Samsara Monster Swapper Thing

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Samsara Monster Swapper Thing

Postby Kinsie » Tue Jun 11, 2013 3:47 am

CURRENT VERSION
Latest Changes: Added Octabrain and Pigcop Tank, fixed bug with Fat Commander zorch

So, a little while ago, I was chatting to Zero X. Diamond, and he was lamenting the lack of a good monster mod to go with Samsara. There's the Monster Mixer on the Samsara wiki, of course, but I felt a lot of the gameplay decisions in it were kind of poorly made, like making Stalkers a land-"roaming" enemy.

So yesterday I decided to go twiddle around with one and see what I could do with what I had at hand as a lazy little side-project. Nothing exciting, so no big enigmatic reveal or fancy logo. Heck, most of this stuff is ported over from other mods, so it wouldn't be fair.

Duke 3D
Currently I'm moving the Duke monsters over from Stronghold and adding the appropriate Samsara states (zorching etc.). One or two bits and pieces of code are from Voltlock's mod. The current plan so far, courtesy of ZXD:

Arachnotron > ?? (Maybe Spiderlord from DNA?)
Archvile > Gray (DNA)
BaronOfHell > Mini Battlelord ✔
HellKnight > Assault Commander ✔
Cacodemon > Octabrain ✔
Cyberdemon > Overlord / Cycloid Emperor
Demon > ?? (Maybe Alien Crab from DNA)
Spectre > ?? (Maybe Berserk Pigcop from DNF if I can find good sprites)
ChaingunGuy > Assault Enforcer ✔
DoomImp > Pig Cop ✔
Fatso > Pig Cop Tank ✔
LostSoul > Sentry Drone (Maybe Lameduke version?)
PainElemental > Recon Patrol Vehicle
Revenant > Protector Drone?
ShotgunGuy > Assault Captain ✔
SpiderMastermind ? Battlelord / Alien Queen?
WolfensteinSS > ?? (Maybe Lameduke Trooper?)
ZombieMan > Assault Trooper ✔

(ones with a tick are added and working)

Quake
My original plans for this were scuppered by the readme for QDoom disallowing usage of anything from it, which would have saved me an awful lot of sprite ripping work. Another option is converting the models to MD2s and just using those, but this would both screw software renderer users (all six of them left in the wild) and look kind of inconsistent next to sprite everything. Any ideas?

Arachnotron > ??
Archvile > ??
BaronOfHell > ??
HellKnight > ??
Cacodemon > ??
Cyberdemon > ??
Demon > ??
Spectre > ??
ChaingunGuy > ??
DoomImp > ??
Fatso > ??
LostSoul > ??
PainElemental > ??
Revenant > ??
ShotgunGuy > ??
SpiderMastermind ??
WolfensteinSS > ??
ZombieMan > ??

(ones with a tick are added and working)

Wolf 3D
There's no end of resources for this, so code and art aren't really a problem.

Arachnotron > Hitler Ghost
Archvile > ??
BaronOfHell > Hans Grosse / Gretel Grosse / Trans Grosse
HellKnight > ??
Cacodemon > Bat (SOD Mission Packs)
Cyberdemon > Otto Giftmacher / General Fettegeischt
Demon > Dog
Spectre > Dog (SOD Mission Packs)
ChaingunGuy > SS
DoomImp > Mutant
Fatso > ??
LostSoul > Ghost? (SOD)
PainElemental > Skeleton Monk? (ROTT: Original Specs)
Revenant > ??
ShotgunGuy > Officer
SpiderMastermind > Adolf Hitler
WolfensteinSS > Something from Catacomb Abyss? Commander Keen?
ZombieMan > Guard

(ones with a tick are added and working)

Marathon
I don't have nearly as much experience with this series as I'd like, so no promises.

Arachnotron > ??
Archvile > ??
BaronOfHell > ??
HellKnight > ??
Cacodemon > ??
Cyberdemon > ??
Demon > ??
Spectre > ??
ChaingunGuy > ??
DoomImp > ??
Fatso > ??
LostSoul > ??
PainElemental > ??
Revenant > ??
ShotgunGuy > ??
SpiderMastermind ??
WolfensteinSS > ??
ZombieMan > ??

(ones with a tick are added and working)

Everything Else
The code's all there, it's just a matter of PNG-ising the sprites and stuff. The big challenge is fitting everything into the right slots gameplay-wise, which is where the Monster Mixer sort of fell over.

If anyone has any suggestions, I'm open to 'em. Thanks!
Last edited by Kinsie on Sat Jun 15, 2013 1:33 am, edited 4 times in total.
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Re: Samsara Monster Swapper Thing

Postby TerminusEst13 » Tue Jun 11, 2013 4:11 am

Kinsie wrote:One or two bits and pieces of code are from this wad that doesn't seem to have a name attached to it.


