Samsara - 0.3666 - World Tour

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SiFi270
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by SiFi270 »

I think the best way, if any, to handle class-specific pickups would be as their own addons, like for example "samsara-dukeitems.pk3" or "samsara-marathonitems.pk3". That way, if someone really wanted to for some reason, they could play with a mismatched class and items, like maybe if they wanted the items to match the iwad rather than the character. I don't know there's probably some obvious drawback I'm not seeing what do I know.
ijon
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by ijon »

SiFi270 wrote:I think the best way, if any, to handle class-specific pickups would be as their own addons, like for example "samsara-dukeitems.pk3" or "samsara-marathonitems.pk3". That way, if someone really wanted to for some reason, they could play with a mismatched class and items, like maybe if they wanted the items to match the iwad rather than the character. I don't know there's probably some obvious drawback I'm not seeing what do I know.
that is a terrible decision for online play, even if no one will play this version of smsra online because it doesn't have caleb and isn't called "complex doom"
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TehRealSalt
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by TehRealSalt »

Even if online play wasn't a focus and you're on singleplayer, it'd be kinda silly to load a file for 1 class at a time and switch it out when you want to change when ZDoom's supported several selectable classes for a long time :v
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SiFi270
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by SiFi270 »

SiFi270 wrote:I don't know there's probably some obvious drawback I'm not seeing.
Called it. Hey, while I'm predicting the future so well, does anyone want lottery numbers?
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Viscra Maelstrom
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Viscra Maelstrom »

seeing as it's not mentioned in the OP as far as i can see, i take it the monster randomizer addon doesn't work with this version?
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wpninja
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by wpninja »

Viscra Maelstrom wrote:seeing as it's not mentioned in the OP as far as i can see, i take it the monster randomizer addon doesn't work with this version?
That would be really odd if it were true.

Super random question but does anybody know what game Eleena is from in the extra heros pack?
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NeuralStunner
 
 
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by NeuralStunner »

wpninja wrote:Super random question but does anybody know what game Eleena is from in the extra heros pack?
Just from the name, I'd guess Eradicator.
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unRyker
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by unRyker »

Sorry about the delayed response, but I just got done playing it and I have to say it made the mod feel invigorated now that it is being updated once again. I played through the Heretic base game and the Ultimate Doom and it was a blast. My suggestions are, however is that as the Ranger, there seems to be no reason to ever use the Grenade launcher. Arena shooters that run on the Doom engine just isn't slow enough for indirect-fire weapons to really shine, when people will be too quick to compensate for the grenade arcs. Also, the grenades themselves bounce off the players in deathmatch rather than exploding on contact which also severely hurts the weapon.

In addition, BJ's strongest strength is the instantaneous weapon-switch which is too forgiving when he runs out of ammo. In addition, his rockets don't do any self-damage (and they're faster than Doomguy's rockets too!) Honestly, a team of 8 BJ's could beat a team of one on each class even if they're all on the same skill-floor.

And lastly, the Security Officer is probably one of the most complicated in terms of situation and maps. The hovering he could do could be overpowered in maps with tons of damaging floors but could be a severe drawback in maps with dropdowns as him floating could make him easily vulnerable.

Sorry it looks negative for DM, but I assure you it was a fun, interesting experience in Co-Op and singleplayer! I'll definitely play more of it later in the future, but I'm curious to see where this goes. Thanks for keeping it updated once again!
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Clownman »

Since we're talking about the addons... I actually find them okay for the most part The Samsara based Monster Ranomizer is much better than the cruddy Zandronum Randomizer that uses R667 recolors that I see on certain servers I will say IMO. I've heard that the addon classes are unbalanced, but then again - I never used them in DM. I will say that most of the Build Engine characters feel weak as flies, especially against explosives and fire attacks. IP Freely should probably be renamed "OP" Freely because... hot damn. XP

((Leonard's a pretty fun class.))

