Samsara - No longer under active development.

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

#901

Post by Untitled » Tue Nov 05, 2013 1:10 am

TerminusEst13 wrote: There will be a cvar for a different, more in-line-with-Unreal VII--the Redeemer is iconic, yes, but I would like to give people who want a vanilla Unreal experience the option to, well, go pure vanilla.
It will be interesting, that's for sure.
So what's the alternative to the Redeemer?
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[/troll]
Last edited by Untitled on Tue Nov 05, 2013 1:10 am, edited 1 time in total.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#902

Post by BlueHattedEngie » Tue Nov 05, 2013 7:40 pm

Don't know if this has been mentioned before but when I play Chex Quest with Samsara, some of the textures are replaced with DOOM's.
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TerminusEst13
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RE: Samsara - 0.3 - I can't drive at .30, man.

#903

Post by TerminusEst13 » Tue Nov 05, 2013 7:52 pm

Hmm, that's weird. Samsara doesn't have any textures inside of it, so it sounds like something extra is being autoloaded.

Do you have any texture packs, or are you loading Chex Quest with Doom?
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RE: Samsara - 0.3 - I can't drive at .30, man.

#904

Post by BlueHattedEngie » Tue Nov 05, 2013 8:06 pm

TerminusEst13 wrote: Hmm, that's weird. Samsara doesn't have any textures inside of it, so it sounds like something extra is being autoloaded.

Do you have any texture packs, or are you loading Chex Quest with Doom?
Well, whoopsie daisy. I was loading skulltag_data.pk3 and skulltag_actors.pk3 as well. Sorry about that. :¬l

A few other things:
When I IDKFA/IDFA for final bosses, I get everyone's instagib weapon regardless of who I play as.
Also, as a suggestion, in Chex Quest, you replaced the Rapid Zorcher with a Slot III and IV weapon. Could the same be implemented in DOOM/Ultimate DOOM?
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TerminusEst13
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RE: Samsara - 0.3 - I can't drive at .30, man.

#905

Post by TerminusEst13 » Tue Nov 05, 2013 8:23 pm

No, unfortunately. Doom and Doom II use the same actors, so if I replaced (for example) the Chaingun with a III and a IV, the same thing would happen in Doom II maps.

Sorry.

EDIT: Also, Samsara now has a ModDB page! I have no clue what I'm doing.
Last edited by TerminusEst13 on Tue Nov 05, 2013 8:24 pm, edited 1 time in total.
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ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
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RE: Samsara - 0.3 - I can't drive at .30, man.

#906

Post by BlueHattedEngie » Tue Nov 05, 2013 8:52 pm

TerminusEst13 wrote: No, unfortunately. Doom and Doom II use the same actors, so if I replaced (for example) the Chaingun with a III and a IV, the same thing would happen in Doom II maps.

Sorry.

EDIT: Also, Samsara now has a ModDB page! I have no clue what I'm doing.
Could the Slot III weapon be put alongside a later weapon, eg. the Rocket Launcher? (That way, the player would have already picked up Slot III in DOOM 2 by the time he picks up Slot V)
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RE: Samsara - 0.3 - I can't drive at .30, man.

#907

Post by Untitled » Tue Nov 05, 2013 9:43 pm

I'd honestly just go the route of making a CVar for moar supershotguns. I mean, TerminusEst13 makes CVars for just about everything, so I really don't see why not.
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Last edited by Untitled on Tue Nov 05, 2013 9:43 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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RE: Samsara - 0.3 - I can't drive at .30, man.

#908

Post by Ænima » Tue Nov 05, 2013 9:49 pm

I need to learn how to use all this CVARINFO business ...
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RE: Samsara - 0.3 - I can't drive at .30, man.

#909

Post by HexaDoken » Wed Nov 06, 2013 3:06 am

BlueHattedEngie wrote: Could the Slot III weapon be put alongside a later weapon, eg. the Rocket Launcher? (That way, the player would have already picked up Slot III in DOOM 2 by the time he picks up Slot V)
Rocket launcher actually appears before SSG in Doom 2. Plus there are different mappacks out there with their own weapon progression too. Sooooooooooo

Yeah a CVar sounds good. Because if all else fails, use a CVar.

