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

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
Locked
gm_construct
Posts: 2
Joined: Thu Apr 11, 2019 6:12 am

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by gm_construct »

Assassin of Purity wrote:
gm_construct wrote:i tried running the file with samsara
this is what i got:

Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 218:
Unknown identifier 'ARMOR_MEGASPHERE'
Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 224:
Unknown identifier 'ARMOR_MEGASPHERE'
Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 230:
Unknown identifier 'ARMOR_MEGASPHERE'
Tried to register class 'SamsaraUniquePickup' more than once.
Tried to register class 'SamsaraUniquePickup1' more than once.
Tried to register class 'SamsaraUniquePickup2' more than once.
Tried to register class 'SamsaraUniquePickup_Heretic' more than once.
Tried to register class 'SamsaraUniquePickup_Hexen' more than once.

Execution could not continue.

3 errors while parsing DECORATE scripts
Were you using GZDoom?
No, I was using Zandronum.
Beezle
Posts: 139
Joined: Thu Aug 16, 2018 6:48 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Beezle »

gm_construct wrote: No, I was using Zandronum.
In case you don't already have it, here's a download link to Skulltag Content beta 3.0, load everything with this: https://allfearthesentinel.net/zandronu ... beta01.pk3 .
dangopacito
Posts: 6
Joined: Fri Feb 08, 2019 12:16 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by dangopacito »

is this a different thing from kinsie's or can the two be loaded together?
User avatar
mutator
Posts: 498
Joined: Wed Dec 09, 2015 6:19 pm

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by mutator »

Does this gameplay mod works with gzdoom or just zandronum? If gzdoom can run this mod which version you must try running it with?
User avatar
Whoah
Posts: 306
Joined: Thu Apr 13, 2017 10:04 am
Location: Dryer lint trap
Contact:

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Whoah »

mutator wrote:Does this gameplay mod works with gzdoom or just zandronum? If gzdoom can run this mod which version you must try running it with?
Just Zandronum. GZDoom compatibility is coming next update.
User avatar
YasuoProjectX
Posts: 183
Joined: Tue Oct 09, 2018 6:37 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Ionia

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by YasuoProjectX »

excuse me can you show me wad list how?
theres no monster mixer option menu with samsara_ex-hb3.pk3 can someone help me please!!

Heres the attachment sorry for edit
Attachments
bandicam 2019-05-22 19-33-05-805.jpg
Assassin of Purity
Posts: 178
Joined: Thu May 10, 2018 10:55 am
Graphics Processor: Not Listed

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Assassin of Purity »

I'm on Zandronum, so I'll get to try this add-on out. :)
MasterGenius
Posts: 6
Joined: Fri Jul 19, 2019 1:26 pm
Graphics Processor: nVidia with Vulkan support

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by MasterGenius »

This thing doesn't work, at all, I tried in Zandronum 3.0-r170901-1140: error GZDoom 4.1.3: error

How is this supposed to run?
User avatar
Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by Shiny Metagross »

Sorry about the lack of response y'all. Had to manage notifications but I should get them in the future.
MasterGenius wrote:This thing doesn't work, at all, I tried in Zandronum 3.0-r170901-1140: error GZDoom 4.1.3: error

How is this supposed to run?
I don't know what you're doing with GZDoom, but it's not compatible with GZDoom yet. Sorry.
User avatar
UnbornDecay25
Posts: 128
Joined: Tue Oct 30, 2018 6:51 am

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by UnbornDecay25 »

He's not the only one. I just got the latest Zandronum, the latest version of Extra Heroes <since I just wanted vanilla doom enemies, so no ExMixer> and got this error:

Script error, "samsara_ex-hb3.pk3:decorate/core/ammo2.dec" line 326:
Unexpected '3' in definition of 'PortKraterOfMight2'
User avatar
UnbornDecay25
Posts: 128
Joined: Tue Oct 30, 2018 6:51 am

Re: [WIP] Samsara: Extra Heroes + ExMixer

Post by UnbornDecay25 »

UnbornDecay25 wrote:He's not the only one. I just got the latest Zandronum, the latest version of Extra Heroes <since I just wanted vanilla doom enemies, so no ExMixer> and got this error:

Script error, "samsara_ex-hb3.pk3:decorate/core/ammo2.dec" line 326:
Unexpected '3' in definition of 'PortKraterOfMight2'
Edit- Took a little digging but i fixed it. The problem is now I have to use Zandronum which doesnt play well with my card unless its in the Software renderer and i hate the sloping. That GZ doom update cannot come fast enough.

Sorry for bugging you guys
User avatar
Shiny Metagross
Posts: 175
Joined: Wed Apr 02, 2014 10:00 pm
Location: USA

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

Post by Shiny Metagross »

New builds have been uploaded since the 20th. Have at it.
EternalOne
Posts: 6
Joined: Mon Dec 23, 2019 2:19 pm

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

Post by EternalOne »

Oh my...samsara got an update, might as well download it and start ripping doom II maps with Caleb. >:)
User avatar
Kinsie
Posts: 7399
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

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

Post by Kinsie »

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.
User avatar
Douk Nouk Kem
Posts: 16
Joined: Sat Dec 16, 2017 5:52 am

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

Post by Douk Nouk Kem »

Hey, pretty nice, glad to see it finally getting released, briefly tested most of the characters and wanted to ask, how much does their actual current stats for weapons differ from those mentioned in the character bios, because many of them have disrepancies, like Katarn's E-11 for instance, which doesn't function in any way similar to its description.
Out of the very noticeable bugs, Lo Wang is kinda screwy, sometimes his weapons won't use ammo and his UZI(s) get stuck and you can only shoot burst of two bullets before reloading ad infinitum or not being able to pick up a second one when you're at full ammo.
Locked

Return to “Gameplay Mods”