Samsara - No longer under active development.

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
Locked
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: Samsara - v0.22 - Mostly multiplayer balancing.

Post by iSpook »

Ah, well I haven't played the marathon series before, which is why I asked, since the whole "wasting ammo to reload" thing bugs me a little bit, but it's nothing major.

On another subject, I noticed that the sprites for eight weapons are cut off when the game played at a screen resolution of 1400 x 900 (I think it cuts off at lesser Screen resolutions as well, but I don't remember which, though.)

I would post SS's in Spoilers, but I rather just link the album they're in.: http://imgur.com/a/zNRN1#3
User avatar
SyntherAugustus
Posts: 973
Joined: Tue Jul 15, 2003 5:43 pm

Re: Samsara - v0.22 - Mostly multiplayer balancing.

Post by SyntherAugustus »

Bug as of .24delta. If a weapon spawn gets crushed by a crusher it vanishes into thin air. Happened with a Hammer of Retribution on Scythe MAP06.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.22 - Mostly multiplayer balancing.

Post by TerminusEst13 »

Mmm. I'll see if I can edit them to be widescreen compatible sometime, Doom'd. Thank you.

And as far as I'm aware, Blackfish, that's vanilla behavior. If you head to Map06 of Doom II and activate the crusher on the Hell Nobles, the plasma rifle will be crushed, too.
Gez
 
 
Posts: 17943
Joined: Fri Jul 06, 2007 3:22 pm

Re: Samsara - v0.22 - Mostly multiplayer balancing.

Post by Gez »

No; there is a difference in behavior for items depending on whether they have the MF_DROPPED flag or not. MAP32 is a good example: you can open and close as often as you want the pillars with goodies beneath them, they will stay there. However, if you lure an SS under a pillar, kill it so it drops a clip, then the clip will be destroyed.

The plasma rifle on the crusher will not be destroyed.


The problem comes from the simple fact that when something is spawned in-game, it gets the dropped flag.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.22 - Mostly multiplayer balancing.

Post by TerminusEst13 »

I stand corrected. Will fix, then, thank you.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by TerminusEst13 »

0.24 is released! Public testing went extremely well--but special mention should go out to President People, who went above and beyond the call of duty to help out in every single way. He took it upon himself to check, double-check, and triple-check everything to make everything as Marathon-ish as possible, even tweaking some code and graphics in order to help out. Thank you very much, and a thank you to everyone that helped with public testing.

And with that, we have seven heroes in the midst! From here on, I'll be focusing a lot on bugfixing and balancing. That's not to say there won't be any more heroes, but as time goes on I'm learning that adding more people throws an exponentially increasing amount of variables in regards to competitive PvP balance. So we probably won't see anyone else for the next few builds. Sorry.
W̶a̶i̶t̶ ̶I̶ ̶n̶e̶v̶e̶r̶ ̶c̶h̶a̶n̶g̶e̶d̶ ̶t̶h̶e̶ ̶S̶u̶p̶e̶r̶ ̶L̶a̶r̶g̶e̶ ̶Z̶o̶r̶c̶h̶e̶r̶'̶s̶ ̶d̶e̶s̶i̶g̶n̶ ̶i̶n̶ ̶t̶h̶i̶s̶ ̶b̶u̶i̶l̶d̶ ̶e̶i̶t̶h̶e̶r̶ ̶F̶U̶C̶K̶ ̶F̶U̶C̶K̶ ̶F̶U̶C̶K̶
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by iSpook »

I don't know if this is intention or not, but after being fragged by either an Imp or an Archvile, this showed up:

http://i.imgur.com/u5iPg.jpg (Url'd for picture size, since it is quite large.)


Edit: I noticed the death happens with imp-based deaths, but unlike the other times, the animation just froze like that, instead of working normally.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by TerminusEst13 »

That's the SO on fire. You'll also notice it with the Mancubi and several enemies in Heretic/HeXen.
User avatar
iSpook
Posts: 743
Joined: Sun Feb 05, 2006 9:23 am
Location: In the middle of Stephen King Territory
Contact:

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by iSpook »

Oh I realized this, but is his animation supposed to be stuck on that paticular frame when he's stuck in mid-air like that? (I noticed that if he's in mid air while in the animation, it resumes once he's made contact with ground, but if he's stuck on an enemy, he's just frozen on that one frame.)
User avatar
Turbo
Posts: 161
Joined: Tue Mar 22, 2011 1:54 pm

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by Turbo »

As a long time fan of the Marathon game, I appreciate this update A LOT :D
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.24 - Somewhere, in the heavens...

Post by TerminusEst13 »

Oh I realized this, but is his animation supposed to be stuck on that paticular frame when he's stuck in mid-air like that? (I noticed that if he's in mid air while in the animation, it resumes once he's made contact with ground, but if he's stuck on an enemy, he's just frozen on that one frame.)
Aye, he stays in that frame in mid-air until he hits the ground. Same with his gib death. It's Marathon behavior!
Getting stuck against enemies, though, not so much. I'd assume it should be a simple A_UnsetSolid, though, so I'll do that and see if it fixes things.
As a long time fan of the Marathon game, I appreciate this update A LOT :D
Have fun, then, sir! :)


EDIT:
Also, do you folks like surprises? I do!
I don't like learning that someone can actually force a hard crash to a server with the SO, though. That's kind of a bad surprise.
Uploaded a hotfix for 0.24. I'm very sorry about the inconvenience. This shouldn't affect ZDoom users, since it only affects servers and not offline play.
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by RikohZX »

I was thinking about one of the Rise of the Triad characters as a possible addition idea, but then with only two bullet weapons and everything else being explosives, they'd probably be redundant due to Duke's role. Also, the Security Guard seems.. I dunno, funky in his balancing. Like the assault rifle and SMG are useless except in close-range and via the former's grenades (singleplayer-wise, playing GZDoom), yet his magnums and shotgun are both excellent and can persistently wreck a lot of things once you get a hang for their delay over range. But I digress; what you've managed to make out of this so far is pretty awesome and one of the best crossover/mix-type mods I've seen, while remaining cohesive instead of all sorts of randomized messes everywhere that other mods of this type try to shove in. :D
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by leileilol »

Your 0.24b zandronum link ares bursted
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by TerminusEst13 »

Your 0.24b zandronum link ares bursted
Whoopsee blaisy fixed~
But I digress; what you've managed to make out of this so far is pretty awesome and one of the best crossover/mix-type mods I've seen, while remaining cohesive instead of all sorts of randomized messes everywhere that other mods of this type try to shove in. :D
Thank you. I'm glad to hear I'm on the right track--I wanted to figure out how to have everything work together rather than abuse randomspawners.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm
Contact:

Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by TerminusEst13 »

Hey, have a few pictures of something I've been experimenting with.
Spoiler:
Locked

Return to “Abandoned/Dead Projects”