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

#910

Post by Mr.Bungle » Wed Nov 06, 2013 7:02 pm

Hey Terminus, first of all, I'd like to thank you for this superb mod. It is a blast to play.

Second, the 0.3 version seems not to work on (g)ZDoom. Everytime I load it I get the following error message:

"Execution could not continue.

Script error, "samsara-v0.3-zd.pk3:cvarinfo.txt" line 60:
cvar 'samsara_cl_weaponhud' already exists"

I've got the latest SVN versions, but it still keeps happening, and I'm stuck with v0.29 for now =(
Nevermind, I found a fix in Zdoom forums. Keep up the good work mate.
Last edited by Mr.Bungle on Wed Nov 06, 2013 7:10 pm, edited 1 time in total.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#911

Post by Captain Kupo » Thu Nov 07, 2013 4:31 pm

from the trailer it looks like Gina is coming along pretty well, cant wait to play as her!

on another note, does anyone know how to get the monster mixer to work? i cant get it to work right at all for anything
Last edited by Captain Kupo on Thu Nov 07, 2013 6:39 pm, edited 1 time in total.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#912

Post by TerminusEst13 » Fri Nov 08, 2013 8:16 am

So ever since getting the Kotaku and GameFront articles, I've been receiving a lot of requests for compatibility with Brutal Doom.
When Ketchup came out, one of the very first things people did with it is modify it to work with Samsara.

I think it's quite clear that people have a taste for bloodshed.

But Samsara isn't about blood and gore! It's about taking the classics and enjoying them, having a fun time with the days of old!
And, of course, there's the people who just don't like the extraneous blood and gore--the sprites show enough of a splatter, anything more is just completely needless.
What side do you lean on?

Why not both?
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RE: Samsara - 0.3 - I can't drive at .30, man.

#913

Post by Unholypimpin » Fri Nov 08, 2013 8:42 am

So now you can toggle gore on and off at will and it works differently for everyone?

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

#914

Post by -Jes- » Fri Nov 08, 2013 9:00 am

Alwaysdoomed wrote: So now you can toggle gore on and off at will and it works differently for everyone?
That's what the video shows it as doing.
Also, Medicam music 10/10 would lmao again.

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

#915

Post by Ivan » Fri Nov 08, 2013 11:23 am

That's a cool idea.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#916

Post by Ænima » Fri Nov 08, 2013 1:56 pm

TerminusEst13 wrote: So ever since getting the Kotaku and GameFront articles, I've been receiving a lot of requests for compatibility with Brutal Doom.
Why does everything have to be compatible with Brutal Doom?


It's like the fanboys are afraid to leave their comfort zone.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#917

Post by HexaDoken » Fri Nov 08, 2013 3:55 pm

Because enjoying over the top gore and blood is a sign of maturity.

Yeah.

Totally.

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

#918

Post by CloudFlash » Fri Nov 08, 2013 4:39 pm

HexaDoken wrote: Because enjoying over the top gore and blood is a sign of maturity.

Yeah.

Totally.
So you think that people playing zanny are generally mature, huh.
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RE: Samsara - 0.3 - I can't drive at .30, man.

#919

Post by Unholypimpin » Fri Nov 08, 2013 9:28 pm

Because apparently theres idiots out there that think that brutal doom is actually doom so they think everything should be compatible with it. Brutal doom is just another gore mod, and how it got this popular is beyond me.

I think adding toggable gore is a step in the right direction because it gives the brutal doom fags their gore while not actually making brutal doom compatible so they can actually play other mods without brutal doom.

Im glad you made the gore toggable and only visual to those who turn it on because imo gore mods in general are glorified jokewads since all they end up doing is making me laugh when I kill an enemy.
Last edited by Unholypimpin on Fri Nov 08, 2013 9:37 pm, edited 1 time in total.

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

#920

Post by Balrog » Fri Nov 08, 2013 9:47 pm

Eh. I would have just done the following:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
Clientside gore is still a good idea, though. Expect to see it shamelessly plagarized in the next version of Brutal Doom.

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