Voltlock did Duke 3Dee.
That being said, this looks really interesting! I'm assuming the player will be able to select specific bestiaries? That's going to cement it as super-kickass right there, changing gameplay on the fly.
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Tue Jun 11, 2013 4:28 am

TerminusEst13 wrote:That being said, this looks really interesting! I'm assuming the player will be able to select specific bestiaries? That's going to cement it as super-kickass right there, changing gameplay on the fly.
This is what I would like to do. I'm not entirely sure how to pull that off, exactly. Maybe I'll split the spawner into seperate PK3s, but that's kind of a brute force solution.
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Re: Samsara Monster Swapper Thing

Postby The Zombie Killer » Tue Jun 11, 2013 4:59 am

@Kinsie
Why not try messing with a bunch of ACS and the new CVARINFO lump. You could define a string cvar that defines which bestiary to use. Then you would use GetCVar to get the value in ACS. The DECORATE actors would use ACS_ExecuteWithResult to get which actor they should spawn.

-TZK
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Wed Jun 12, 2013 2:16 am

Added ZXD's prelim. Wolfenstein lineup to the OP. Any resources for Marathon, by the way?
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Re: Samsara Monster Swapper Thing

Postby President People » Wed Jun 12, 2013 3:25 am

Kinsie wrote:Marathon
I don't have nearly as much experience with this series as I'd like, so no promises.

Never too late. ;)

Kinsie wrote:Any resources for Marathon, by the way?

No resources that I know of, but ShapeFusion is quite a reliable Marathon editor. It can read Marathon's Shapes, Sounds, and Physics files. It can export collections of graphics to .bmp files, and export sounds as .wavs or .aifs. If you need help with anything, just ask! Image


Also, suggestion. For every Pain Elemental spawn, have a chance to spawn three (or more?) Lost Soul-type monsters in its place (for non-DooM monsters, anyway).
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Re: Samsara Monster Swapper Thing

Postby Gez » Wed Jun 12, 2013 8:48 am

Kinsie wrote:Wolf 3D

WolfensteinSS > Something from Catacomb Abyss? Commander Keen?


No. WolfensteinSS > ZombieMan. :P
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Wed Jun 12, 2013 10:28 am

President People wrote:
Kinsie wrote:Marathon
I don't have nearly as much experience with this series as I'd like, so no promises.

Never too late. ;)
It's not that I haven't played them, but I don't have the same emotional connection or personal history with them, for lack of a less wanky term, to do them right.
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Sat Jun 15, 2013 1:33 am

Updated with some more crap.
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Re: Samsara Monster Swapper Thing

Postby scalliano » Sat Jun 15, 2013 6:44 am

Regards Quake ...

... AEoD?
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Sat Jun 15, 2013 9:43 am

scalliano wrote:Regards Quake ...

... AEoD?
Would be kind of like trying to find a needle in a haystack.
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Re: Samsara Monster Swapper Thing

Postby Kaal979 » Sun Jun 16, 2013 2:18 pm

Did you check XimDuke:
https://skydrive.live.com/?cid=858C2800 ... 324E%21105
all classes from DN3D i guess.

P.S.: Here another with tons of adds!
http://zdoom.org/wiki/Classic_Rivalry
Last edited by Kaal979 on Fri Jul 19, 2013 6:34 pm, edited 1 time in total.
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Re: Samsara Monster Swapper Thing

Postby armyman12345 » Fri Jul 19, 2013 5:46 pm

Can i release my version of the monster mixer? i'ts the same one from the samsara wiki, but with your duke nukem monsters, the stalkers not in doom/doom 2, HeXen being beatable and more wolfenstein enemies in map 31/32 of doom 2.

Maybe I'm going to add marathon monsters too.
Last edited by armyman12345 on Fri Jul 19, 2013 11:07 pm, edited 1 time in total.
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Re: Samsara Monster Swapper Thing

Postby dljosef » Fri Jul 19, 2013 7:42 pm

A very annoying bug I found with the monster mixer is that Snotfolus, when he appears in the map, is invincible even after he finishes his monologue. Nothing could damage him, last I checked.
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Re: Samsara Monster Swapper Thing

Postby Kinsie » Sun Jul 21, 2013 11:05 am

armyman12345 wrote:Can i release my version of the monster mixer? i'ts the same one from the samsara wiki, but with your duke nukem monsters, the stalkers not in doom/doom 2, HeXen being beatable and more wolfenstein enemies in map 31/32 of doom 2.

Maybe I'm going to add marathon monsters too.
Um, I guess? I don't really have any problem with folks using my work in Doom shit, even though this is barely my work.

Adding them to the Monster Mixer seems like applying a band-aid to a gaping neck wound, but knock yourself out.
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