Spoiler:EnsaladaDeTomate wrote:Btw Kinsie, Parias Holy Missile doesnt go thru allies in coop modes, you might want to address that, because when it touches an ally, it makes the missile explode making the spirits dissapear instantlyEnsaladaDeTomate wrote:Also, you should take a look at this for Parias:
https://www.youtube.com/watch?v=ZX3w3G__Fno
http://forum.zdoom.org/viewtopic.php?f=19&t=37623
Also, Duke Freezethrower had a chance to go blank for a couple of frames if you spammed the fire button without holding it (cant remember if you also had to kept holding the alt fire button)EnsaladaDeTomate wrote:Btw Kinsie, you should update BJ player sprites, because the current ones look pretty awfull
http://forum.zdoom.org/viewtopic.php?f= ... 40#p797888
Samsara - 0.3666 - World Tour
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.
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.
- EnsaladaDeTomate
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Kinsie, just wanted to be sure if you noticed any of these:
Spoiler:
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
A couple versions ago, Corvus was indeed gibbing Imps and Zombies, and has since been fixed. Don't believe Parias ever had this problem.unRyker wrote:I remember fooling around with this some time ago and thoroughly enjoyed it, so I'm glad this has been revived- my only concern however, (trying to remember off the top of my head) I don't remember Corvus or the mage having any ammo requirements and actually capable of two-shotting an imp with the starting wand. That damage capability for so little ammo seems slightly overkill in my opinion. But I may be biased because I actually can't remember how Heretic played.
Pretty much. It fires at a constant rate as long as the trigger is held, sometimes firing two with just a light tap. Interestingly, it seems to skip the weapon's flash frame in the process and kind of just jumps around a lot.Medicris wrote:Also, I just remembered something. The Marathon 1 alien weapon didn't fire two bullets at once, it fired one at a time twice as fast. It was basically like Skulltag's old minigun with higher damage and wider spread. It was just something Aleph One's version of Marathon got wrong a long time ago, when it didn't natively support M1 data files.
- Deviluke Roy
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
I just looked in the code trying to find where the chex enemies are and apperently there's 'allies'. Who are these guys and what do they do?
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
they're for hexen, replacing the dark servant, and strife, replacing the rebel beaconsDeviluke Roy wrote:I just looked in the code trying to find where the chex enemies are and apperently there's 'allies'. Who are these guys and what do they do?
samsarahold also used them to replace the beacons there
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
To elaborate, it spawns a good amount of friendly enemies from that game. If you want to see, go to Hexen, Hub 2: Shadow Wood. One is easily obtainable there, near the top in the swamp area.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Just two random questions that may seem stupid but I guess I hadn't noticed.
I just saw that damage output thing... Is there actually a way to play as the doom 64 marine? Cause I haven't seen it unless it's in this version... >_>;
And...
Are the Flemmoids MENT to hit like a freaking truck? I mean I KNOW I'm not supposed to get hit if I can help it but it seems like if I DO there goes a good chunk of my Health even on stuff like the 'zombieman' and 'imp' flemmoids
I just saw that damage output thing... Is there actually a way to play as the doom 64 marine? Cause I haven't seen it unless it's in this version... >_>;
And...
Are the Flemmoids MENT to hit like a freaking truck? I mean I KNOW I'm not supposed to get hit if I can help it but it seems like if I DO there goes a good chunk of my Health even on stuff like the 'zombieman' and 'imp' flemmoids
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
So, to be blunt, the more I think of it, the more I convince myself that the Extra Life thing is just...not good. In single-player its largely useless. In competitive multiplayer, its basically a cheap way to stop someone from getting a frag. The concept itself isn't that faithful either, as the extra lives restart the map entirely and your inventory. It just seems finicky. I offer a suggestion, although is also unfaithful and will probably get shot down, but hey why not.
Make Wolf's Berserk replacement the Mauser Rifle (well, a variant that isn't instagib and costs multiple ammo 1). Although not faithful (at least to Wolf3D), it fits with Wolf's role of being the marksman. It could also give Wolf a bit of spike damage, which he also lacks.
If not this, then give the Extra Life a bit more faithfulness by setting your life to 100 health and 25 Ammo 1 on pickup. This is the behavior that the Extra Life has in Wolf3D.
Make Wolf's Berserk replacement the Mauser Rifle (well, a variant that isn't instagib and costs multiple ammo 1). Although not faithful (at least to Wolf3D), it fits with Wolf's role of being the marksman. It could also give Wolf a bit of spike damage, which he also lacks.
If not this, then give the Extra Life a bit more faithfulness by setting your life to 100 health and 25 Ammo 1 on pickup. This is the behavior that the Extra Life has in Wolf3D.
- SiFi270
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Why does my options menu look like this?