I think I'm willing to bet this is why Term doesn't like said addons, and I can't really blame him. They definitely aren't nessisary to add to the main game, of course.
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Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Kinsie »

Viscra Maelstrom wrote:seeing as it's not mentioned in the OP as far as i can see, i take it the monster randomizer addon doesn't work with this version?
I haven't tested the add-ons. If they touch the core Samsara libraries they'll probably revert the ACS back to 0.3 but they won't blow up your computer or whatever.
unRyker wrote:Also, the grenades themselves bounce off the players in deathmatch rather than exploding on contact which also severely hurts the weapon.
I'll have to look into this.
unRyker wrote:Deathmatch Feedback
Please keep DM feedback rolling in, guys. I don't play multiplayer Doom all that much, so my personal focus has been solo play. Your help with multi-centric bugs or balance critique is much appreciated!
Clownman wrote:I think I'm willing to bet this is why Term doesn't like said addons, and I can't really blame him. They definitely aren't nessisary to add to the main game, of course.
I get the feeling that Term doesn't like the Extra Heroes classes less because of a long-dead mod and more due to them being kind of janky and messing with the DM balance. I can't really speak for him, though, and I haven't touched Extra Heroes outside of shamelessly filching some GLDEFS from it.
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Dynamo
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Dynamo »

Viscra Maelstrom wrote:seeing as it's not mentioned in the OP as far as i can see, i take it the monster randomizer addon doesn't work with this version?
There are many versions of the monster randomizer, or rather, many mods going under the same name, some of which (such as Zandro Monster Randomizer) are in the process of being split entirely from Samsara. Not all of them were meant to be run with the addons in the first place either, and most are massively out of date to boot. But to answer the question no, I highly doubt any of them work with this current version.
Kinsie wrote:
Clownman wrote:I think I'm willing to bet this is why Term doesn't like said addons, and I can't really blame him. They definitely aren't nessisary to add to the main game, of course.
I get the feeling that Term doesn't like the Extra Heroes classes less because of a long-dead mod and more due to them being kind of janky and messing with the DM balance. I can't really speak for him, though, and I haven't touched Extra Heroes outside of shamelessly filching some GLDEFS from it.
I'm one of the people in charge of the addons project and I can confirm that yes, there is no point in adding them to the main file for whoever is asking. DM was never a priority for us and I only recommend playing DM with the original samsara files and classes (hopefully these recent updates iron out whatever issues there might have been, not like I play DM much myself). As for addons being "kind of janky", allow me to say that is very untrue, a lot of work has been put into them by people who originally were no experts in coding at all, but the project has come a long way and although it certainly still has some problems to iron out, we're definitely aiming for a quality experience rather than "let's fit everything we can into this" one. Ultimately it's two projects with a different direction and we have nothing but respect for the work TerminusEst13 and the others have put into it. The original samsara was entirely devoid of errors either (it happens), GLDEFS being a good example of something we fixed and I'm glad you're putting them to good use in the main file as well.

By the way, since I've seen that you've added some more duke taunts, may I recommend you check out the Total Meltdown exclusive sounds? Some of those are quite cool in my opinion, maybe you'd find them worth adding as well.

Anyway, keep up the good work Kinsie and whoever else is involved :)
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Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Kinsie »

Dynamo wrote:By the way, since I've seen that you've added some more duke taunts, may I recommend you check out the Total Meltdown exclusive sounds? Some of those are quite cool in my opinion, maybe you'd find them worth adding as well.
Is there a nice collection of just the exclusive Duke Talk somewhere? I found a collection of Total Meltdown sound rips at some point, but there were no filenames, just numbers, and screw that for a laugh.
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Dynamo
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Dynamo »

Well, yeah, they were numbers but the rip was done in such a way that the regular duke sounds were all at the beginning, whereas the exclusive total meltdown sounds were all at the end, with duke taunts in particular being the very last files (with the exception of two door sounds). In any case, for ease of use, here they are: https://www.sendspace.com/file/wmjtej Should be all of them I think.
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Kinsie
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Kinsie »

unRyker wrote:Also, the grenades themselves bounce off the players in deathmatch rather than exploding on contact which also severely hurts the weapon.
I've fixed this by disabling bouncing off of actors. This also unfortunately means that grenades will explode on generic scenery props like techlights, but this was the best I could figure out by fucking with the flags. Anyone have any better ideas?
Dynamo wrote:Well, yeah, they were numbers but the rip was done in such a way that the regular duke sounds were all at the beginning, whereas the exclusive total meltdown sounds were all at the end, with duke taunts in particular being the very last files (with the exception of two door sounds). In any case, for ease of use, here they are: https://www.sendspace.com/file/wmjtej Should be all of them I think.
Cheers, I'll see what I can do with 'em. :)
Gipper
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Re: Samsara - 0.34 - Lit Up Like A Christmas Tree

Post by Gipper »

is it possible to run this with hexen? I am big fan of hexen and I hope anyone here could make this happen.

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