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Re: Samsara - 0.3666 - World Tour

Posted: Fri Aug 24, 2018 11:23 am
by Kinsie
SiFi270 wrote:Would it be any easier to imitate vanilla Duke3D's questionable way of doing it, by reloading whenever the number of bullets reaches a multiple of 12 rather than checking if 12 shots have been fired?
Probably, but it'd require a deep-dive into fucked-up reverse-synthfire that was literally written in a drug-fuelled haze.

Re: Samsara - 0.3666 - World Tour

Posted: Thu Oct 25, 2018 4:59 am
by StroggVorbis
Ranger's nails seem to be blocked by 3D floors if fired below them. Rockets and other projectiles seem unaffected and behave normally.

Also, firing the thunderbolt obscures whatever you're aiming at due to a tremendous amount of particles.

Re: Samsara - 0.3666 - World Tour

Posted: Mon Feb 18, 2019 11:05 am
by MrJesseMoore
Kinsie wrote:EDIT: I found a proper fix! But it requires the use of CountInv, which Zandro doesn't have. Sweet.
Could you share with me how you scripted this? I like using samsara with some tweaks to play doom maps with duke.

Re: Samsara - 0.3666 - World Tour

Posted: Sat Apr 27, 2019 4:48 pm
by Silentdarkness12
Was playing Compendium with Samsara, and the game started crawling to a total halt. Something with ACSThinker is eventually causing the game to grind to a total halt in some cases. Compendium, Realms of Chaos, with Duke. Happens on both the latest stable and latest dev build.

Unsure if there's a simple solution to this, but it renders it fairly unusable for me.

Re: Samsara - 0.3666 - World Tour

Posted: Wed May 15, 2019 5:26 pm
by Chloroxite
Alright I have been having an odd issue trying to join any server using this mod. During startup, zandronum encounters a fatal error, and states the following:
Execution could not continue.

Script error, "samsara-v0.3666-beta.pk3:cvarinfo.txt" line 69:
cvar 'samsara_cl_expparticles' already exists

Remove 'samsara_cl_expparticles' and all other conflicting cvars from your ini and restart Zandronum to continue.

However when I look in my .ini file for zandronum, it is nowhere to be found, indeed I had already wiped the samsara cvars from it in attempt to fix it, but it didn't fix anything and it continues complaining about this.
When other people try and join the server, it loads up fine for them. I have no idea what is going on, and any help would be appreciated.

Re: Samsara - 0.3666 - World Tour

Posted: Wed May 15, 2019 5:28 pm
by wildweasel
Ensure that Samsara isn't being loaded twice by accident.

Re: Samsara - 0.3666 - World Tour

Posted: Wed May 15, 2019 5:33 pm
by Chloroxite
wildweasel wrote:Ensure that Samsara isn't being loaded twice by accident.
It is only being opened once.

Re: Samsara - 0.3666 - World Tour

Posted: Fri Jul 05, 2019 10:58 am
by StroggVorbis
DabbingSquidward wrote:Ranger's nails seem to be blocked by 3D floors if fired below them. Rockets and other projectiles seem unaffected and behave normally.

Also, firing the thunderbolt obscures whatever you're aiming at due to a tremendous amount of particles.
Found the cause and solution. The nails' height was 0, which is treated by 3D floors as infinite. Simply change it to 1 and voila.

Re: Samsara - 0.3666 - World Tour

Posted: Sun Dec 29, 2019 12:57 pm
by Douk Nouk Kem
Sorry to necro, but I just wanted to ask, I noticed how pick ups and enemy projectiles still have dynamic lightning around them, even if you disable it in GZDoom's options, does the mod have its own separate parameter for this?

Re: Samsara - 0.3666 - World Tour

Posted: Thu Dec 03, 2020 1:06 am
by YasuoProjectX
i found bug

While using Chex Warrior, zapping a lost soul will split in two even zapping again still the same

Re: Samsara - 0.3666 - World Tour

Posted: Thu Dec 03, 2020 10:00 am
by Dr. Lugawi
YasuoProjectX wrote:i found bug

While using Chex Warrior, zapping a lost soul will split in two even zapping again still the same
Go get Samsara: Extra Heroes, the bug isn't there.