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

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Shiny Metagross
Posts: 168
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Location: USA

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Shiny Metagross »

Kinsie wrote:Great job on releasing, guys!

It's pretty clear that there's a ton of work put into this, and I'm having a good amount of fun messing around with the new classes, even if some of them are perhaps a bit more powerful than others (A chainsaw-replacement heat-seeking missile launcher that uses pistol ammo?!)

About the only complaint I truly have is the new classes' HUDs aren't that hot. In some cases, like the ROTT HUD, the additional top bar combined with the weapon bar reduces visibility a surprising amount, and the Quake 2 one just doesn't look very good or very fitting to the Quake 2 aesthetic. Granted, working with the Samsara house style of "same design for all classes, just with different art" would necessitate a lot of new graphics for HUD faces, but with the sheer amount of content in the mod some consistency would be preferred.
The Quake 2 HUD is what happens when I end up doing the artwork. Glad you're enjoying everything else so far for the most part.
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sotenga
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Joined: Sun Jul 25, 2010 11:12 pm

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by sotenga »

VERY good job with this mod. You've added several fan favorites and MANY more I would have never thought of. I hadn't even heard of Rebel Moon Rising before, although I sort of wish I had never learned of its existence, but that's neither here nor there! Whatever the case, you've expanded greatly on Term's base, and you both brought Doom multiplayer into a new age of fun.

That said, I am thinking of four heroes to add, but A: I recognize you don't have as much time to work on this as you used to, and B: You probably have these ideas in mind already, so feel free to dismiss me as you see fit. I'm just somewhat OCD and it'd be rad to bring the roster up to an even thirty! The ideas:

1: Jake Cardigan from Tekwar - I beat this freaking game. It's the worst. The only good thing to come out of it is Weasel's Terrorists! mod, but perhaps you could punch up Jake's arsenal and make something else good out of this flaming piece.

2: Danny Evanger from HacX - I have no idea if we're ever going to get HacX 2.0 at this rate (although shout-out to lord Xaser!), but if the answer is "not anytime soon," then putting in Danny's arsenal would be a fair mea culpa.

3: Petton Everhail from the Catacomb 3D series - Someone even older than BJ! I'm not sure if Petton's arsenal is varied enough to qualify for Samsara, but it would be a nice tribute to id's humble beginnings.

4: The Hacker from System Shock - There are a LOT of weapons in the original System Shock, so you'd have to whittle them down, but I love SS, even if the combat is probably the worst part about it.

Again, if you're not taking suggestions right now, I totally understand. But I'm not a programmer, so the least I can do is be an annoying fanboy, haha.

ADDENDUM: I also have a terribly dumb question I've been meaning to ask since the original Samsara. Whenever I input the cheat for all weapons, I notice every character gets a special eighth weapon that is generally insanely powerful. Is there any way to get these normally in-game, or are they just there for a larf?
Smiley9988
Posts: 2
Joined: Mon Sep 24, 2018 9:24 am

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Smiley9988 »

Hi there. I want to say that this mod is super fun, so much stuff its insane! But i have a question, can i summon regular monsters as friends? Currently i can only summon bosses with friendly status but normal enemies still attack me when summoned with summonfriend command.
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sotenga
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Joined: Sun Jul 25, 2010 11:12 pm

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by sotenga »

It's come to my attention that there's been a HacX-in-Doom mod in the past, so instead of Danny, I'll suggest Marshall James Anderson from Outlaws... although Pirate Doom may already make that one a bit gratuitous too. In which case... I dunno, CyClones guy? lol
procyon0225
Posts: 2
Joined: Wed Jan 15, 2020 5:18 pm
Discord: Dincc #8481
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by procyon0225 »

I made an account just to ask this, so i'm praying someone can help. Maybe it's just my tiny ape brain, but for the life of me I can't figure out how to operate the Ex Mixer the way I want. REALLY need a rundown on what each option does under "Samsara Monster Mixer Options" and ESPECIALLY "Samsara Monster Spawn Options" with all the levels 1-60, so if someone could help out, it'd be greatly appreciated! I'm playing on GZDoom and did the correct load order in ZDL and everything, but I'm kinda getting the sense the spawn options could be broken since i can't change any of the level options from unknown.

