Samsara Reincarnation 2.2 / ReMixer 1.2.2 (Out now!)

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Shiny Metagross
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Re: Samsara Reincarnation 2.0 / ReMixer 1.1

Post by Shiny Metagross »

Ginji23 wrote: Thu Oct 12, 2023 3:41 pm The URL to the loader file appears to have broken.
Fixed.
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Xterra
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Re: Samsara Reincarnation 2.0 / ReMixer 1.1

Post by Xterra »

This mod...is amazing. Thanks for keeping Samsara alive.
Geonightman
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Re: Samsara Reincarnation 2.0 / ReMixer 1.1

Post by Geonightman »

For some reason I can't seem to access the Eradicator alt-skins. I only see Eleena, there is no option to swap using the hotkey or the Options skin/altclass menu. I know I do have the correct version because all the other characters with this release like Duke 64 and Stronghold Doomguy are there, and the 3 protags show up when I use the Ally Phone.
Any ideas?

Also, I kind of think there should be a option/setting to lower, or turn off the bobbing when playing as Pyro-GX - because while I know thats accurate to the source, it's visually annoying at the speed at which it bobs.

Edit: I also seem to be having an issue with Leonard suddenly? He was working fine all week but now suddenly health items don't work for him. Soulspheres are ONLY Goo-Goo Clusters, never Cheap Ass Whisky... and Medikits only seem to be Pork Rhinds - moreso, neither give me Gut - it's like I'm picking up vanilla healing with him. If I IDFKA the food and drink into his inventory it works (and Gut and Alcohol is turned on) - and it only seems to be him. Other pick-up-healing characters like CyberMage and Courvus seem to be working fine. This is very strange it would suddnely do this. I even tried re-downloading the mods and resetting my CFG file, but nothing.

Edit Follow-Up: I found out the issue with Leonard, for some reason if 'Automatic Healing Items' is set to off, he cannot pick up portable healing items and they will default to 25 Health that give no Gut and Goo Goo Clusters.
Exibius
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Re: Samsara Reincarnation 2.0 / ReMixer 1.1

Post by Exibius »

Running GZDoom 4.12.2 with Samsara Reincarnation 2.0 with ReMixer 1.1 with Corruption Cards 6.2 causes GZDoom to take nearly 15 seconds to load between maps. If I take off Corruption Cards, aside from startup taking forever (which makes sense due to the sheer amount of assets loaded) it runs totally fine. I've also, for whatever reason, noticed framerate drops when having Corruption Cards loaded which didn't exist when I don't load it. I'm sure it's just due to the number of scripts running (and my rig isn't a beast by any means) but just wanted to confirm whether or not this is intended behavior or a bug.

EDIT: With my testing it seems this happens when a CCARDS lump has a ton of actors that are regrouped, and the more actors in different groups that are added, the harder Corruption Cards has to run. The more I removed, the faster it loaded. It makes sense in a way, but still worth mentioning in the Corruption Cards thread if it's intended, or there's a more optimized way to do this. Still, it's worth mentioning this on Samsara or any other heavy mods that have a ton of monster actors that use a CCARDs lump for compatibility with Corruption Cards.
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Shiny Metagross
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Re: Samsara Reincarnation 2.1 / ReMixer 1.2 Open Beta

Post by Shiny Metagross »

Links and topic have been updated with information about the Samsara Reincarnation 2.1 Open Beta!
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MentzWolf
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Re: Samsara Reincarnation 2.1 / ReMixer 1.2 (Out now!)

Post by MentzWolf »

Love the new update but I do have a minor gripe; why is the enemy count so low on UV in Doom 2?

Edit: Nvm it's a setting on the ReMixer, mb y'all lol
combolynch
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Re: Samsara Reincarnation 2.1 / ReMixer 1.2 (Out now!)

Post by combolynch »

It crashes. Here is the log.

EDIT: Github Devbuild of the mod works good with latest version of gzdoom.

OS: Windows 10 (NT 10.0) Build 19045

GZDoom version g4.14.2
W_Init: Init WADfiles.
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows/gzdoom.pk3, 692 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows/game_support.pk3, 3308 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-10-0-Windows-64bit/DOOM2.WAD, 2919 lumps
adding D:/SteamLibrary/steamapps/common/Ultimate Doom/rerelease/id24res.wad, 530 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows/lights.pk3, 7 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows/brightmaps.pk3, 499 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows/game_widescreen_gfx.pk3, 214 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows//crosshairs_1080p.pk3, 8 lumps
adding C:/Users/ISMAIL/Desktop/doom games/gzdoom-4-14-2-windows//nash_cursor.pk3, 6 lumps
adding D:/DOOM FILES/doom mods/3. MONSTER AND WEAPON MODS/00. MEGAVERSAL/Samsara Reincarnation/1-samsarareincarnation_v2.1.2.pk3, 43821 lumps
adding D:/DOOM FILES/doom mods/3. MONSTER AND WEAPON MODS/00. MEGAVERSAL/Samsara Reincarnation/2-samsararemixer_v1.2.1.pk3, 61542 lumps
adding D:/DOOM FILES/doom mods/3. MONSTER AND WEAPON MODS/00. MEGAVERSAL/Samsara Reincarnation/3-samsaraviewmodels_v2.1.pk3, 483 lumps
adding D:/DOOM FILES/doom mods/3. MONSTER AND WEAPON MODS/00. MEGAVERSAL/Samsara Reincarnation/4-SamsaraReincarnation_OST_Split_v2.1/SamsaraReincarnation_OST_1_v2.1.pk3, 1273 lumps
adding D:/DOOM FILES/doom mods/3. MONSTER AND WEAPON MODS/00. MEGAVERSAL/Samsara Reincarnation/4-SamsaraReincarnation_OST_Split_v2.1/SamsaraReincarnation_OST_2_v2.1.pk3, 51 lumps
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device IOpenAL Soft on Hoparlör (2- Realtek(R) Audio)
EFX enabled
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: NVIDIA GeForce GTX 1650/PCIe/SSE2
GL_VERSION: 4.6.0 NVIDIA 577.00 (Core profile)
GL_SHADING_LANGUAGE_VERSION: 4.60 NVIDIA

Max. texture size: 32768
Max. texture units: 32
Max. varying: 124
Max. combined shader storage blocks: 96
Max. vertex shader storage blocks: 16
Resolution: 1920 x 1080
I_Init: Setting up machine state.
CPU speed: 2496 MHz
CPU Vendor ID: GenuineIntel
Name: Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz
Family 6, Model 165, Stepping 2
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00n0.png
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00o0.png
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00p0.png
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00q0.png
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00r0.png
IInvalid data encountered for texture 1-samsarareincarnation_v2.1.2.pk3:sprites/core/bloodyhell/comic/sc00s0.png
Jareth247
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Re: Samsara Reincarnation 2.1 / ReMixer 1.2 (Out now!)

Post by Jareth247 »

How hard would it be to make a texture mod that reskins vanilla maps with class-specific textures? Much like how Remixer swaps out vanilla monsters with class-specific replacements.
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DoomThing445
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Re: Samsara Reincarnation 2.1 / ReMixer 1.2 (Out now!)

Post by DoomThing445 »

Such a texture mod would probably take up alot of space, considering a bunch of classes' games use higher-res textures than Doom. This also cannot account for every map that uses vanilla Doom textures, as some maps are designed with these textures in mind.
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