Samsara - 0.3666 - World Tour

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.
User avatar
President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

Re: Samsara - 0.333 - Décès à Trois

Post by President People »

Deviluke Roy wrote:Wait, doesn't this guy ever think about when he needs to fight something underwater? Why doesn't he use his fists?
Oh, he can use his fists underwater, alright. Bungie made full use of them in Marathon 2, where we didn't even have the KKV yet.
User avatar
Rhiannon
Posts: 19
Joined: Sat Nov 02, 2013 9:44 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 10 Pro
Graphics Processor: nVidia with Vulkan support
Location: 150m and closing.

Re: Samsara - 0.333 - Décès à Trois

Post by Rhiannon »

Aaaaand here's a Katarn hotfix to work with v0.333: Beta Version 1.1 Hotfix - 2.32 MB
Scuba Steve
Posts: 1059
Joined: Sat Mar 27, 2004 8:56 pm

Re: Samsara - 0.333 - Décès à Trois

Post by Scuba Steve »

Image I have a cleaned up version of the gold eagle I drew a while ago.
User avatar
EnsaladaDeTomate
Posts: 44
Joined: Sat Jul 24, 2010 5:03 pm
Location: Pesnirp

Re: Samsara - 0.333 - Décès à Trois

Post by EnsaladaDeTomate »

Btw Kinsie, you should update BJ player sprites, because the current ones look pretty awfull

http://forum.zdoom.org/viewtopic.php?f= ... 40#p797888
User avatar
torridgristle
Posts: 684
Joined: Fri Aug 23, 2013 9:34 am

Re: Samsara - 0.333 - Décès à Trois

Post by torridgristle »

Scuba Steve wrote:Image I have a cleaned up version of the gold eagle I drew a while ago.
Perspective on the radiation symbol is off, making the gun look bent to me. I'm following the horizontal line through the middle of the symbol.
User avatar
Oberron
Posts: 1048
Joined: Sun Aug 02, 2015 1:20 am
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Czech Republic

Re: Samsara - 0.333 - Décès à Trois

Post by Oberron »

Somebody add Prisoner 849 (and other Unreal player models)
Reality check: Prisoner 849 (model name Gina) is likely to be the main character.. But whatever, add the rest in sprite format.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Samsara - 0.333 - Décès à Trois

Post by FaggoStorm »

How do you clean the old Samsara CVARS on Zandronum? And will I lose important data or erase my normal Doom CVARS?
User avatar
Doctrine Gamer
Posts: 395
Joined: Wed Jan 30, 2013 1:22 pm

Re: Samsara - 0.333 - Décès à Trois

Post by Doctrine Gamer »

Which command to delete the old CVARS ?

Pickup Style given problem, only appears in the Old -Style but my GZDoom is selected for Hybrid.

A problem which occurs in Zandronum but i use GZDoom.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Samsara - 0.333 - Décès à Trois

Post by FaggoStorm »

Already cleaned the CVARS, but this error appears:

"Execution could not continue.

Script error, "samsara-v0.333-beta.pk3:decorate/doomguy/fist.dec" line 11:
"inventory.restrictedto" is an unknown actor property"
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: Samsara - 0.333 - Décès à Trois

Post by YukiHerz »

Update your sourceport.
FaggoStorm
Posts: 180
Joined: Fri Mar 11, 2016 8:06 am

Re: Samsara - 0.333 - Décès à Trois

Post by FaggoStorm »

But im using the most recent version of Zandronum, 2.1.2.
User avatar
YukiHerz
Global Moderator
Posts: 1503
Joined: Mon Dec 02, 2013 6:01 pm
Graphics Processor: Intel (Modern GZDoom)
Location: Where corruption is redefined daily.

