Probably so the nade launcher doesn't auto-aim itself into the ground.ArchXeno wrote:the marathon guy's machine gun has autoaim disabled, but i'll assume there's a good reason for that.
Samsara - 0.3666 - World Tour
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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twinkieman93
- Posts: 1075
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
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TehRealSalt
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
One of my favorite mods gets an update after all this time? Sign me up~
I noticed a bug doing some tests though: In Zandronum 3.0, sv_weaponstay causes weapons to be able to be picked up every tic, giving you tons of ammo and printing tons of pickup messages. Only seems to do it both on an actual server and in multiplayer emulation (+multiplayer). EDIT: Actually, upon further inspection, does it both online and offline.
Also curious if you have a GitHub made for this like the older Samsara versions used to have
I noticed a bug doing some tests though: In Zandronum 3.0, sv_weaponstay causes weapons to be able to be picked up every tic, giving you tons of ammo and printing tons of pickup messages. Only seems to do it both on an actual server and in multiplayer emulation (+multiplayer). EDIT: Actually, upon further inspection, does it both online and offline.
Also curious if you have a GitHub made for this like the older Samsara versions used to have
Last edited by TehRealSalt on Mon Jul 04, 2016 12:45 pm, edited 1 time in total.
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SiFi270
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- Location: Does anyone put a serious answer here?
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I've been having a fair few issues with this current release.
- Starting a game as Duke with the pistol start setting on causes him to say two one-liners at once at the beginning of a level.
- I can still collect weapons even when I already have both that weapon and maximum ammo for it.
- Sometimes the game just doesn't acknowledge that I've collected a unique item. At one point I was experimenting with this using Blazkowicz and the "summon" command and it seemed he could collect three lives just fine, but the next three wouldn't register, then he'd get three more and the pattern would continue.
- It's not just the Spiked Gauntlets that need to be adapted for widescreen. Every animation of Parias swinging something has a similar cutoff, and the same is true for Corvus' Staff.
- Lastly, the graphical issues in my previous post don't seem to have been addressed:
SiFi270 wrote:I think there might be a mixup of some kind with the new nail sprites?
Spoiler:Also, playing as the Security Officer with chasecam had some strange effects. Whenever I got out a second magnum or shotgun, it showed the frame of him firing for a while before continuing to use the sprite of him with just one weapon, even though I know there are sprites of him dual weilding in the .pk3.
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Kinsie
- Posts: 7402
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- Location: MAP33
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I'm aware of this and had a catch for it, but it caused Zandro to crash violently on startup (because I was using GetCVar in an A_JumpIf) so I had to comment it out at the literal last minute. I'll fix it next update.SiFi270 wrote:]Starting a game as Duke with the pistol start setting on causes him to say two one-liners at once at the beginning of a level.
I'm aware of this, but all of Parias's other sprites have been edited to give him the proper arms, so I can't just throw the edits you linked in there. I'll need to do actual work!SiFi270 wrote:It's not just the Spiked Gauntlets that need to be adapted for widescreen. Every animation of Parias swinging something has a similar cutoff, and the same is true for Corvus' Staff.
[/quote]The firing frame is some weird consequence of how the switching-to-dualies system was coded. Yes, there are skins for dual weapons in the PK3, but they're missing frames (some are duplicates, some are outright missing) and I doubt people would much appreciate having SO turn invisible from missing frames when he's hit when using dual shotguns.SiFi270 wrote:Also, playing as the Security Officer with chasecam had some strange effects. Whenever I got out a second magnum or shotgun, it showed the frame of him firing for a while before continuing to use the sprite of him with just one weapon, even though I know there are sprites of him dual weilding in the .pk3.
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Popsoap10
- Posts: 60
- Joined: Thu May 26, 2016 6:47 pm
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I went ahead and did this.Popsoap10 wrote:An issue I had that was never resolved. All the coop fastprojectiles didn't have a crash state, so shooting any nonbleeding enemy would show no puffs on them.
EDIT: On closer inspection, it appears that the puff's spawned by enemies don't float up offline. This seemed to fix it.
Code: Select all
actor DoomEnemyBullet : FastProjectile
{
Damage (Random(1,5)*3)
Radius 1
Height 1
Speed 320
Projectile
Renderstyle "Normal"
+BLOODSPLATTER
+THRUGHOST
+DOHARMSPECIES
Alpha 1.0
Decal Bulletchip
States
{
Spawn:
TNT1 A 6
stop
Death:
TNT1 A 0
TNT1 A 1 A_SpawnItem("DoomBulletPuff")
stop
XDeath:
TNT1 A 0
TNT1 A 1 A_SpawnItemEx("DoomEnemyBulletInfight",0,0,0,0,0,0,0,32)
stop
Crash:
TNT1 A 0
TNT1 A 0 A_SpawnItem("DoomBulletPuff")
TNT1 A 1 A_SpawnItemEx("DoomEnemyBulletInfight",0,0,0,0,0,0,0,32)
stop
}
}You do not have the required permissions to view the files attached to this post.
