[WIP] Samsara: Extra Heroes + ExMixer

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[WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Thu Jul 26, 2018 12:58 am

Image


Gameplay beta preview for Freeman! 8/13/18


Link to Zandronum topic

If you're here, presumably you are familiar with Samsara. If you are not, then you may want to look here first. Otherwise, read-on.

Some of you probably remember a time when Samsara add-ons were a joke. Some of you thought they were low quality, useless, etc. What if I told you that things have changed? Well for starters, the main reason I am posting the project here is because this version of Extra Heroes - and mixer, will be able to run on the newest GZDoom builds. That's right. And on top of that, the scripting has been entirely reworked to run on Samsara 0.3666!

What is the main goal of these addons anyways? Well, I, S_Andrew_S, or Zandrewnum as I like to call myself these days (it's my preferred support and my name fits into it, the name kinda just caught on and I felt it was quite clever) and Jesh with the help of Dynamo (formerly) have created this mod with much of the same intentions of the original Samsara, however, we differ in that we have added heroes that were left out of that cut, ones that we felt should've been there, perhaps from my very own testimony ones that deserved a place more than other heroes. The roster of heroes added:

Spoiler: Character Roster


Spoiler: Credits


Spoiler: Changelogs


Spoiler: Downloads


Spoiler: Our Discord Channel
Last edited by S_Andrew_S on Mon Aug 13, 2018 5:33 pm, edited 4 times in total.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Whoah » Thu Jul 26, 2018 1:07 am

Words cannot express my excitement for this! Can't wait for the GZDoom-compatible version!
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Captain J » Thu Jul 26, 2018 2:06 am

Maaaan that trailer was one heck of a big rigs ride. I see you added tons of classes and monsters in one package, including some less-known ones like Witchaven! Looks really super-impressive and i can't wait for the first release. Please keep it up!!
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby NailZx128 » Thu Jul 26, 2018 3:04 am

I have to admit - it's magnificent! I'm very happy to see the characters from "In Pursuit Of Greed" and "Cybermage"! Good luck with your project!
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby CD-Roman » Thu Jul 26, 2018 3:17 am

WaWaWeeWa - outstanding work. How about the SiN game? :)
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Kinsie » Thu Jul 26, 2018 3:26 am

Tried to run the linked Extra Heroes in GZDoom 3.4.0 alongside Samsara 0.3666 and received some errors on startup that stopped the game from running:

1.) The "C" versions of the fireballs in Lo Wang's slot 7 try and re-define the user_angle variables from their parents, and the engine doesn't like that. Commenting out these re-definitions seems to suffice.
Code: Select allExpand view
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.

Execution could not continue.

Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'


2.) The SBARINFO barfs upon accounting some old Skulltag shit.
Code: Select allExpand view
Script error, "samsara_ex-hb3.pk3:sbarinfo.txt" line 492:
'RuneIcon' is not a type of inventory item.
Script error, "samsara_ex-hb3.pk3:sbarinfo.txt" line 505:
'teamscore' is not a type of inventory item.

Script error, "samsara_ex-hb3.pk3:sbarinfo.txt" line 505:
Expected ',' but got string constant "Red" instead.
I'm not sure how to fix these in a way that doesn't make Zandronum angry. I think I might have just left them commented out in 0.3666?

3.) GZDoom does not support, and never will support, the ConsoleCommand ACS function. Please see the Samsara 0.3666 version of script_auto.h to find out how to convert these commands into something both GZDoom and Zandronum can tolerate (namely, GetCVar and SetCVar!)

(EDIT: Just seen people talking about an unreleased(?) GZD-compatible version. I guess that answers that. Hopefully these comments help, at any rate.)
Last edited by Kinsie on Thu Jul 26, 2018 3:28 am, edited 1 time in total.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Thu Jul 26, 2018 3:28 am

Kinsie wrote:Tried to run Extra Heroes in GZDoom 3.4.0 alongside Samsara 0.3666 and received some errors on startup that stopped the game from running


That's because the current builds are Zandronum only. The trailer was recorded in GZDoom 3.3.2 with my test builds of extra heroes and the mixer.
Last edited by S_Andrew_S on Thu Jul 26, 2018 3:29 am, edited 1 time in total.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Kinsie » Thu Jul 26, 2018 3:29 am

S_Andrew_S wrote:
Kinsie wrote:Tried to run Extra Heroes in GZDoom 3.4.0 alongside Samsara 0.3666 and received some errors on startup that stopped the game from running


That's because the current builds are Zandronum only.
Yeah, I just noticed people talking about a GZD-compat version.

Well, hopefully those comments help at any rate.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Thu Jul 26, 2018 3:30 am

Kinsie wrote:
S_Andrew_S wrote:
Kinsie wrote:Tried to run Extra Heroes in GZDoom 3.4.0 alongside Samsara 0.3666 and received some errors on startup that stopped the game from running


That's because the current builds are Zandronum only.
Yeah, I just noticed people talking about a GZD-compat version.

Well, hopefully those comments help at any rate.


I'll keep them in mind.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby GeneralDelphox » Thu Jul 26, 2018 4:32 am

This is nice. Mind if you make the ExMixer as a standalone monster pack?
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby PixelWAD » Thu Jul 26, 2018 7:44 am

This is like best thing ever!
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby PlayerLin » Thu Jul 26, 2018 7:50 am

I'll try this mod when this can run at latest GZDooM release. :)
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby killbotvii » Thu Jul 26, 2018 12:22 pm

PlayerLin wrote:I'll try this mod when this can run at latest GZDooM release. :)

I don't think you read the OP correctly. They literally say that it can run on the latest version of GZDoom.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Thu Jul 26, 2018 12:48 pm

killbotvii wrote:
PlayerLin wrote:I'll try this mod when this can run at latest GZDooM release. :)

I don't think you read the OP correctly. They literally say that it can run on the latest version of GZDoom.


No, not yet.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby killbotvii » Thu Jul 26, 2018 2:11 pm

Looks like I didn't read it correct then lol.
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