Samsara - 0.3666 - World Tour

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Kinsie
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Kinsie »

blackfish wrote:All this samsara updating is making me want to update my Shrinkray/Expander/Holoduke addition.

https://www.youtube.com/watch?v=mBf72gPnBAA
https://www.youtube.com/watch?v=QG2XdLl5pb4

2013 was a long time ago.
I am very interested in these. Especially in the Holoduke, which would make a fun alternative to the Partial Invisibility pickup for Duke. Not sure where I'd fit the Shrinker in, though...
Zaratul wrote:Works for me! No more errors in the console.
Btw suggestion for widescreen friendly hexen weapons from this wad: http://forum.zdoom.org/viewtopic.php?f=19&t=37623
Thanks. I've added the fighter punch sprites, but I'd really like to customize them at some point to have Parias's proper chainmail arms... alas.
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Kinsie
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Kinsie »

Image

Hotfix version with a couple of little extras coming soon.
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Beed28
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Beed28 »

Kinsie, I've played the new test version, and it's great... mostly. The pickup sprites and violence level CVARs don't seem to work in Heretic.

Also, it does not seem to play nice with 10x universal, for some reason. Whenever I play with it, I seem to get Strife's Spectral toggler thingy, in all games except from Heretic:
Image
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SyntherAugustus
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by SyntherAugustus »

Kinsie wrote:
blackfish wrote:All this samsara updating is making me want to update my Shrinkray/Expander/Holoduke addition.

https://www.youtube.com/watch?v=mBf72gPnBAA
https://www.youtube.com/watch?v=QG2XdLl5pb4

2013 was a long time ago.
I am very interested in these. Especially in the Holoduke, which would make a fun alternative to the Partial Invisibility pickup for Duke. Not sure where I'd fit the Shrinker in, though...
https://www.dropbox.com/s/479b5dzhj90l1 ... t.pk3?dl=0

Features:
-Shrinkray and Expander replace the jetpack. I think it works here since 99% of vanilla pwad maps are broken anyway to this. If I were to update the mod, I'd also give Duke the berserk boots since it would make certain maps (say BTSX2 MAP01) play as intended. Weapon slot 8 for both. Unique ammo for both as well (given by Unique pickup and ammo bag).
-Duke gets a Duke3d-esque medikit instead of the soulsphere. I was not a fan of the 50 health as that broke a lot of vanilla pwad maps badly.
-Functional HoloDuke replaces the Partial Invis for Duke.

This was made back when GZDOOM only had these features so I kind of coded the pickup style to singleplayer. They may work in Zand 3.0 now but it may require some tweaking.
ijon
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by ijon »

Kinsie wrote:Oh, for the love of... it's never easy, is it?
Gez wrote:The only place this specific error message appears in is in the GiveInventory function. I'd suggest making sure the code doesn't suffer from some missing #library shenanigans.
Both of the LOADACSed scripts (samsara and kinsara) have #library and #include stuff present.

A quick check of the devbuilds tells me that the last ZDoom version not plagued by this was on zdoom-2.9pre-986-gfc25a74.7z. I'll file a bug and see what happens.

EDIT: Judging by the "ForceCheck" section, I'm guessing it's getting angry at the weapon pickup info arrays in samsaraWeps.h, which are a strange and arcane place that I haven't fully looked at yet. Any ideas?
you're gonna need to search for ' == "ForceWep"' in the code. I used that as a kludge to force a weapon pickup in certain cases (can't even remember which cases, probably related to the SO as usual), and being 2.3.1 (and, what, four years ago), I did a direct comparison because strcmp didn't exist. at the time they actually would always point to the same string in the string table, so it never occurred to me that making a manual version using GetChar would be a good idea. I did do that eventually... for other mods.

but yeah obviously that's not the case anymore so you're gonna need to use strcmp (same deal for the "" stuff)

(man my old code is shit)

on another note I thought term already made corvus the best in DM :^)
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Kinsie
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Kinsie »

blackfish wrote:
Kinsie wrote:
blackfish wrote:All this samsara updating is making me want to update my Shrinkray/Expander/Holoduke addition.

https://www.youtube.com/watch?v=mBf72gPnBAA
https://www.youtube.com/watch?v=QG2XdLl5pb4

2013 was a long time ago.
I am very interested in these. Especially in the Holoduke, which would make a fun alternative to the Partial Invisibility pickup for Duke. Not sure where I'd fit the Shrinker in, though...
https://www.dropbox.com/s/479b5dzhj90l1 ... t.pk3?dl=0

Features:
-Shrinkray and Expander replace the jetpack. I think it works here since 99% of vanilla pwad maps are broken anyway to this. If I were to update the mod, I'd also give Duke the berserk boots since it would make certain maps (say BTSX2 MAP01) play as intended. Weapon slot 8 for both. Unique ammo for both as well (given by Unique pickup and ammo bag).
-Duke gets a Duke3d-esque medikit instead of the soulsphere. I was not a fan of the 50 health as that broke a lot of vanilla pwad maps badly.
-Functional HoloDuke replaces the Partial Invis for Duke.

