Samsara - No longer under active development.

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leileilol
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Re: Samsara - 0.28 - Fight, for the Front and Freedom!

Post by leileilol »

Mighty foot is a good enough silent killer. I've footed plenty of unessential townies without alarm penalty.
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TerminusEst13
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Re: Samsara - 0.28 - Fight, for the Front and Freedom!

Post by TerminusEst13 »

I did a quick attempt to play through Strife as Duke, but the lack of a ranged silenced weapon to fill the role of crossbow set off the alarms and got me killed rather quickly.
As time goes on, everyone's melee (sans Chexguy's) gets seriously upgraded. Corvus' Tomed Staff/Ranger's Quadded Axe is brutal, Doomguy's 'zerk fist can brutalize assassination, SO's running punch is gibfist, Parias' is excellent right out of the gate, Duke can DROPKICK, BJ's sawknife can stunlock, and Bob's your uncle.
That being said, I could try and make a silencer for the pistol weapons. What do you think would be the best way to get it?
I also noticed that Duke's pistol could shoot the transparent guards, but none of his other weapons could. This may be intentional, but it felt odd.
Ah, yes, quick note. Shadow Acolytes are spooky ghosts, now. Standard ghost-hitting rules apply--all starting weapons can hit them, most hitscan/bullet weapons can't, most energy/projectile weapons can.
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Re: Samsara - 0.28 - Fight, for the Front and Freedom!

Post by XutaWoo »

It might as well just be something you start with or get with the communicator. While it takes a while to get poison bolts, they basically start appearing so there's no good way to measure the timing of when you get your silenced, range weapon.
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Ijon Tichy
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Re: Samsara - 0.28 - Fight, for the Front and Freedom!

Post by Ijon Tichy »

You can get poison bolts before even entering the Sanctuary if you stab Harris a few times and collect his loot. I'd say it could work.

BUT OP 0.28 IS OUT THE DOOR ALREADY GUESS YOU GOTTA WAIT ANOTHER MONTH FOR THAT.
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TerminusEst13
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by TerminusEst13 »

So apparently +SPECTRAL and -SPECTRAL do not deal in "Spectral" damagetype.
Which meant the Entity was literally unbeatable, as his second form simply could not be damaged.

Brb going to shoot myself for missing such a stupid gamebreaking bug.
I'm going to have to gather up a QA team from now on.

(If you don't plan on playing Strife, you can safely ignore this)
Gez
 
 
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Gez »

Why would you expect -SPECTRAL to do anything spectral? It's for removing the flag... [wiki=Actor_flags#SPECTRAL]+SPECTRAL[/wiki] should work on projectiles, but I don't think it's ever been made to work on hitscans. (Though if so, it'd have to be placed on the puff.)
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Popsoap
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Popsoap »

The SPECTRAL flag is similar to the GHOST flag in usage, except the rules for what can hit a spectral monster are reversed (i.e. only attacks that have the SPECTRAL flag can hit monsters with the SPECTRAL flag).
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Ijon Tichy
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Ijon Tichy »

Gez wrote:Why would you expect -SPECTRAL to do anything spectral? It's for removing the flag... [wiki=Actor_flags#SPECTRAL]+SPECTRAL[/wiki] should work on projectiles, but I don't think it's ever been made to work on hitscans. (Though if so, it'd have to be placed on the puff.)
And we would've stuck with the SPECTRAL flag if it weren't for the fact that projectiles spawned from projectiles would not damage +SPECTRAL monsters, even if they had +SPECTRAL themselves. Hence the switch to damagetypes, which also allowed the change of spectres from "lol immune to everything" to "not immune, but highly resistant".

Basically everything Strife-related is broken and hacky. SURPRISE.

edit: AT LEAST IN ZANDROLAND THAT'S WHAT HAPPENED WITH +SPECTRAL OKAY
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Gez »

There have been some changes in how spectral stuff is handled in ZDoom, with r3651, r2129, r2106, r1777, r1689, and r1619. (That's all the post-r1551 revisions which grepped for "spectral".)
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insightguy
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by insightguy »

hey who's making the Samsara add on pk3 thats in the DRD mirror?
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SyntherAugustus
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by SyntherAugustus »

insightguy wrote:hey who's making the Samsara add on pk3 thats in the DRD mirror?
I worked on a HUD for IvanDobrovski to use. I didn't think those were public. Those files should be gone now.

IvanDobrovski has been making addon characters. The next version, 1.5, will have Caleb along with previously done characters (RoTT and Blake Stone).
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Zhs2
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Zhs2 »

TerminusEst13 wrote:[words]
>using Mibbit

Thanks a bunch, friend. We'll run a test session tomorrow and see just how well this works out.
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leileilol
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by leileilol »

Know what's hard?

Strife with Quakeguy, on hardest difficulty.
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Zhs2
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by Zhs2 »

Well, this is just a day late, but something is still causing crashes of fun. Supposedly it crashed due to the collection of weapon 6 or ammo 2 according to a server mate. However, I never crashed once (played Ranger.) Another person played Duke a bit late and I don't think it crashed for him either. This is still the same server setup (e.g. Hell Revealed 2, permault turned on late, infinite ammo getting turned off in the middle because I was stupid and left it in the server config file!)
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SyntherAugustus
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Re: Samsara - 0.28b - Fight, for the Front and Freedom!

Post by SyntherAugustus »



Coming soon to a Samsara (zdoom only) near you.
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