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

Post by President People »

wildweasel wrote:Because I happened to have them lying around, here are the Mac/3DO Wolfenstein sounds. I also have the MP3 collection, but I do not have the Jaguar version's sounds (which, outside of soldiers saying "Achtung!" instead of "Stop!", are identical to the SNES version - you could probably get the SNES version's sounds easily with SNESSOR95).

I also updated the link in the linked post.
Hah, nice. I really like that Guten Tag one. Menacing, as it should be.
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TerminusEst13
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Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by TerminusEst13 »

Man, those are really nifty--I'm especially fond of the 3DO's Machine Gun sound.

What would a Mac'd version of the Spear of Destiny look/sound like?
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Kinsie
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Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by Kinsie »

"Clubey" made this sprite for his MacWolf TC The Spear Of Longinus:
Image

Hopefully this should help jog some inspiration.
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Virtue
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Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by Virtue »

I did my own based on the lost episodes spear:

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

Post by President People »

Wow, those are awesome. Ben2k's there would be great for the outthrust frames in the firing sequence.
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Turbo
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Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by Turbo »

wildweasel wrote:Because I happened to have them lying around, here are the Mac/3DO Wolfenstein sounds. I also have the MP3 collection, but I do not have the Jaguar version's sounds (which, outside of soldiers saying "Achtung!" instead of "Stop!", are identical to the SNES version - you could probably get the SNES version's sounds easily with SNESSOR95).

I also updated the link in the linked post.
Hey thanks!
Unfortunately, my computer BSoD'd yesterday and is now refusing to boot, so I cannot continue on the replacement wad. :cry:
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Virtue
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Re: Samsara - v0.24b - Somewhere, in the heavens...

Post by Virtue »

President People wrote:Wow, those are awesome. Ben2k's there would be great for the outthrust frames in the firing sequence.
I have a whole spriteset if you want me to post, they are based on the Trident by Neoworm
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TerminusEst13
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by TerminusEst13 »

And 0.25 is released. Mostly Zandronum multiplayer balancing in this build (tl;dr: Corvus doesn't suck, Parias isn't OP, autoaim doesn't turn bullets into magical homing bees, etc), and lots of bug-fixes for the Security Officer, but there's some interesting stuff for offline play, too--most notably is the new design for the Super Large Zorcher!
I'll be frank. The old design was terrible. It didn't look like a zorcher, it was obviously a slapped-together edit, and it stuck out like a sore thumb. After asking the Chex Skulltag Pack guys and managing to get Charles Jacobi's input (!), however, I finally came out with a new design that I think does the weapon justice. Its function has also been tweaked a little, adding some co-op/singleplayer oomph based off Vaecrius'/Doomrater's ideas, as well as more input from Jacobi (!!!), while still keeping it from being overly fearsome in DM.
Strife compatibility is coming along wonderfully, and I expect it to be done around 0.27 or so.



Please enjoy.
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Matt
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by Matt »

Just gave that new superzorcher a try on Zandronum coop today.

I still suck at it, but let's just say that's clearly more my incompetence than anything remotely describable as weak or inefficient about the weapon. :D

Love the chaos it causes when fired into a crowd.
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by wildweasel »

I really do feel the need to weigh in my opinion here - as cool as the idea is of having numerous cross-compatible classes for online games is, I think it's a wasted opportunity to base them off of "classic" characters. I think it would be cool if this could be adapted to instead represent characters from famous mods...but then again, DoomVengers kind of fills that niche. If only these two projects could combine, with DoomVengers' unique and original classes, and Samsara's striving for compatibility between not only classes, but also games, without spewing a bunch of class-specific junk all over the place.

I do wish you best of luck in improving and refining Samsara, but I must confess that it really is not the mod for me.
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TerminusEst13
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by TerminusEst13 »

Ah, I'm sorry to hear that, Weasel. Still, thanks for giving it a shot. Maybe sometime in the future I can get with Ventris and we can work something out. I've already r̶u̶i̶n̶e̶d̶ helped with ZDoom Wars. :p
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TerminusEst13
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by TerminusEst13 »

So, a lot of shit has been going on recently. I think the first point of order is a bit of an announcement.

For those that have looked at Samsara's codebase, you probably know that it's a mess. On a scale of one to 11, it ranks somewhere around "clusterfuck". For those that haven't looked at Samsara's code, well, it works in the same way a cannon made out of duct tape works--it's not pretty, and sure as hell not eloquent, but it'd held together. One man has graciously volunteered to do wizardry to it.
[21:28] <TerminusEst13> Wait.
[21:28] <TerminusEst13> You got sv_weaponstay to affect a CustomInventory item?
[21:28] <ijontichy> yes
[21:28] <TerminusEst13> what
The entire internal system is getting a rehaul.
For those who have been considering custom classes/add-ons, this will make things exponentially easier--much less to sort through, much less spaghetti code to copy/paste, and much more sensible internal layout.
For those that just want to play it, this means a much more streamlined cvar system, with more cvars supported and...well.
Spoiler:
This does come with a bit of a problem, though. A lot of the code now is very reliant on Zandronum-only commands, commands Graf has said he doesn't want to implement in ZDoom, too.
The last thing I want is for this mod to become Zandronum-only, since you guys in the ZDoom forum have been giving me a lot of help and ideas, but it may be a possibility.
Still. Keep an ear out for announcements. Maybe we can figure out more compatibility wizardry.
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by CorSair »

I decided to poke with this and what I found was a excellent mish-mash of different games. Well done, well done.
Especially liked how faithful that Marathon gravity/bouncing system was. Maybe bit too faithful. :P Also, return of the (nerfed) double shotguns, probably number one shotgun(s) of the time.
Spoiler:
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Ijon Tichy
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Re: Samsara - v0.25c - Mostly Zandronum DM stuff.

Post by Ijon Tichy »

Samsara isn't becoming Zandronum-specific, don't worry. We've actually been able to get ZDoom compatibility working in a satisfactory manner. If you're too lazy to wait for Terminus to post a release, shove everything in the pk3 folder here into a PK3 and run it.

By the way, Git kicks ass. It's going to make ZDoom compatibility a much easier task in the future (shouldn't it be the other way around?). Also, it allows an easy way for people to see the very latest in Samsara breakagedevelopment, which is always nice. Making PK3s will need to be done manually, though.

Yes, I have an account here. I posted that UT2k4 dodging thing for that mutator contest, remember?
Last edited by Ijon Tichy on Sun Nov 11, 2012 1:53 pm, edited 1 time in total.
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TerminusEst13
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Re: Samsara - v0.26b - Everything suddenly got sexy!

Post by TerminusEst13 »

TOO LATE IJON, I'M POSTING IT NOW.

And 0.26 is officially released!
Good Lord, there's a lot of incredible stuff in this build--everyone has a tipbox to tell you what the data of each weapon is, many more cvars in order to provide additional gameplay options, many more clientside cvars to customize playing experience, a massive rehaul of the internal layout to make add-ons easier and additional updates easier...and that's just a few! 0.26 is easily the best build by far, and the majority of it is all thanks to the new coder, ijon tichy.
Samsara has a bright future, folks, there's a whole host of options and directions available for us now, and as I type this we already have several new characters in mind as well as prospective additional features.

As always, thank you for your support and for playing. I end each release with "Please enjoy", but in this case? Well, I think enjoyment won't be terribly difficult to come by, haha.
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