This was made back when GZDOOM only had these features so I kind of coded the pickup style to singleplayer. They may work in Zand 3.0 now but it may require some tweaking.
Neat, thanks! I, uh, might have built my own Holoduke implementation in the meantime, though... I'll look at your code for extra ideas, though, in case you did something better.

It'll work completely differently in multiplayer, of course. Gonna make it more like the hologram thing in Halo and Doom4. Be more effective that way.
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Kinsie
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Kinsie »

Samsara v0.355 is here! This was supposed to just be a hotfix for the ACS spam on more recent ZDoom devbuilds... but like an Englishman in a poll booth, I went a little further than intended and added two new features: a Pistol Start option and a HoloDuke that acts as Duke's take on Partial Invisibility (and acts as a hilarious instant-infighting button in single player).
  • Fixed the vast amounts of "ACS: I Don't Know What '' Is" console spam.
  • Added MG_Man's widescreen-friendly Parias punch sprites.
  • Fixed the Poison Cloud Flechette's tag not being commented out.
  • Added a Pistol Start CVar! (samsara_pistolstart) Also in the Serverside Menu.
  • Externalized some Printed strings in inventory items to LANGUAGE.
  • Added a HoloDuke! Replaces the Partial Invisibility for Duke.
  • Added/Uncommented name tags for inventory items that didn't have them.
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Ethril
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Ethril »

Kinsie wrote:I, uh, might have built my own Holoduke implementation in the meantime, though...
...Out of all the song titles in that soundtrack, "Beer!" is probably the most appropriate for Duke Nukem. :P
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twinkieman93
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by twinkieman93 »

Quick bug report: BJ's flamethrower doesn't burninate acolytes in Strife.
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Kinsie
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by Kinsie »

twinkieman93 wrote:Quick bug report: BJ's flamethrower doesn't burninate acolytes in Strife.
Termus tells me that BJ's flamethrower deliberately doesn't trigger fire death animations because it's "lower-tech" than other weapons. It should still do fire damage, though.

I probably won't change this in the short-term because it was an intentional design decision.
ElMapache96
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by ElMapache96 »

You could replace the sprites of weapons of Quake and character sprites of Ranger for models of the mod Quake 1 Stuff Ultra by HorrorMovieGuy.
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Kinsie
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by Kinsie »

ElMapache96 wrote:You could replace the sprites of weapons of Quake and character sprites of Ranger for models of the mod Quake 1 Stuff Ultra by HorrorMovieGuy.
It's been suggested earlier in this thread, and I'm not necessarily saying no...
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Medicris
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Re: Samsara - 0.35 - Poor Little Elf Boy

Post by Medicris »

Kinsie wrote:Added a Pistol Start CVar! (samsara_pistolstart) Also in the Serverside Menu.
thank

I'll find something else to yell at you about soon enough. As for quake models, wouldn't be a BAD thing, but I feel he should stay as sprites simply because dead quake guys lying around other characters would look really weird.

I would consider re-ripping the viewmodel sprites, with these two model fixes. The standard shotgun and grenade launcher in particular look much better.
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by DarkkOne »

I kinda think the mismatched art style of having him be models would actually be pretty neat. It's kinda like the obviously different art styles of the other characters. Nobody upscaled the Wolf3D sprites, or created Doom-style adaptations of the Marathon sprites or anything. Right now Ranger is actually the most "modified" from his original stuff. Just my 2c, it's not a big deal, but I think the "most consistent" way would actually be having him be *weirder* by having him be models. :)
ArchXeno
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is

Post by ArchXeno »

Bug report, whatever ACS is used for the recoil on ranger's double shotgun is decentering his aim, making it kind of annoying for those who do not play with mouselook I've tried to play around with the ACS augments to get a proper recoil that feels good and doesn't throw off your aim, but no success so far. Also, the marathon guy's machine gun has autoaim disabled, but i'll assume there's a good reason for that.

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