Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

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delroku
Posts: 8
Joined: Sat Apr 22, 2017 3:43 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by delroku »

S_Andrew_S wrote:the next update is intended to be the definitive version.
whoa really?
i've been following this mod on the facebook page but finally found the Zmod page.
anyway, how long would the mod take to be adapted to GZdoom from the last update?
also because back then it was kinda difficult to find the links to play the beta versions.
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Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Shiny Metagross »

delroku wrote:
S_Andrew_S wrote:the next update is intended to be the definitive version.
whoa really?
i've been following this mod on the facebook page but finally found the Zmod page.
anyway, how long would the mod take to be adapted to GZdoom from the last update?
also because back then it was kinda difficult to find the links to play the beta versions.
When it's released :wink:

Anyway, here's a few pics of the freeman model I've created with Blender and Noesis. As you can see the holding animations are baked into other animations like running, walking, crouching, crawling, swimming, jumping, etc.
Spoiler: Pictures
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Douk Nouk Kem
Posts: 16
Joined: Sat Dec 16, 2017 5:52 am

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Douk Nouk Kem »

So about this ally call-in phone, how does it exactly work?
For instance, if you play as I.P. Freely and pick it up, does it spawn the rest of H.U.N.T team and how it determines their armament:
1) Each member of the team gets assigned a random weapon
2) They all use the same weapon
3) They use different weapons depending on situation i.e. pistol(s)/MP-40 for close range, launchers for medium-long
And good luck with your project, this looks extremely promising compared to raw looks of original addons.
Assassin of Purity
Posts: 178
Joined: Thu May 10, 2018 10:55 am
Graphics Processor: Not Listed

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Assassin of Purity »

Hope your project goes well. :)
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Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Shiny Metagross »

Douk Nouk Kem wrote:So about this ally call-in phone, how does it exactly work?
For instance, if you play as I.P. Freely and pick it up, does it spawn the rest of H.U.N.T team and how it determines their armament:
1) Each member of the team gets assigned a random weapon
2) They all use the same weapon
3) They use different weapons depending on situation i.e. pistol(s)/MP-40 for close range, launchers for medium-long
And good luck with your project, this looks extremely promising compared to raw looks of original addons.
Honestly, I haven't touched the system in a while, but I know at least one of them uses the mp40 while the others use pistols for close range, while they each use a different missile weapon for longer range attacks. They won't really suicide anyways, I've ensured they won't hurt each other or you.
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by r&r »

When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?
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Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Shiny Metagross »

r&r wrote:When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?
You need skulltag actors first
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by r&r »

S_Andrew_S wrote:
r&r wrote:When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?
You need skulltag actors first
Ah ok, Thanks.
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by r&r »

Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.
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Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Shiny Metagross »

r&r wrote:Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.
You can technically with the randomize mode but it's a pain to work with just for that. The next version will have parameters just for that, so you will have to wait for those options.
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r&r
Posts: 279
Joined: Fri Sep 08, 2017 2:54 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by r&r »

S_Andrew_S wrote:
r&r wrote:Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.
You can technically with the randomize mode but it's a pain to work with just for that. The next version will have parameters just for that, so you will have to wait for those options.
Ah ok then.

long ago I was thinking to rip Robocop guns images from the ps2 game even Terminator 3 one and convert them into doom sprites.

I almost did the MDK gun from the old fmv, I actually have the frames but I never edited them.
got to lazy too.

Wondering if you'll be interested in any of those characters and weapons?
Kurt from MDK, RoboCop, and the Terminator?
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BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by BFG »

Some ideas of ways to add in the monsters that are missing (the ones that are water based or don't walk)
Attachments
Blake Stone turret can now move around in tank form?
Blake Stone turret can now move around in tank form?
ezgif-1-0278a91fa6.gif (53.44 KiB) Viewed 1852 times
Blood pods can move around under the floor and pop up to attack
Blood pods can move around under the floor and pop up to attack
Zdoomforumz.gif (45.87 KiB) Viewed 1852 times
Dark Forces alien can move around similarly to the Corridor 7 slime monster, and also the Blake Stone prototype robot sprited
Dark Forces alien can move around similarly to the Corridor 7 slime monster, and also the Blake Stone prototype robot sprited
ZDoomForum1.gif (151.34 KiB) Viewed 1852 times
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EnsaladaDeTomate
Posts: 44
Joined: Sat Jul 24, 2010 5:03 pm
Location: Pesnirp

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by EnsaladaDeTomate »

BFG wrote:Some ideas of ways to add in the monsters that are missing (the ones that are water based or don't walk)
Im very interested in the blood pods and the blake stone robot.

I dont know about the turret tank and the sewer monster, since the corridor 7 monster is actually a slime creature.
Assassin of Purity
Posts: 178
Joined: Thu May 10, 2018 10:55 am
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Assassin of Purity »

Turok Dinosaur Hunter or Goldeneye 64 class in Samsara.
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dawnbreez
Posts: 199
Joined: Wed Jul 08, 2015 12:29 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by dawnbreez »

I'm getting an error when I load ExHeroes in GZD3.5.1:

Code: Select all

Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
'user_angle' is already defined in 'MagicCircleFlameBall_1C' or one of its ancestors.
Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'
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