Samsara - 0.3666 - World Tour

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Rhiannon
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Rhiannon »

Made an oops when making Kyle fatter, and it should be fixed now!

Download: Beta Version 1.35 - 2.66 MB

Changelog:
Spoiler:
Reminder that I'm trying to gather metrics on how people are playing as Kyle, please fill out this survey to the best of your ability! https://docs.google.com/forms/d/1cfPEdL ... 0/viewform
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scroton
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by scroton »

Kinsie wrote:
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)
I'm unable to replicate this reliably.
It's actually somewhat rare, what is reliable though is wonkiness in the pipebombs when tapping altfire and regular fire.
I tried for hours to solve both back in the day but could come up with a workable solution for neither. Since neither is a truly bad bug (the wonkiness in the pimebombs can be exited by hitting altfire again) they ended up being left as is.
You would probably be better off re-writing a synthfire system from scratch, but you'd have to also test it in zand extensively, which the shoot&boot had the benefit of being because it was put in during the final days of samsara active development, while there was still a large amount of people testing every change in the beta.
That was written over a weekend after an idea I had while showering back before I learned ACS or any kind of coding other than decorate or had any compsci learning at all, so it's a very elaborate rube codeberg with no commenting or sense and making extensive use of bad practice.
Have fun!
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by wildweasel »

scroton wrote:rube codeberg
This is really off-topic but I'm going to have to remember this phrase in the future, because it is perfect.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by FaggoStorm »

For some reason, Samsara does not work with Colourfull Hell.

Any idea why?
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TerminusEst13
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by TerminusEst13 »

Samsara replaces both weapons and monsters.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by FaggoStorm »

Why does it replace monsters?
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by NeuralStunner »

FaggoStorm wrote:Why does it replace monsters?
Balances health/damage, makes sure they drop the right items, etc.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by wildweasel »

NeuralStunner wrote:
FaggoStorm wrote:Why does it replace monsters?
Balances health/damage, makes sure they drop the right items, etc.
Adds special handling for other classes' weapons (like "zorching" the Doom monsters, or exploding Flemoids with non-Chex weapons, etc).
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Kinsie »

Yeah. Samsara uses a LOT of different damagetypes which enemies have different levels of resistance to, so as to make sure that the health disparity between different games never becomes frustrating (see: the Duke pistol taking about four clips to kill a single Hexen Ettin before I fixed it).

There are also states for different weapons, yes. Apparently there were also plans for a "Nightmare" gore setting at one point with unique animations by... Mike, I believe? That project probably either never got especially far or was transitioned into Demonsteele.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by NeuralStunner »

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Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Kinsie »

These are very nice, but I don't believe I'll use them - no offense, I just think enough DNF has been injected into the mod by now. :)

I haven't done anything this week for fairly obvious reasons. Hopefully I can get back into the swing of things. Any bug reports or suggestions?
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Infirnex
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Infirnex »

My only suggestion is to include the Plasma for Ranger. I don't know why Term skipped that for him when he included lava nails and cluster nades.

Granted, that's not a small thing and would take a while to incorporate, and would be a big change, but be nice to see.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by otherhand »

Might I suggest the ability to use either character-appropriate or original wad pickup graphics, for things like armors and health? I'm not a big fan of the floating pluses and diamonds. (Excuse me if this is already a feature I've missed!)
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Untitled »

Infirnex wrote:My only suggestion is to include the Plasma for Ranger. I don't know why Term skipped that for him when he included lava nails and cluster nades.

Granted, that's not a small thing and would take a while to incorporate, and would be a big change, but be nice to see.
It was skipped because Term felt the amount of effort required to make the thing work was harder than what it was worth.
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by ijon »

Untitled wrote:It was skipped because Term felt the amount of effort required to make the thing work was harder than what it was worth.
I specifically remember the term "ghetto-ass bfg" getting used, and at the time (back with the 2.3.1 feature set) there was no way to get it to work and still track kills properly, due to the inability to get the target of A_LookEx into the tracer pointer (and SMF_LOOK didn't exist either)

it was considered impossible to get working properly and therefore not worth it

nowadays it would be pretty easy to do - hell, the arcing in dakka blows it out of the water in complexity, and all that needed in addition to 2.3.1 shit was SpawnForced, SetPointer, and A_RearrangePointers!
otherhand wrote:Might I suggest the ability to use either character-appropriate or original wad pickup graphics, for things like armors and health? I'm not a big fan of the floating pluses and diamonds. (Excuse me if this is already a feature I've missed!)
I have a pickup system that would handle that - made it for dakka, it's MUCH cleaner and much more flexible than the samsara pickup system, if a lot bigger - but I doubt it'd be included because it's still a pain in the ass to use!

granted, it's BETTER, but it's still not all that good. being unable to mix strings and ints in the same array hurts its ease of use greatly, and also requires me to make a fucktin of map variables. to date, I think I'm the *second* person to ever run into the map variable limit.

while GDCC would help a lot, it eats up so many instructions that, thanks to the instruction limit - which considers something like VectorAngle to cost the same as, say, "x = x + 1;" - I don't feel comfortable using it for complex things. it's not that it's that much slower, it's that the archaic instruction limit is pure hindrance, which doesn't even stop a modder from doing infinite loop chains and hanging the game!
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