Re: Samsara - 0.333 - Décès à Trois

Post by YukiHerz »

This mod works with Zandronum 3.0, not the current 2.x release of it.
http://zandronum.com/download.
Scroll down to Development Builds.
User avatar
scroton
Posts: 148
Joined: Sat Apr 27, 2013 10:53 am

Re: Samsara - 0.333 - Décès à Trois

Post by scroton »

Kinsie wrote:to fix the Skulltag-era idiocy that forced two distinct versions of the mod to be developed without complete compatibility with each other. This build should run properly in both GZDoom and Zandronum 3.0.
How are you handling the cases of intentional desync in the zandronum version for things like bloodyhell and cl_noeffects?

From what I understand, aren't the methods for reducing traffic (I don't compsci so this may be wrong word) for zand and ZDoom at odds? Since in zand you want an actor to spawn a bunch of effects actors from the server actor, and the effects actors are all clientsided and depending upon clientside cvars they actually show up or not whereas in ZDoom you want the actor itself (which would be server side if there was server side in ZDoom) to just not spawn the actors to begin with, since they still affect things just by being spawned since they can't be clientsided.

I suppose you could get around this by having all spawning being done via ACS instead of decorate. Does ZDoom ignore the clientside keyword for scripts like it does the decorate flag or does it just not execute them?

Forgive my not knowing the proper terms, and this may not even be an issue. Also this may have already been addressed but I haven't read the entire thread.

[edit]: Realized you could just have a server cvar to control which method to use, and that's probably what you're already doing. You can probably disregard this post.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: Samsara - 0.333 - Décès à Trois

Post by Kinsie »

scroton wrote:
Kinsie wrote:to fix the Skulltag-era idiocy that forced two distinct versions of the mod to be developed without complete compatibility with each other. This build should run properly in both GZDoom and Zandronum 3.0.
How are you handling the cases of intentional desync in the zandronum version for things like bloodyhell and cl_noeffects?

From what I understand, aren't the methods for reducing traffic (I don't compsci so this may be wrong word) for zand and ZDoom at odds? Since in zand you want an actor to spawn a bunch of effects actors from the server actor, and the effects actors are all clientsided and depending upon clientside cvars they actually show up or not whereas in ZDoom you want the actor itself (which would be server side if there was server side in ZDoom) to just not spawn the actors to begin with, since they still affect things just by being spawned since they can't be clientsided.

I suppose you could get around this by having all spawning being done via ACS instead of decorate. Does ZDoom ignore the clientside keyword for scripts like it does the decorate flag or does it just not execute them?

Forgive my not knowing the proper terms, and this may not even be an issue. Also this may have already been addressed but I haven't read the entire thread.

[edit]: Realized you could just have a server cvar to control which method to use, and that's probably what you're already doing. You can probably disregard this post.
For Bloodyhell, I have two versions of the cvar - a clientside one for Zandro, and a server-side one for ZDoom. When the map loads, the game does a quick test (SpawnForced-ing a Doomsphere) to check which port the game running in, and sets a CVAR for future reference. Any script that references bloodyhell checks for this CVAR first, then diverts to the "proper" bloodyhell CVAR. There's also a script that, if running in ZDoom, syncs the serverside cvars up to the clientside ones, to keep things all nice and transparent to the end user.

There's probably a cleaner way to do this, but this was the one that fixed all the bugs caused by the different interpretations of user CVARs for me.
ijon
Posts: 108
Joined: Thu Mar 17, 2016 12:09 pm

Re: Samsara - 0.333 - Décès à Trois

Post by ijon »

Kinsie wrote:For Bloodyhell, I have two versions of the cvar - a clientside one for Zandro, and a server-side one for ZDoom. When the map loads, the game does a quick test (SpawnForced-ing a Doomsphere) to check which port the game running in, and sets a CVAR for future reference.
but the doomsphere doesn't actually exist without skulltag_actors.pk3 loaded - at the very least it shouldn't, because it's a skulltag actor

a better test would be to check if a SetDBEntry actually does something - that's what dakka does, and there's no chance of that being misled

Code: Select all

SetDBEntry("samsarabutts", "iszand", 1);
int IsZand = GetDBEntry("samsarabutts", "iszand") == 1;
unless zdoom implements databases, but I know that'll never happen so I'm not worried

Return to “Gameplay Mods”