[WIP] Samsara: Extra Heroes + ExMixer

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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby delroku » Sun Aug 12, 2018 7:07 pm

S_Andrew_S wrote:the next update is intended to be the definitive version.


whoa really?
i've been following this mod on the facebook page but finally found the Zmod page.
anyway, how long would the mod take to be adapted to GZdoom from the last update?
also because back then it was kinda difficult to find the links to play the beta versions.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Sun Aug 12, 2018 8:38 pm

delroku wrote:
S_Andrew_S wrote:the next update is intended to be the definitive version.


whoa really?
i've been following this mod on the facebook page but finally found the Zmod page.
anyway, how long would the mod take to be adapted to GZdoom from the last update?
also because back then it was kinda difficult to find the links to play the beta versions.


When it's released :wink:

Anyway, here's a few pics of the freeman model I've created with Blender and Noesis. As you can see the holding animations are baked into other animations like running, walking, crouching, crawling, swimming, jumping, etc.
Spoiler: Pictures
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Douk Nouk Kem » Tue Aug 14, 2018 3:20 am

So about this ally call-in phone, how does it exactly work?
For instance, if you play as I.P. Freely and pick it up, does it spawn the rest of H.U.N.T team and how it determines their armament:
1) Each member of the team gets assigned a random weapon
2) They all use the same weapon
3) They use different weapons depending on situation i.e. pistol(s)/MP-40 for close range, launchers for medium-long
And good luck with your project, this looks extremely promising compared to raw looks of original addons.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Assassin of Purity » Tue Aug 14, 2018 1:06 pm

Hope your project goes well. :)
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Tue Aug 14, 2018 1:09 pm

Douk Nouk Kem wrote:So about this ally call-in phone, how does it exactly work?
For instance, if you play as I.P. Freely and pick it up, does it spawn the rest of H.U.N.T team and how it determines their armament:
1) Each member of the team gets assigned a random weapon
2) They all use the same weapon
3) They use different weapons depending on situation i.e. pistol(s)/MP-40 for close range, launchers for medium-long
And good luck with your project, this looks extremely promising compared to raw looks of original addons.


Honestly, I haven't touched the system in a while, but I know at least one of them uses the mp40 while the others use pistols for close range, while they each use a different missile weapon for longer range attacks. They won't really suicide anyways, I've ensured they won't hurt each other or you.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby r&r » Sun Aug 26, 2018 3:22 pm

When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Sun Aug 26, 2018 3:35 pm

r&r wrote:When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?


You need skulltag actors first
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby r&r » Mon Aug 27, 2018 10:06 pm

S_Andrew_S wrote:
r&r wrote:When I try to use the EX mixer I keep getting a error
I'm using the latest zandronum

but I just keep on getting this
"10 errors while parsing DECORATE scripts"
anyone one knows what am I doing wrong?


You need skulltag actors first


Ah ok, Thanks.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby r&r » Tue Aug 28, 2018 6:39 pm

Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby S_Andrew_S » Tue Aug 28, 2018 9:01 pm

r&r wrote:Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.


You can technically with the randomize mode but it's a pain to work with just for that. The next version will have parameters just for that, so you will have to wait for those options.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby r&r » Wed Aug 29, 2018 7:00 pm

S_Andrew_S wrote:
r&r wrote:Oh is there a easier way to select a certain monster set,
to turn on or off for all levels?

as it seems you have to do turn off and on for each level.


You can technically with the randomize mode but it's a pain to work with just for that. The next version will have parameters just for that, so you will have to wait for those options.


Ah ok then.

long ago I was thinking to rip Robocop guns images from the ps2 game even Terminator 3 one and convert them into doom sprites.

I almost did the MDK gun from the old fmv, I actually have the frames but I never edited them.
got to lazy too.

Wondering if you'll be interested in any of those characters and weapons?
Kurt from MDK, RoboCop, and the Terminator?
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby BFG » Fri Aug 31, 2018 12:50 pm

Some ideas of ways to add in the monsters that are missing (the ones that are water based or don't walk)
Attachments
ezgif-1-0278a91fa6.gif
Blake Stone turret can now move around in tank form?
ezgif-1-0278a91fa6.gif (53.44 KiB) Viewed 463 times
Zdoomforumz.gif
Blood pods can move around under the floor and pop up to attack
Zdoomforumz.gif (45.87 KiB) Viewed 463 times
ZDoomForum1.gif
Dark Forces alien can move around similarly to the Corridor 7 slime monster, and also the Blake Stone prototype robot sprited
ZDoomForum1.gif (151.34 KiB) Viewed 463 times
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby EnsaladaDeTomate » Wed Sep 19, 2018 11:18 pm

BFG wrote:Some ideas of ways to add in the monsters that are missing (the ones that are water based or don't walk)


Im very interested in the blood pods and the blake stone robot.

I dont know about the turret tank and the sewer monster, since the corridor 7 monster is actually a slime creature.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby Assassin of Purity » Thu Sep 20, 2018 11:17 am

Turok Dinosaur Hunter or Goldeneye 64 class in Samsara.
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Re: [WIP] Samsara: Extra Heroes + ExMixer

Postby dawnbreez » Fri Oct 05, 2018 12:09 pm

I'm getting an error when I load ExHeroes in GZD3.5.1:
Code: Select allExpand view
Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
'user_angle' is already defined in 'MagicCircleFlameBall_1C' or one of its ancestors.
Script error, "samsara_ex-hb3.pk3:decorate/lowang/slot7.dec" line 1211:
Unexpected ';' in definition of 'MagicCircleFlameBall_1C'
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