Samsara - 0.3666 - World Tour

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Apaul27
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Re: Samsara - 0.3666 - World Tour

Post by Apaul27 »

I had a request, can you try to add Scott and Rebecca from Shadow Of The Wool Ball and Rise Of The Wool Ball (as a team).
Gideon020
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Re: Samsara - 0.3666 - World Tour

Post by Gideon020 »

What's the difference between the one listed as 'modcompat' and the base version?
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Kinsie
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Re: Samsara - 0.3666 - World Tour

Post by Kinsie »

Gideon020 wrote:What's the difference between the one listed as 'modcompat' and the base version?
Modcompat is an addon to provide proper Samsara support to several map packs.
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SiFi270
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Re: Samsara - 0.3666 - World Tour

Post by SiFi270 »

Please add this (ignore the "for brains" at the start) to Duke's starting quotes.
Solaela
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Re: Samsara - 0.3666 - World Tour

Post by Solaela »

Outta curosity... Is this still being worked on? And do you have a file to give harmony support? I use it with the recent GZdoom and even with modcopat and the enemies end up supersized and I don't know what else is going to look wrong.
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Zen3001
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Re: Samsara - 0.3666 - World Tour

Post by Zen3001 »

does look very fun
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Kinsie
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Re: Samsara - 0.3666 - World Tour

Post by Kinsie »

Solaela wrote:Outta curosity... Is this still being worked on? And do you have a file to give harmony support? I use it with the recent GZdoom and even with modcopat and the enemies end up supersized and I don't know what else is going to look wrong.
Harmony support is unlikely since IIRC Harmony uses a lot of DEHACKED which makes it a colossal pain to work with from a DECORATE perspective. Sorry about that.
Solaela
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Re: Samsara - 0.3666 - World Tour

Post by Solaela »

Kinsie wrote:
Solaela wrote:Outta curosity... Is this still being worked on? And do you have a file to give harmony support? I use it with the recent GZdoom and even with modcopat and the enemies end up supersized and I don't know what else is going to look wrong.
Harmony support is unlikely since IIRC Harmony uses a lot of DEHACKED which makes it a colossal pain to work with from a DECORATE perspective. Sorry about that.
Ah ok. Was just wondering on that since when Term was doing it he apparently had a patch for it but it's no longer there. Ah well :P
AvzinElkein
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Re: Samsara - 0.3666 - World Tour

Post by AvzinElkein »

...I'll wait until you've reworked Duke before I play as him due to that ammo error.
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Re: Samsara - 0.3666 - World Tour

Post by wildweasel »

AvzinElkein wrote:...I'll wait until you've reworked Duke before I play as him due to that ammo error.
It might get more attention if you could go into detail about what exactly the error is.
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Kinsie
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Re: Samsara - 0.3666 - World Tour

Post by Kinsie »

wildweasel wrote:
AvzinElkein wrote:...I'll wait until you've reworked Duke before I play as him due to that ammo error.
It might get more attention if you could go into detail about what exactly the error is.
He elaborated on the ZDF discord. It's the one listed in Known Bugs in the OP. If anyone wants to take the necessary amount of peyote required to understand the Duke pistol code and figure it out, I'll gladly accept their patches...
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Ryuhi
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Re: Samsara - 0.3666 - World Tour

Post by Ryuhi »

Kinsie wrote:
wildweasel wrote:
AvzinElkein wrote:...I'll wait until you've reworked Duke before I play as him due to that ammo error.
It might get more attention if you could go into detail about what exactly the error is.
He elaborated on the ZDF discord. It's the one listed in Known Bugs in the OP. If anyone wants to take the necessary amount of peyote required to understand the Duke pistol code and figure it out, I'll gladly accept their patches...
Ancient Aliens 2 : the journey to understand samsara code
MrJesseMoore
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Re: Samsara - 0.3666 - World Tour

Post by MrJesseMoore »

I managed to get rid of the duke pistol bug. I only tested this in single player with samsara-v0.3666-beta.pk3. You can open the pk3 with 7-Zip, extract pistol.dec from root\decorate\duke.

In a text editor change line 12 to: Weapon.AmmoType "Clip"

At line 27 add:
Spawn:
PISP A -1
Stop
ReadyC:
DKPS A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("DukeWaiting",15,"WaitingTaunt")
loop

Makes single player more fun to me with the challenge of conserving ammo.
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Kinsie
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Re: Samsara - 0.3666 - World Tour

Post by Kinsie »

MrJesseMoore wrote:I managed to get rid of the duke pistol bug. I only tested this in single player with samsara-v0.3666-beta.pk3. You can open the pk3 with 7-Zip, extract pistol.dec from root\decorate\duke.

In a text editor change line 12 to: Weapon.AmmoType "Clip"

At line 27 add:
Spawn:
PISP A -1
Stop
ReadyC:
DKPS A 1 A_WeaponReady
TNT1 A 0 A_JumpIfInventory("DukeWaiting",15,"WaitingTaunt")
loop

Makes single player more fun to me with the challenge of conserving ammo.
This also seems to break the reloading every 12 shots.

EDIT: I found a proper fix! But it requires the use of CountInv, which Zandro doesn't have. Sweet.
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SiFi270
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Re: Samsara - 0.3666 - World Tour

Post by SiFi270 »

Would it be any easier to imitate vanilla Duke3D's questionable way of doing it, by reloading whenever the number of bullets reaches a multiple of 12 rather than checking if 12 shots have been fired?

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