Releases: Samsara-Reincarnation/Samsara-Classic
Releases · Samsara-Reincarnation/Samsara-Classic
Samsara Classic v1.02
FROM CLASSIC 1.01 TO CLASSIC 1.02
- Fixed several projectiles and puffs for all of the heroes having missing dynamic lights.
Samsara Classic v1.01
FROM CLASSIC 1.0 TO CLASSIC 1.01
- Added a few fixes and additions for non-Doom IWAD support:
- Added missing MarathonStun pain states for monsters that lacked them.
- Fixed the Iron Lich not getting pushed by Duke's mighty boot attack.
- Fixed some of D'Sparil's sounds not being played globally.
- Fixed the Doom Imp ally not having sprites for its' Nashgore XDeath state.
- Fixed the Doom Imp ally's Brutal XDeath state.
- Added a gibbing sound for the Doom Imp ally.
- Fixed the Marathon Pfhor ally and Quake Grunt ally's death states not being affected by the Bloody Hell settings.
- Fixed the Ice death state for some Strife allies.
- Added dynamic lights for the Strife allies.
- Added decals for some Strife allies.
- Sigil pieces in multiplayer can now be picked up and used.
- Added a new setting to control if B.J.'s extra lives teleport the player or not (samsara_extralifeteleport).
- Fixed Duke's shotgun and chaingun cannon being able to hit ghosts.
- Slightly lowered the offsets of the Ranger's Gauntlet.
Samsara Classic v1.0
FROM 0.3666 TO CLASSIC 1.0
- Slightly tweaked and fixed some Punchdrunk stuff:
- Fixed the Punchdrunk unique pickup messages not showing up.
- Fixed the pistols not being given in singleplayer when Punchdrunk mode is on.
- Duke's nuclear kicks no longer alerts enemies.
- The Talon Ceramic Combat Blade no longer gets crushed by doors, and it now fades away when thrown while infinite ammo is active.
- Updated the code for newer versions of Zandronum:
- Used a better method of detecting Zandronum, courtesy of tehvappy50.
- Fixed menus in newer versions of Zandronum.
- Fixed Rage, Spread, and Prosperity runes not working in newer versions of Zandronum.
- Added some fixes and additions for non-Doom IWAD support:
- Flemoid slime is now affected by the Gib Persistence setting.
- Polished up the Chex Quest 3 enemies and gave them tags.
- Fixed Strife acolytes not dropping their clips on death.
- Gave the Quake Grunt its own set of sprites.
- Fixed the friendly imp not making sight or death sounds.
- Fixed the Strife Sigil not taking the player's health.
- Polished the Strife/Hexen allies and gave them their missing states back.
- Fixed Strife blue acolyte death stuff not triggering properly.
- Spectral weapons' fire rates should now match the normal versions.
- Fixed Doomguy's accuracy powerup being given outside Strife with keyboard cheats.
- Fixed Security Officer being able to pick up combined ammo pickups in Hexen when maxed out on all ammo.
- The ammo fillup from Strife NPCs now properly fails if you have 50 or more rounds of Ammo 1.
- Fixed certain events not triggering when killing crusaders through certain means.
- Fixed Duke playing the default wimpy death sound when playing Heretic.
- Fixed the Strife accuracy replacement not taking message settings into account.
- Fixed D'Sparil not having a proper Idle state.
- Fixed one of the peasant actors having the wrong conversation ID.
- The Raven teleport powerups no longer count towards the item count.
- The map scroll and computer area map have now been replaced by a Slot III equipment pickup.
- The Porkalator projectiles no longer morph players.
- Fixed Hexen trees and shrubs not being able to be burned by some characters.
- For GZDoom, player colors now show up properly (or at least as close to properly as possible) in different IWADs.
- Fixed killing the Loremaster's spectre giving only 1 point of stamina instead of 10.
- Converted every numbered ACS script to use names instead, allowing for mapsets like TUTNT: Supportive Edition to work with Samsara.
- Fixed and slightly tweaked some HUD elements.
- Pistol Start mode won't trigger in the title map.
- Fixed Duke's jetpack and night vision fuel being reduced with infinite inventory enabled.
- Fixed Duke's Freezethrower showing the ready sprites while firing.
- Added class-specific PDWTAK death particles.
- Fixed the grammar and spelling of a few pickup messages, and updated some others.
- Added strafing support for the Wolfenstein 3D movement.
- The Super Large Zorcher no longer generates blood decals.
- Added smooth animations for Doomguy's Chainsaw and Plasma Rifle.
- Added proper kicking and reloading for Duke's Golden Desert Eagle.
- Changed the Marathon infrared powerup color to BlueMap to match earlier ZDoom-compatible versions of Samsara.
- Fixed Marathon weapons taking ammo when reloading with infinite ammo enabled.
- Fixed the XDeath animations for the scripted marines.
- Re-enabled the unused Nightmare setting for Bloody Hell.
- Fixed the class-specific pickup messages showing up for everyone in the server.
- Added widescreen-friendly weapon bars from an older version of Samsara Extra Heroes.
- Added a setting to disable Ranger's DOE ammo.
- Added vanilla fire states for the Spectral LAZ Device.
- Fixed one of the quit messages having a miscolored character.
- Changed how some of the clientside options are handled internally.
- Changed the megasphere powerup animation to better resemble how it did on the original ZDoom forum thread.
- Fixed the HoloDuke cooldown display showing up on the weapon bar.
