Samsara - No longer under active development.

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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby insightguy » Tue Jul 17, 2012 6:29 am

I was throwing guesses. not in any clear order :p
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby DoomRater » Tue Jul 17, 2012 5:00 pm

DAH. The 25 healths are not giving Parias 25 health! i'm playing on easiest and r3315.
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby TheDarkArchon » Tue Jul 17, 2012 5:50 pm

What gives 25 health in HeXen and how does it work?
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby DoomRater » Tue Jul 17, 2012 5:56 pm

....dah I'll set up inventory buttons later.
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby timmyr0x0r » Wed Jul 18, 2012 4:59 am

TerminusEst13 wrote:
I heard he was requesting psyguy (most likely using the psygirl sprites) and danny from Hacx. then again i could be wrong.

Zandronum only has seven slots for playing in offline mode, so with the heroes already in I only have two spaces left. With those two spaces, I have about five different options.

One option is a major cult classic.
One option was an immense hit but now has a terrible source port.
One option lost its source completely.
One option paved in a new direction entirely the way for the industry.
One option is known for pretty much just one good game.


Totally playing that game! :)

1:Quake?
2:Marathon?
3:Strife?
4:Half-Life?
5:Blood?
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby Xaser » Wed Jul 18, 2012 2:12 pm

Hacx, Marathon, Strife/Blood, Quake, and Strife/Blood again. Those would be my guesses, since technically both Strife and Blood had their source lost (and are pretty much just two good games :P ) and could fit in either slot.
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby TerminusEst13 » Fri Jul 27, 2012 2:50 am

And v0.18 is released! That's also a lot of fixes, mainly focusing on online play--people that want stuff especially new and different only really get polished HUDs and everyone's default melee weapons. Sorry.
I said last time that I should include videos and screenshots, but I got lazy. Hopefully this time I'm not so lazy, whoops!

I've also included a list of changes from the original games in the character overviews. I've said that one of the big goals of Samsara is to have people feel much like their original game, but sometimes I've had to make a few sacrifices for the sake of balance (or in Parias' case, for the sake of not making him a fish out of water).
I figure instead of just keeping the list to myself, it'd be best if everyone got to read over them and put their two coins in on the matter of what should/shouldn't be changed and why.

That being said, hopefully this goes smoothly--the final two heroes have been chosen, and the next release will definitely feature a new one!
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby ETTiNGRiNDER » Fri Jul 27, 2012 3:48 am

TerminusEst13 wrote:One option is a major cult classic.
One option was an immense hit but now has a terrible source port.
One option lost its source completely.
One option paved in a new direction entirely the way for the industry.
One option is known for pretty much just one good game.

*guesses*
1. Blood
2. Quake
3. Strife
4. Half-life
5. Uh... Shadow Warrior maybe?
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Re: Samsara - v0.17 - My god that's a lot of fixes.

Postby TheAdmantArchvile » Fri Jul 27, 2012 7:17 am

TerminusEst13 wrote:One option is a major cult classic.
One option was an immense hit but now has a terrible source port.
One option lost its source completely.
One option paved in a new direction entirely the way for the industry.
One option is known for pretty much just one good game.

1. Duke Nukem
2. Quake
3. Thief/ System Shock?
4. Half Life
5. Blood
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby Gez » Fri Jul 27, 2012 8:06 am

I don't get why people think "now has a terrible source port" applies to Quake, of all games. It has nearly as many source ports as Doom, and none of the big names have the reputation of being terrible.

Contrarily to, say, Shadow Warrior or Marathon. Aleph One is immensely horrible, and SWP is buggy and unmaintained.

Strife hasn't completely lost its source, since it's based on Doom and not much modified. See how Vavoom and ZDoom managed to get working Strife support relatively long ago with some reverse-engineering. And Chocolate Strife can be considered a rediscovered source.
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby ETTiNGRiNDER » Fri Jul 27, 2012 8:31 am

Gez wrote:I don't get why people think "now has a terrible source port" applies to Quake, of all games. It has nearly as many source ports as Doom

The ports are not very, well, portable. The only one I've tried that I managed to get to work at all on Windows 7 64-bit is TyrQuake, which is so minimal you might as well use the original exe. Darkplaces and FitzQuake, which are supposedly the good ports, both die instantly on trying to start them up, without even a useful error message.

And Darkplaces at least has always had a reputation for being slow/bad performance, as far as I know.
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby HexaDoken » Fri Jul 27, 2012 12:01 pm

You dude do realise that Zandronum perfectly supports many more than 7 classes?
There IS an issue that no more than 7 classes can fit in the new game menu, but other than that, it's perfectly fine. Players can select any class through player setup in singleplayer.
Don't believe me? Check GVH:NS. Shitload of classes.
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby TerminusEst13 » Fri Jul 27, 2012 12:13 pm

You dude do realise that Zandronum perfectly supports many more than 7 classes?
There IS an issue that no more than 7 classes can fit in the new game menu

Yes.

Also, I'm kind of surprised how many people are into the guessing! If it helps, one person already guessed the closest to right, getting all but one of the games correct--though in the wrong slots, whoopsie.
I guess number 2 can be pretty easily applied to any source port someone doesn't like/couldn't get to work, though. Guess I should've been more specific. Whoopsie x2.
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby HexaDoken » Sat Jul 28, 2012 1:27 am

Then why limit number of classes to 7?
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Re: Samsara - v0.18 - I'm gonna have to punch someone tonigh

Postby Gez » Sat Jul 28, 2012 1:53 am

It's harder to balance 792 classes than 7 classes. Sometimes, less is more.
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