No, I was using Zandronum.Assassin of Purity wrote:Were you using GZDoom?gm_construct wrote:i tried running the file with samsara
this is what i got:
Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 218:
Unknown identifier 'ARMOR_MEGASPHERE'
Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 224:
Unknown identifier 'ARMOR_MEGASPHERE'
Script error, "samsara_ex-hb3.pk3:decorate/core/health2.dec" line 230:
Unknown identifier 'ARMOR_MEGASPHERE'
Tried to register class 'SamsaraUniquePickup' more than once.
Tried to register class 'SamsaraUniquePickup1' more than once.
Tried to register class 'SamsaraUniquePickup2' more than once.
Tried to register class 'SamsaraUniquePickup_Heretic' more than once.
Tried to register class 'SamsaraUniquePickup_Hexen' more than once.
Execution could not continue.
3 errors while parsing DECORATE scripts
Samsara: Extra Heroes (Version C2) + ExMixer (0.81)
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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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Re: [WIP] Samsara: Extra Heroes + ExMixer
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Re: [WIP] Samsara: Extra Heroes + ExMixer
In case you don't already have it, here's a download link to Skulltag Content beta 3.0, load everything with this: https://allfearthesentinel.net/zandronu ... beta01.pk3 .gm_construct wrote: No, I was using Zandronum.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
is this a different thing from kinsie's or can the two be loaded together?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Does this gameplay mod works with gzdoom or just zandronum? If gzdoom can run this mod which version you must try running it with?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Just Zandronum. GZDoom compatibility is coming next update.mutator wrote:Does this gameplay mod works with gzdoom or just zandronum? If gzdoom can run this mod which version you must try running it with?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
excuse me can you show me wad list how?
theres no monster mixer option menu with samsara_ex-hb3.pk3 can someone help me please!!
Heres the attachment sorry for edit
theres no monster mixer option menu with samsara_ex-hb3.pk3 can someone help me please!!
Heres the attachment sorry for edit
You do not have the required permissions to view the files attached to this post.
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Re: [WIP] Samsara: Extra Heroes + ExMixer
I'm on Zandronum, so I'll get to try this add-on out. 

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Re: [WIP] Samsara: Extra Heroes + ExMixer
This thing doesn't work, at all, I tried in Zandronum 3.0-r170901-1140: error GZDoom 4.1.3: error
How is this supposed to run?
How is this supposed to run?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Sorry about the lack of response y'all. Had to manage notifications but I should get them in the future.
I don't know what you're doing with GZDoom, but it's not compatible with GZDoom yet. Sorry.MasterGenius wrote:This thing doesn't work, at all, I tried in Zandronum 3.0-r170901-1140: error GZDoom 4.1.3: error
How is this supposed to run?
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Re: [WIP] Samsara: Extra Heroes + ExMixer
He's not the only one. I just got the latest Zandronum, the latest version of Extra Heroes <since I just wanted vanilla doom enemies, so no ExMixer> and got this error:
Script error, "samsara_ex-hb3.pk3:decorate/core/ammo2.dec" line 326:
Unexpected '3' in definition of 'PortKraterOfMight2'
Script error, "samsara_ex-hb3.pk3:decorate/core/ammo2.dec" line 326:
Unexpected '3' in definition of 'PortKraterOfMight2'
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Re: [WIP] Samsara: Extra Heroes + ExMixer
Edit- Took a little digging but i fixed it. The problem is now I have to use Zandronum which doesnt play well with my card unless its in the Software renderer and i hate the sloping. That GZ doom update cannot come fast enough.UnbornDecay25 wrote:He's not the only one. I just got the latest Zandronum, the latest version of Extra Heroes <since I just wanted vanilla doom enemies, so no ExMixer> and got this error:
Script error, "samsara_ex-hb3.pk3:decorate/core/ammo2.dec" line 326:
Unexpected '3' in definition of 'PortKraterOfMight2'
Sorry for bugging you guys
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)
New builds have been uploaded since the 20th. Have at it.
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)
Oh my...samsara got an update, might as well download it and start ripping doom II maps with Caleb. >:)
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)
Great job on releasing, guys!
It's pretty clear that there's a ton of work put into this, and I'm having a good amount of fun messing around with the new classes, even if some of them are perhaps a bit more powerful than others (A chainsaw-replacement heat-seeking missile launcher that uses pistol ammo?!)
About the only complaint I truly have is the new classes' HUDs aren't that hot. In some cases, like the ROTT HUD, the additional top bar combined with the weapon bar reduces visibility a surprising amount, and the Quake 2 one just doesn't look very good or very fitting to the Quake 2 aesthetic. Granted, working with the Samsara house style of "same design for all classes, just with different art" would necessitate a lot of new graphics for HUD faces, but with the sheer amount of content in the mod some consistency would be preferred.
It's pretty clear that there's a ton of work put into this, and I'm having a good amount of fun messing around with the new classes, even if some of them are perhaps a bit more powerful than others (A chainsaw-replacement heat-seeking missile launcher that uses pistol ammo?!)
About the only complaint I truly have is the new classes' HUDs aren't that hot. In some cases, like the ROTT HUD, the additional top bar combined with the weapon bar reduces visibility a surprising amount, and the Quake 2 one just doesn't look very good or very fitting to the Quake 2 aesthetic. Granted, working with the Samsara house style of "same design for all classes, just with different art" would necessitate a lot of new graphics for HUD faces, but with the sheer amount of content in the mod some consistency would be preferred.
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Re: Samsara: Extra Heroes (Version C) + ExMixer (0.8)
Hey, pretty nice, glad to see it finally getting released, briefly tested most of the characters and wanted to ask, how much does their actual current stats for weapons differ from those mentioned in the character bios, because many of them have disrepancies, like Katarn's E-11 for instance, which doesn't function in any way similar to its description.
Out of the very noticeable bugs, Lo Wang is kinda screwy, sometimes his weapons won't use ammo and his UZI(s) get stuck and you can only shoot burst of two bullets before reloading ad infinitum or not being able to pick up a second one when you're at full ammo.
Out of the very noticeable bugs, Lo Wang is kinda screwy, sometimes his weapons won't use ammo and his UZI(s) get stuck and you can only shoot burst of two bullets before reloading ad infinitum or not being able to pick up a second one when you're at full ammo.