- Added a few serverside settings from Samsara Reincarnation such as the speed modifier, permanent powered weapons, and updated buff/nerf settings.
- Changed how the chainsaw, shotgun, and backpack start settings are handled to match Samsara Reincarnation's logic.
- Converted all of the coop hitscan weapons to use A_FireBullets instead of A_FireCustomMissile.
- Added Corruption Cards and War Trophies compatibility.
- Added partial support for NashGore Next.
- Removed every instance of the ACLOE0 sprite since it's no longer needed.
- Polished the STTP3K mode to no longer use sprite translations, allowing it to be used outside of Doom.
- Security Officer is now launched to the proper height from arch-viles with custom gravity disabled.
- Fusion pistol charge sound now stops when letting go of altfire without attacking, as per Marathon.
- Possibly fixed the Security Officer's fist not hitting enemies online.
- Status bar mugshot grins work more consistently in single player.
- Fixed some active powerups not resetting their timers when picking another one up.
- Fixed Ranger's regeneration still ticking at 100 HP to no effect.
- Fixed Ranger's nails not having a height defined.
- Updated the Bloody Hell code to match Reincarnation's codebase.
- Updated the server settings hotkey display.
- Fixed Duke's Nashgore gibs using the wrong blood color.
- Fixed some of the Skulltag enemies' Bloody Hell gibs using the wrong blood color.
- Fixed the dark imp and hectebus projectiles not having decals defined.
- Fixed B.J. occasionally leaving a standing corpse with Wolfenstein 3D movement.
- Fixed Duke not playing death taunts in single player.
- Fixed secret messages not being logged properly in netplay.
- Made B.J.'s extra life start activating at 4 HP instead of 19 HP, as per ZDoom versions of Samsara.
- Integrated B.J.'s extra lives into the HUD as a counter. They also properly carry over between levels now.
- Added walking, swimming, and flying support for the WolfMovement system. Crouch check is also more reliable.
- Reimplemented the taunt button from ZDoom versions of Samsara, better than ever!
- Added a clientside setting to toggle the secret discovery messages for Samsara. This setting is overridden by the ZDoom secret notifications setting.
- Fixed samsara_uniquestart 1 and 3 sometimes not giving uniques for some characters.
- Due to bugs, glitches, and possible crashes, a warning is now provided when playing multiplayer in GZDoom.
- Added widescreen sprites for Doomguy's Super Shotgun, Corvus' staff, and Parias' Mace of Contrition, Timon's Axe, and Hammer of Retribution.
- Fixed Zandronum's compat_clientssendfullbuttoninfo CVar not being automatically enabled in netplay.
- Removed the key replacers, since Zandronum now handles key sharing automatically.
- Added back the previously-removed winner and loser team screens.
- Fixed the zorch version of the player death explosions causing blood decals.
- Fixed arachnotrons playing their normal Raise state upon being resurrected after an ice death.
- Frozen arachnotrons, mancubi, and barons no longer count as extra kills, nor can they be morphed by Corvus' morph ovum.
- If "Turkey Spawn Frequency" is set to 0 tics or lower, it now forces the minimum of 1 tic.
- Added missing hit sounds for Corvus' dragon claw.
- Added missing use sounds for Corvus' Tome of Power, as well as Parias' poison cloud flechette and mystic ambit incant.
- Fixed B.J.'s ammo crate being usable with full Ammo 1.
- Fixed Duke's jetpack and night vision goggles not playing sounds when depleted.
- Fixed the Megasphere pickup message not showing for the Security Officer.
- Parias' sapphire wand now properly plays its sound from the player in netplay.
- Fixed an exploit with Corvus' Mine of the Ancients and Ranger's quad damage.
- Security Officer's dual magnums and dual shotguns player sprites are now used.
- Security Officer's dual wielding and Ranger's active DOE ammo are now preserved through map changes.
- Equipment pickups (except for uniques) spawned via ACS or summon cheats are no longer treated as if they were dropped by enemies, meaning they give the proper amount of ammo on pickup (instead of just half). They can still only be picked up one time.
- Fixed Duke's weapon pickup taunt not giving its cooldown in netplay.
- Fixed thrown pipebombs being unable to respond to the detonator when damaged by another actor.
- Fixed equipment pickup sounds alternating between every channel instead of CHAN_ITEM. Also fixed various pickups not playing their sounds on the correct sound channel.
- Various pickups, as well as Duke's critical heal and invulnerability taunts, are now affected by compat_silentpickup.
- Fixed Timon's Axe using the wrong puff when hitting map geometry.
- Added Bloody Hell Nightmare death states for the hell nobles.
- Pickup messages now take the msg CVar and the four new colors added by GZDoom into account.
- Non-unique equipment pickups should now calculate given ammo more accurately when dropped by actors.
- Joining mid-game should no longer trigger the secret revealed message if at least one secret was found prior.
- The lost soul and pain elemental now play their pain sound when zorched.
- A Burn sprite for Chex Warrior was unused; it is now used.
- Fixed the falling gibbed sound not playing for Duke.
- The fullscreen HUD now has a new armor icon, making it more consistent with the larger armor pickups.
- Fixed Ranger's cluster grenades having the wrong volume for their bounce sound.
- Happyfun and Brutal gibs should no longer activate switches.
- Fixed some status bar mugshots not changing when an invulnerability powerup is active.
- Fixed weapons and items not...