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

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

Postby Bass5736 » Thu Jun 17, 2021 8:56 am

Good day sir i liked this mod but can you add Alice liddell from American mcgee Alice postal 2 dude and add assault commander ability to fly and add detonator and mine to caleb and add baratus and dandelion tnx for listening
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Joined: 17 Jun 2021
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: ATI/AMD (Modern GZDoom)

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

Postby edgymemester » Fri Jun 25, 2021 11:26 am

if you're still adding classes could you make a Terminator Rampage loadout? There's a TR-themed weapons mod for doom but unfortunately no enemies to go along with it, I'd love to see it some day if possible. Operation Body Count is another one that would go well alongside the existing sets.

And for the Blood weapons set, Mike12 made a blood-styled revolver [https://i.imgur.com/lti3e9z.png] which looks much more stylistically fitting than the one from Zblood (which this mod uses), perhaps it would interest you.

Also I noticed that older versions had an option to select which enemies could appear on individual levels (ie Rott enemies on level 1, Blood enemies on level 10, etc...), that was a pretty cool feature and it's too bad it doesn't appear to be present in the latest version.

lastly there's a rifle weapon for the Wolfenstein class (available when you cheat) but it never appears to spawn in actual gameplay, why is this?
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Assassin of Purity » Wed Jun 30, 2021 8:29 pm

Why did you give Caleb a revolver, and why does it say Nightdive on the Commando's status hud? Shouldn't it say Rouge Entertainment? Also, why isn't there a GoldenEye and Unreal class?
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Operating System: Windows Vista/7/2008 32-bit
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Smashhacker » Thu Jul 01, 2021 1:44 pm

Assassin of Purity wrote:Why did you give Caleb a revolver

Probably because Caleb doesn't really have a pistol-tier weapon in the original game (before you ask, giving the flare gun infinite ammo would make it too strong, especially with its alt-fire), and starting Caleb with no pistol weapon would put him at a severe disadvantage compared to other classes. Also the revolver is a reference to ZBlood, one of the many projects to bring Blood outside its DOS-only hell before Fresh Supply was a thing.

Assassin of Purity wrote:Also, why isn't there a GoldenEye and Unreal class?

Making a GoldenEye class on Zandronum would be absolute hell to port, especially with the weapon swaying and Aim Mode mechanic. There was an goldeneye addon on a samsara zandronum server and it was far too buggy to even play.
There has been an Unreal class in the works during the old Samsara days, but I'm pretty sure that has been cancelled.
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Assassin of Purity » Fri Jul 02, 2021 8:08 pm

Smashhacker wrote:
Assassin of Purity wrote:Why did you give Caleb a revolver

Probably because Caleb doesn't really have a pistol-tier weapon in the original game (before you ask, giving the flare gun infinite ammo would make it too strong, especially with its alt-fire), and starting Caleb with no pistol weapon would put him at a severe disadvantage compared to other classes. Also the revolver is a reference to ZBlood, one of the many projects to bring Blood outside its DOS-only hell before Fresh Supply was a thing.

Assassin of Purity wrote:Also, why isn't there a GoldenEye and Unreal class?

Making a GoldenEye class on Zandronum would be absolute hell to port, especially with the weapon swaying and Aim Mode mechanic. There was an goldeneye addon on a samsara zandronum server and it was far too buggy to even play.
There has been an Unreal class in the works during the old Samsara days, but I'm pretty sure that has been cancelled.

There's Strikerman's GoldenEye weapons mod for Skulltag.

Hopefully someone brings back the Unreal work for Samsara.

As for the revolver, the style Edgy posted could be used, and given an alt fire to go along well with the other weapon.
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Joined: 10 May 2018
Operating System: Windows Vista/7/2008 32-bit
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby BFG » Fri Jul 02, 2021 8:22 pm

You two should join the discord in the OP, I am sure you wont be disappointed :wink:
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Maggle » Sat Jul 03, 2021 11:52 pm

Hey, dev here! There's literally a goldeneye class in the build we're working on now, and there's open betas you can check out.
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Assassin of Purity » Tue Jul 06, 2021 11:37 am

Maggle wrote:Hey, dev here! There's literally a goldeneye class in the build we're working on now, and there's open betas you can check out.

How did you set the class up?
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Joined: 10 May 2018
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby kalensar » Tue Jul 06, 2021 1:40 pm

Assassin of Purity wrote:
Maggle wrote:Hey, dev here! There's literally a goldeneye class in the build we're working on now, and there's open betas you can check out.

How did you set the class up?



Magic.

But serious, I think they rigged the "classes" up as Difficulty settings in order to get the monster spawns to correctly. I don't know though since I havent actually played this mod
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Venetin » Tue Aug 17, 2021 11:11 pm

I'm doing all the loading correct for my server and yet I still get the parsing error. Running on Zandro 2 or 3 does not make a difference.

Screenshot here of my load order in case someone wants to argue that; https://cdn.discordapp.com/attachments/ ... nknown.png

I wish i knew what the hell was wrong with it, but it does this "tried to register x class" spam into the server console and then it just eats it. :/

EDIT: So i guess that was all me not troubleshooting more. Apparently this version's standalone like the other guy's saying. Idk why you'd do that when the previous iteration (HA1) was an addon to the base mod, but.. it works now so
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby Bobby » Thu Aug 26, 2021 5:37 pm

I have been enjoying this mod a lot. So here are a few suggestions for it.
1. Have an optional cvar/addon that allows the ammo for each game to correspond to certain weapons only via a smart randomizer. (ie Shadow Warrior Railgiun and dismembered head have seperate ammo if that isn't the same source in the respective vanilla game.
2. Add the remaining weapons to the the various classes. For example, the Half Life class (satchel charges, tripmines, etc.)
3. Please add these classes if you could; Soldier of Fortune 1, serious Sam First and Second Encounter, and a Daikatana Class.
That is all for right now.
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Joined: 03 Mar 2019

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

Postby MidKnight91939 » Sat Sep 04, 2021 3:54 pm

Missed opportunity to include Duke Nukem or the Postal Dude.
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby wildweasel » Sat Sep 04, 2021 4:34 pm

MidKnight91939 wrote:Missed opportunity to include Duke Nukem or the Postal Dude.

Duke already exists in Samsara.
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby MidKnight91939 » Sun Sep 26, 2021 3:11 pm

The mod won't work in the newest version of GZDoom.
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Re: Samsara: Extra Heroes (Version C2) + ExMixer (0.81)

Postby wildweasel » Sun Sep 26, 2021 10:33 pm

MidKnight91939 wrote:The mod won't work in the newest version of GZDoom.

What specifically isn't working? Are there error messages?
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