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SiFi270
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I'm not sure what can or can't be done about it, and I'm sorry for coming in here with nothing but complaints when this is still my favorite gameplay mod, but I've noticed that in Hexen, if you hit the breakable trees with Corvus' staff, they get knocked around like any other destructible object, and it looks pretty silly. It's like its roots are just for show or something.
I've also been on the fence about suggesting this for a while, but I think B.J.'s weapons should have their pickup sounds changed thusly:
Rocket Launcher: Chaingun pickup sound in Spear of Destiny, heard here
Flamethrower: Chaingun pickup sound in the Lost Episodes, heard here
Spear of Destiny: Fanfare from the penultimate level of SoD, heard here
And then maybe the Lost Episodes version of that last one could maybe be used for the Punchdrunk Spear or something.
Lastly, regarding sounds for when a character finds a secret, I think B.J.'s could be the sound of a wall moving in the Mac/3DO versions, since it gives a similar feeling (that I can't put into words) to ZDoom's default secret sound and the whirring sound heard when you get a powerup in Serious Sam. Duke's could be the "secret found" fanfare from Manhattan Project, which is basically just the first three notes of Grabbag, and I think Doomguy's would be less confusing if it was the item respawn sound like in Crispy Doom.
I've also been on the fence about suggesting this for a while, but I think B.J.'s weapons should have their pickup sounds changed thusly:
Rocket Launcher: Chaingun pickup sound in Spear of Destiny, heard here
Flamethrower: Chaingun pickup sound in the Lost Episodes, heard here
Spear of Destiny: Fanfare from the penultimate level of SoD, heard here
And then maybe the Lost Episodes version of that last one could maybe be used for the Punchdrunk Spear or something.
Lastly, regarding sounds for when a character finds a secret, I think B.J.'s could be the sound of a wall moving in the Mac/3DO versions, since it gives a similar feeling (that I can't put into words) to ZDoom's default secret sound and the whirring sound heard when you get a powerup in Serious Sam. Duke's could be the "secret found" fanfare from Manhattan Project, which is basically just the first three notes of Grabbag, and I think Doomguy's would be less confusing if it was the item respawn sound like in Crispy Doom.
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Kinsie
- Posts: 7402
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- Location: MAP33
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
Don't worry too much about reporting issues - I need feedback to continue development!SiFi270 wrote:I'm not sure what can or can't be done about it, and I'm sorry for coming in here with nothing but complaints when this is still my favorite gameplay mod, but I've noticed that in Hexen, if you hit the breakable trees with Corvus' staff, they get knocked around like any other destructible object, and it looks pretty silly. It's like its roots are just for show or something.
I'll have a look at this issue, it should be a pretty easy fix.
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Miru
- Posts: 89
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
Wow! I had given up on this mod ever getting updated. So when it came, I tested it out with "The Adventures of Square". It's mostly compatible, except for a few minor flaws. Mainly that the Circles can't be zorched. Will you ever make this fully compatible with that and Urban Brawl?
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Kinsie
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- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
Adding support for Square might be a fun side project. I'll keep it in mind.Miru wrote:Wow! I had given up on this mod ever getting updated. So when it came, I tested it out with "The Adventures of Square". It's mostly compatible, except for a few minor flaws. Mainly that the Circles can't be zorched. Will you ever make this fully compatible with that and Urban Brawl?
Urban Brawl ain't happening.
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Untitled
- Posts: 350
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- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
Found a bug.
sv_weaponstay causes you to infinitely pick up weapons from the weapon pickup.
This does not seem to occur in earlier versions of Samsara.
sv_weaponstay causes you to infinitely pick up weapons from the weapon pickup.
This does not seem to occur in earlier versions of Samsara.
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LordOfTheSluggies
- Posts: 5
- Joined: Mon Sep 12, 2016 7:17 pm
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
So is this dead?
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Kinsie
- Posts: 7402
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- Location: MAP33
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I've been busy with my own project for a while. I'll probably return to it at some point, unless someone beats me to it.LordOfTheSluggies wrote:So is this dead?
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LordOfTheSluggies
- Posts: 5
- Joined: Mon Sep 12, 2016 7:17 pm
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
So uh, I'm stupid. What is the modcompat file for?
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Kinsie
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Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
It tweaks the following mods a little to add proper Samsara support:LordOfTheSluggies wrote:So uh, I'm stupid. What is the modcompat file for?
Terra Incognita, by FireSeraphim
Elf Gets Pissed, by RottKing
Hordes of Chaos (and Resurrection of Chaos) by Udderdude and co.
Day of the Acolyte, by Kaiser
Absolute Order, by Khorus
Scourge of Viscerus, by Matt Tropiano
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Prologue-9
- Posts: 25
- Joined: Mon Jul 25, 2016 5:04 pm
Re: Samsara - 0.355 - ACS: I Don't Know What "HoloDuke" Is
I've been having this same issue, on the newest official release of gzDoom, the latest devbuild, and the latest build of Zandronum 3.0.SiFi270 wrote:I've been having a fair few issues with this current release.
- Sometimes the game just doesn't acknowledge that I've collected a unique item. At one point I was experimenting with this using Blazkowicz and the "summon" command and it seemed he could collect three lives just fine, but the next three wouldn't register, then he'd get three more and the pattern would continue.