(Also if there's still any chance of more heroes somehow getting added to this wonderful piece of software, my vote goes to Hugo from Nitemare 3D. Amazing job on this mod, gents!)
Maggle
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Joined: Wed Apr 18, 2018 11:50 pm
Location: Northern California

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Maggle »

Level-by-level monster spawns are a leftover from older versions of the mod, which were Zandronum only.

It used to be the only way mixer spawns were handled, before the new spawn modes were added. It's functionality is preserved by setting spawn mode to "dynamic spawn", but I think it might not work with GZDoom.

The other spawn modes should work. The quickest test is to set spawn mode to "Class-Based" and pick a non-Doomguy character. If you're seeing the monster from their game, then there should be no problem with the others.

If you have a Discord account, feel free to join the Discord. Link is the OP. There are people there who are willing to help with any problems you have setting it up, people better than I, at any rate.
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HellCattX
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by HellCattX »

so i noticed you have md3s for gordon freeman character, I have every model from half life, op4, blue shift, and more in mdl form, but i dont know how to turn mdl to md3 and make it work with zdoom, and suggestions?
Ive been doing things the hard way and making each weapon by sprite... but tis taking way to long and not doing entirely what i want... and love how smooth the animations are in zdoom md3s
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Caleb377
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Caleb377 »

I've been waiting for GZDoom compatibility and this expansion of Samsara was definetly worth the wait.
This mod is very underrated, making the mixer work with all the different characters goes beyond deathmatches,
with the right levels is like having all FPS's rolled into one package!

Are you planning to release any maps or can recomend any wads that work well with the mod?
procyon0225
Posts: 2
Joined: Wed Jan 15, 2020 5:18 pm
Discord: Dincc #8481
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by procyon0225 »

Maybe i'm just 2 stoopid, but I've been searching for a bit now and can't find an answer for this. Could somebody please explain what the weapon statistics mean in the tipbox for each character? From what i've been able to glean, tics is a measurement of time, but what does it mean when, for example, it says that a weapon does 10/20/30 damage? Please help folks
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Captain J
 
 
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Discord: DiscussJ#3128
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Captain J »

I'm pretty sure that Tic(s) is a speed measurement of the certain frames for either weapons and the enemies. Not really related to the damage input. The shorter the number is, the faster it animates.
theroguemonk
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Operating System: Other OS Not Listed Here
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Graphics Processor: nVidia (Modern GZDoom)

Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by theroguemonk »

i have duke nukem enemies if you want or anyone wants i can upload it to add to this mod i did not make the enmy mod btw
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Dr_Cosmobyte
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Dr_Cosmobyte »

If you haven't done the mod, then you can't post it unless authorized by the original creator.

EDIT: Are Lo Wang uzis supposed to have infinite ammo, and reload after one shot once you have 100 bullets?
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Captain J
 
 
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Captain J »

Unless if your mod is actually an addon, that just adds new stuff to the mod. We do not appreciate Standalone, that is only edited version of the mod.
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Shiny Metagross
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by Shiny Metagross »

Geez, ZDoom forums never give me notifications these days. Anywho, discord links were destroyed, so I am updating them.

I have been working on an update, new heroes will be involved. I am also busy with school and work, so progress has not exactly been chugging along but so far everything in the update is coming along nicely.
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BFG
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)

Post by BFG »

theroguemonk wrote:i have duke nukem enemies if you want or anyone wants i can upload it to add to this mod i did not make the enmy mod btw
Duke monsters have always been in the mixer, ever since the early monster mixer days.
sotenga wrote:
ADDENDUM: I also have a terribly dumb question I've been meaning to ask since the original Samsara. Whenever I input the cheat for all weapons, I notice every character gets a special eighth weapon that is generally insanely powerful. Is there any way to get these normally in-game, or are they just there for a larf?
that's for Zandronum's 'Insta-Gib' mode, which is a deathmatch mode where only railguns are used and that is their versions of it.

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