Spoiler:I saw it when I tried removing all traces of Samsara from my config file so that I could get past the error mentioned in the first reply to this thread. When I first saw the menu looking like this, I thought I'd deleted one thing too many and tried reconfiguring Zandronum from scratch, but I still got the same result. I tried checking to see if anyone else has brought this up by ctrl-f'ing "optmnu" on every page of this thread, but I didn't see anything, so I'm sorry if I searched for the wrong thing and missed it.
- Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
As of the latest build, the Extra Life does something similar (resets you to 100hp, 0 armor and 50 ammo1) in Deathmatch. There's probably some fun that could be had with it in SP and Co-Op too, like making BJ spill out a bunch of his equipment like a pinata on teleport... but that's just me loosely pondering.Infirnex wrote:If not this, then give the Extra Life a bit more faithfulness by setting your life to 100 health and 25 Ammo 1 on pickup. This is the behavior that the Extra Life has in Wolf3D.
The latest builds of GZDoom move the text in that menu to LANGUAGE, I followed suit with that because frankly, making things all nice and localizable is just good practice. Zandro 3.0 doesn't have those strings in its default LANGUAGE yet, so until then the options menu will look a little weird. Sorry about that!SiFi270 wrote:Why does my options menu look like this?Spoiler:I saw it when I tried removing all traces of Samsara from my config file so that I could get past the error mentioned in the first reply to this thread. When I first saw the menu looking like this, I thought I'd deleted one thing too many and tried reconfiguring Zandronum from scratch, but I still got the same result. I tried checking to see if anyone else has brought this up by ctrl-f'ing "optmnu" on every page of this thread, but I didn't see anything, so I'm sorry if I searched for the wrong thing and missed it.
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
I think you should add the Dragonborn from The Elder Scolls: SkyrealmWolfytits wrote:You should add the Strife guy to the characters, that'd be awesome!
And also Goro from Super Street Fighter II Turbo Deluxe Battle Edition Supreme Ultra 2 Suffix Suffix Suffix
Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
it probably won't until zandronum 4.0, actually, since zandronum 3 only goes up to zdoom 2.7.1Kinsie wrote:Zandro 3.0 doesn't have those strings in its default LANGUAGE yet, so until then the options menu will look a little weird.
I suppose you could open an issue for it on the zandronum bugtracker, but no guarantees
also add caleb
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
I've found it to be a godsend in rare occasions in single player, since it's basically a free "ignore a trap" card (Hell Revealed MAP13 blue key room, for example), and dealing with traps from different angles is one of the best ways to handle traps, except for save-spamming.Infirnex wrote:So, to be blunt, the more I think of it, the more I convince myself that the Extra Life thing is just...not good. In single-player its largely useless. In competitive multiplayer, its basically a cheap way to stop someone from getting a frag. The concept itself isn't that faithful either, as the extra lives restart the map entirely and your inventory. It just seems finicky. I offer a suggestion, although is also unfaithful and will probably get shot down, but hey why not.
With that in mind, having it restore 100 health and 25 ammo on pickup would be cool. Generally speaking, I'd aim to have it function like Wolfenstein 3D does it.
- Rhiannon
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Here's a new version of Katarn to update to the v0.34 base as well as change a few things.
Note that I'm looking for some metrics on how people are playing as Kyle! If you could fill out this survey for me, it'd be a huge help! https://docs.google.com/forms/d/1cfPEdL ... 0/viewform
Download: Beta Version 1.3 - 2.66 MB
Changelog:
Note that I'm looking for some metrics on how people are playing as Kyle! If you could fill out this survey for me, it'd be a huge help! https://docs.google.com/forms/d/1cfPEdL ... 0/viewform
Download: Beta Version 1.3 - 2.66 MB
Changelog:
Spoiler:
- Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
This has been implemented. Thanks, Termus! Health pickups now accurately report their contents.TerminusEst13 wrote:You can with a little ACS magic, and it's relatively simple to as well.
Yell at me later on, I'll send you another chunk of DS code.
I also added GLDEFs for Corvus's timebombs while I was at it. Look, it's a slow day, okay? Tomorrow's gonna be slow, too...
- Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree
Fixed. It doesn't differentiate between co-op and DM yet, because the Wraithverge uses one of those weird Hexen-native pointers that you can't really twiddle with, but I suspect DM players won't want their ghosts dying suddenly either.EnsaladaDeTomate wrote:Btw Kinsie, Parias Holy Missile doesnt go thru allies in coop modes, you might want to address that, because when it touches an ally, it makes the missile explode making the spirits dissapear instantly
I'll look into this, thanks.EnsaladaDeTomate wrote:http://forum.zdoom.org/viewtopic.php?f=19&t=37623
I'm unable to replicate this reliably.EnsaladaDeTomate wrote:Also, Duke Freezethrower had a chance to go blank for a couple of frames if you spammed the fire button without holding it (cant remember if you also had to kept holding the alt fire button)
Someone nice has PMed me offering a better, newer solution.EnsaladaDeTomate wrote:Btw Kinsie, you should update BJ player sprites, because the current ones look pretty awfull
http://forum.zdoom.org/viewtopic.php?f= ... 40#p797888