.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#967

Post by President People » Mon Dec 30, 2013 1:17 am

Captain Kupo wrote: I've run into something strange when playing as the SO.
Giving all weapons gives him his normal weapons, but it also gives him an extra weapon that uses the sprites for the fusion pistol from M1 (cant quite remember what its called, have no access to my doom files right now to check).
Whats up with that?
The Tech.50 Pacifier? That's his Punchdrunk chainsaw. Shoot it at a nearby non-boss monster and it'll stun them for a second or two (much like Duke's boot). The monsters are still missing painchances for the damagetype yet, so it won't zap them every time.

As for why he gets one? Well, it's basically a tazer, and he is a security officer, after all. :)
Last edited by President People on Mon Dec 30, 2013 1:25 am, edited 1 time in total.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#968

Post by Medicris » Mon Dec 30, 2013 1:55 am

BlueHattedEngie wrote: Terminus, if all the characters would feel like they would in their original games, why is the original Wolfenstein 3D movement not default?
Just curious...
It fucks up 200% in multiplayer, which the mod has a strong focus on.

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RE: Samsara - 0.3 - I can't drive at .30, man.

#969

Post by Rarsonic » Mon Dec 30, 2013 8:15 pm

BlueHattedEngie wrote: Terminus, if all the characters would feel like they would in their original games, why is the original Wolfenstein 3D movement not default?
Just curious...
I think there's a console variable that allows this, I don't know at just what extent.

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RE: Samsara - 0.3 - I can't drive at .30, man.

#970

Post by TerminusEst13 » Mon Dec 30, 2013 8:19 pm

Medicris wrote:It fucks up 200% in multiplayer, which the mod has a strong focus on.
This is correct. When I first implemented it, it was the default.
It, ah, did not go over well for anyone above 100 ping.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#971

Post by adamclare87 » Tue Jan 07, 2014 1:07 pm

I really, really, REALLY want to have a go at creating a SP map specifically with this mod in mind. Im thinking of something like using 7 portals in HeXen as a base then having a themed puzzle area based on each game culminating in a big boss area or sequential arena thing... (Cyberdemon, Korax, D'Sparil, Octobrain etc etc)

May have to have a play with this over the next few days! Keep up the good work Term!

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RE: Samsara - 0.3 - I can't drive at .30, man.

#972

Post by Matsilagi » Sat Jan 11, 2014 4:41 pm

Firstly, i have to say i recently discovered this, and it got me back to doom. Really nice. I have completed No Rest For the Living using B.J Blakowicz and i really enjoyed it.

Secondly, i would like to request for a kind soul to make Doom64Guy work with 0.31 beta features, since it overrides something that makes it unable to make Bloody hell and limited pistol ammo work (Or contact the guy itself).

Thanks a lot for this nice mod! Next step is Co-op.

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RE: Samsara - 0.3 - I can't drive at .30, man.

#973

Post by Rarsonic » Sun Jan 12, 2014 1:09 pm

What's the difference between Doom64guy and the regular Doomguy besides aesthetics? One extra weapon?

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RE: Samsara - 0.3 - I can't drive at .30, man.

#974

Post by Untitled » Sun Jan 12, 2014 1:43 pm

Rarsonic wrote: What's the difference between Doom64guy and the regular Doomguy besides aesthetics? One extra weapon?
That's pretty much where the differences end, but the thing is Doom64guy makes a nice template to base classes on because of the simplicity.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#975

Post by Matsilagi » Sun Jan 12, 2014 4:41 pm

The weapons also act a bit differently in comparsion with the PC version.

I really like it because of the art style. And ofcourse because of the unmaker (Which isnt powerful like BFG, but i like it because i love cut stuff from games)

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RE: Samsara - 0.3 - I can't drive at .30, man.

#976

Post by Medicris » Sun Jan 12, 2014 11:17 pm

Rarsonic wrote: What's the difference between Doom64guy and the regular Doomguy besides aesthetics? One extra weapon?
Doom 64's chaingun fires a lot faster than classic Doom's, so it's kind of between the classic chaingun and Skulltag minigun. Its SSG, pistol and chainsaw fire faster too. Firing a rocket shoves you backward. Plasma fires at like half speed, which the Unmaker makes up for since it does a lot more damage per cell than plasma. At least the D64 plasma gun has no cooldown after firing like the classic one does.

Not sure how much of that is reflected in the Samsara addon, but comparing the games, D64G is more of a beefed up classic Doomguy with a worse plasma gun.
Last edited by Medicris on Sun Jan 12, 2014 11:27 pm, edited 1 time in total.

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RE: Samsara - 0.3 - I can't drive at .30, man.

#977

Post by Captain Kupo » Thu Jan 16, 2014 6:25 pm

Something i've noticed when playing as the SO is that even when his weapons run out of ammo, they can still be selected and brought up. some of them also dont swap out automatically when they run out of ammo.

is this a bug, a problem with having alt fires, or is it brought in from marathon?
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RE: Samsara - 0.3 - I can't drive at .30, man.

#978

Post by President People » Thu Jan 16, 2014 8:21 pm

Captain Kupo wrote: Something i've noticed when playing as the SO is that even when his weapons run out of ammo, they can still be selected and brought up. some of them also dont swap out automatically when they run out of ammo.

is this a bug, a problem with having alt fires, or is it brought in from marathon?
As far as I know, Ranger's weapons are the only ones that switch when empty. They can still be switched back to, however.

That said, switching and prevention from being switched to when out of ammo is original Marathon behavior. Zandronum has a slider menu in Player Setup > Weapon Setup that could emulate Marathon's switch hierarchy, but I have no idea if that can be customized yet, and "allow switch with no ammo" seems to have no effect regardless.


TL;DR: Not a bug, just missing behavior (and might stay missing for a while).
Last edited by President People on Thu Jan 16, 2014 8:21 pm, edited 1 time in total.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#979

Post by Phoenix7786 » Mon Jan 27, 2014 9:48 am

Hey all I downloaded the Samsara for Zandronum (the 35MB one), put the pk3 file in my Zandronum file with my other WAD's and ran it with Zandronum. However, it still gives me the same old Zandronum. I got Brutal Doom to work (which is the same "open this pk3 file with Zandronum" process) so I'm a bit perplexed as to what I did wrong here. Would someone be willing to help me out? Running Samsara .3 on both Zandronum 1.0 and 1.2 and neither time it works.
Thanks all!

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RE: Samsara - 0.3 - I can't drive at .30, man.

#980

Post by Untitled » Mon Jan 27, 2014 9:45 pm

Phoenix7786 wrote: Hey all I downloaded the Samsara for Zandronum (the 35MB one), put the pk3 file in my Zandronum file with my other WAD's and ran it with Zandronum. However, it still gives me the same old Zandronum. I got Brutal Doom to work (which is the same "open this pk3 file with Zandronum" process) so I'm a bit perplexed as to what I did wrong here. Would someone be willing to help me out? Running Samsara .3 on both Zandronum 1.0 and 1.2 and neither time it works.
Thanks all!
What's the bug you're currently getting? Why does it not allow you to start?
Last edited by Untitled on Mon Jan 27, 2014 9:45 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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