I was only wondering if you'll add them, that's all.S_Andrew_S wrote:You know, I've been thinking about it, and I have been interested in adding the shrinker and expander in the past before. I can add them, but someone else neither me or Jesh are interested in making shrunk variants of all the enemies, someone else will have to do that if they really want it.blackfish wrote:Current version of Zandronum finally supports the code I used to make my Shrinker/Expander and Holoduke additions to Samsara. Not guaranteed to work in Multiplayer though.
https://www.dropbox.com/s/479b5dzhj90l1 ... t.pk3?dl=0
Feel free to use this code in your own mod. Just give me a credit maybe.
It makes me laugh to see questions asked like whether or not other RoTT characters will be added because I already have something in my builds that's far better than that.
Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I believe the shrunk variant can be easily done as extra line in the script? Just resize the current sprite?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
This wouldn't cover them not attacking while shrunk, or being able to be stepped on.PixelWAD wrote:I believe the shrunk variant can be easily done as extra line in the script? Just resize the current sprite?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Well,in original game, the viewpoint also different between characters(higher characters with higher viewpoint), but it's still minor thing too(not sure if it affects character's hitbox or something in original), but I agree there is no point has all of them(unless someone want to make a mod for adding remaining RotT characters).Kinsie wrote:The only difference between the ROTT characters mechanically is health and movement speed. There isn't much of a point unless you love bloat.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
An interesting compromise would be to have a CVAR that toggles presets that match each character's specs, aka activates a script that changes viewheight/movement speed/etc when paired with the RotT class.PlayerLin wrote:Well,in original game, the viewpoint also different between characters(higher characters with higher viewpoint), but it's still minor thing too(not sure if it affects character's hitbox or something in original), but I agree there is no point has all of them(unless someone want to make a mod for adding remaining RotT characters).Kinsie wrote:The only difference between the ROTT characters mechanically is health and movement speed. There isn't much of a point unless you love bloat.
I always liked the toggles for things like duketalk and Security Officer gravity, so it would be neat if that could be applied to making the team into an adjustable class.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I remember dev mentioned that he played this on Android. It's there any publicly available version to use with gzdoom?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
This is the thing I've been talking about that's better than adding the other RoTT characters. To me, the concept of that was just pointless, but honestly that discussion kinda made me laugh. Thing is, I had this particular thing up and running for about 3 years, but it's only been recognized by my associates within the last year, because back then I didn't have quite as much influence. Now before I start getting attacked, this IS an ally system, and ally system based off of the marines SgtMarkIV, I personally do not knock off his mod because he has made some really cool things, such as that system, and we've given credit for what's been used. So which enemies get these interesting allies?
- Ian Paul Freeley
- Eleena
- Parias
- Mooman
- Leonard
Spoiler: Ally Pictures
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Oooh really superb and unique HUD for the other heroes. They are all interesting!... But one thing, are you going to add other HUD faces for other heroes as well?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I was thinking you could get the ally pickup alongside the backpack powerup. Or alongside the computer map area powerup
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Re: [WIP] Samsara: Extra Heroes + ExMixer
The RoTT HUD is 100% hot.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I'd probably go the route Term took with High Noon Drifter and have several options for having them replace other less-common/liked pickups like Invisibility, or to have them replace the pre-existing Allies inventory items in Hexen and Strife.S_Andrew_S wrote:Thing is, I'm not 100% sure how the player will get their hands on this unique pickup item. Let me know what you all think.
An option to "cash-in" kill credits for special items might be cool, though... Might be beyond the scope of Samsara gameplay, though.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'
This showed up when I tried to run with Samsara 3.666 on GZDoom latest devbuild
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'
This showed up when I tried to run with Samsara 3.666 on GZDoom latest devbuild
Last edited by Gideon020 on Mon Aug 06, 2018 7:58 am, edited 1 time in total.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Can't run it through GZDoom yet. If you want to play the current builds, you must use samsara 0.31 and Zandronum.Gideon020 wrote:Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'
This showed up when I tried to run with Samsara 3.666 on GZDoom
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Huh. The front page is somewhat misleading then.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I did say I was only linking the files if you wanted to try them over on Zandronum. The reason the topic is work in progress is not only because the GZDoom version isn't ready, but it's also because the next update is intended to be the definitive version.Gideon020 wrote:Huh. The front page is somewhat misleading then.