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- //////////////////////////////////////////////////////////////////////////////////
- SAMSARA ADDON BY DONALD DUCK
- IMPORTANT STUFF / FILE INFO / TODO LISTS
- PLAY WITH SAMSARA v0.31 BETA ONLY!!!!!!!!!!
- //////////////////////////////////////////////////////////////////////////////////
- Grondoval:
- ROLE: PUGILIST.
- He easily defeats anything in a melee duel (unless its a boss). Big hordes of monsters are very difficult to defeat as Grondoval.
- (just read the tipbox....duh).
- FILES:
- ./Gimp/*:
- * tip1.xcf: Layers of Grondovals tipbox, description (FONT "Kingthings Italique" NEEDED: http://www.dafont.com/kingthings-italique.font)
- * tip2.xcf: Layers of Grondovals tipbox, weapons (unfinished. I wanted to finish the weapons first and make sure they are balanced before describing how much damage they do)
- * witch_hud_alt.xcf: Alternativ version of Grondovals HUD. Its outdated, but if it looks better, you can use it.
- ./GFX/*:
- * */OLD/*: Contains old stuff from the very first addon. Looks crappy, but still included it if you want to use it.
- Every other graphic / sound / file is in the Samsara_Addon file.
- The code should be well documented.
- TODO / INFORMATION:
- - Melee is supposed to be (very strong) and always force pain on enemies (vanilla behaviour, except bosses like Cyberdemon, Spidermastermind, Korax etc.)
- - Ranged attacks should be weak and NEVER make monsters enter their pain states (except players for pain sound). This should encourage players to use melee in duels with big enemies (Baron of Hell, Archvile, Fatso, Iron Liches etc.) (NOT vanilla behaviour, but we need balance!)
- - Change his max. armor pickup to 300. (max 200, you can get 300 only by armorbonus or megasphere)
- - Health max. 250 (even stimpacks can heal him up to that value)
- - Try to print the name of the slot / unique he picked up. (Just like the onyx ring)
- - Weapons currently do not support CoopModeOn. Make +THRUSPECIES projectiles
- - Melee of weapons should not alert monsters!
- - Switch spell mode on spell book should not alert monsters!
- - Make nuke always instakill, but increase ammo drainage
- - Make monsters recoil on pain only if Grondoval is the target, not another monsters
- - Make monsters feel pain from ranged attacks very rare (or remove completely to encourage melee?)
- - Buff Melee damage A LOT! Decrease ranged damage
- - Compare Melee range between addon and original Witchaven in DOS
- - Make boss nuke death (Korax, cyberdemon etc.) more epic, like zorch or freeze. Earthquake?
- - Make demon nuke sprites darker (its too bright)
- - All nuke actors of players MUST use their color translations! (Similiar to the sentry/dispenser of GvH:NS)
- Credits go to:
- * Me (Donald Duck)
- * Scroton (very helpful, a god amongst men)
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- Mooman / Aldus Kaden:
- Role: LUCKER.
- Weak damage, but if youre lucky, you can defeat huge enemies within seconds.
- FILES:
- ./Gimp/*:
- * aldus_artwork.xcf: The art of Mooman. Made by me. Its simply a cow head on Rambo. (there was no artwork of Mooman, I had to do it on my own!)
- * hud.xcf: Layers of Moomans HUD
- * tipbox.xcf: Layers of Moomans tipbox (FONT "Vermin Vibes" NEEDED: http://www.dafont.com/vermin-vibes.font)
- ./GFX/*:
- * All sprites of the beta. 0126 - 0129 + greengun are the new sprites of slot 7! (see below). Erase color 0x000000 (black) for transparency. Extracted with XWE
- Everything else is in the Samsara_addon file.
- The chance tree should be easy to understand if you can do basic maths. But I'll explain it anyways:
- const int PG_CHANCES_TREE_NORMAL = 154;
- const int PG_CHANCES_TREE_SUNLUCKY = 64;
- const int PG_CHANCES_TREE_LUCKY = 127;
- const int PG_CHANCES_TREE_VLUCKY = 171;
- ...
- /* CHANCES | DO NOT CHANGE THE ORDER */
- FireDecide:
- TNT1 A 0 A_JumpIfInventory("PGNeedleStrong",1,"FireVLucky")
- TNT1 A 0 A_JumpIfInventory("PGNeedleWeak",1,"FireSUnlucky")
- TNT1 A 0 A_Jump(PG_CHANCES_TREE_NORMAL, "FireNormal")
- TNT1 A 0 A_Jump(PG_CHANCES_TREE_SUNLUCKY, "FireSUnlucky")
- TNT1 A 0 A_Jump(PG_CHANCES_TREE_LUCKY, "FireLucky")
- TNT1 A 0 A_Jump(PG_CHANCES_TREE_VLUCKY, "FireVLucky")
- goto FireSLucky
- So basically the tree looks like:
- START -> (40%) ----------> NEXT -> (75%) --------------------> and so on.....
- | |
- (60% = 154/256) (25% = 64/256)
- | |
- Normal damage Super unlucky = Very weak damage
- But what are the total chances?
- Example "Super unlucky":
- 40% * 25% = 0.4 * 0.25 = 0.1 = 10%!
- 10% of all attacks are very weak = super unlucky
- CURRENT CHANCE TREE:
- NAME CHANCE (TOTAL) DAMAGE
- S. Unlucky 10% 20%
- Normal 60% 100%
- Lucky 15% 200%
- V. Lucky 10% 300%
- S. Lucky 5% 500% (it MAY be too weak for super lucky! Consider to increase it to 1000%! SUPER LUCKY ATTACKS ALWAYS GIB, FORCE RADIUS DMG AND NEVER HURT THE PLAYER)
- TODO / INFORMATION:
- - The tipbox in the Samsara_Addon file is outdated! Export the .xcf tipbox as .png and replace it in the addon file!
- - Everything is supposed to base on luck! I forgot to change the armor to make it base on luck!
- - I wanted to change the Slot 7! Its bullshit right now, and I found a beta of Pursuit of Greed on the Internet.
- - I included the ALL weapon sprites of the beta. The new Slot 7 is supposed to shoot extremely fast, but different attack styles, similiar to the current Slot 7.
- - As I already mentioned in the manual of Mooman, PLEASE REPLACE HIS SLOT VII WITH SOMETHING NEW. Use the sprites of the beta I included in the file!
- - EVERYTHING should be based on random! Use the chance tree I created! I had no time left to change armor and monster-drop pickups to random-based stuff.
- - Increase damage of super lucky to 1000% (?)
- - Increase damage of slot 7
- - Use A_SpawnITemEx on Slot 7 to not make all projectiles hit the same enemy if very close to him. (SXF_TRANSFERPITCH!)
- - Recreate slot 7 weapon, we got the beta of POG!
- - Recreate Samsara weapon pickups of POG weapons. The boundaries of the sprites look too hard and not smooth.
- ALL CREDITS GO TO ME
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- Freeman:
- ROLE: Duelist.
- Just like in Half-Life Freeman has its problems with melee and many enemies. He could die easily. But his weapons were excellent for
- taking out single enemies and bosses, even if the distance was big (EGON + Gauss).
- FILES:
- ./Gimp/*:
- * hud.xcf: Layers of Freemans HUD
- Please, PLEASE DO NOT USE FREEMAN in the Samsara addon! Play the HalfLife_Weapons_test.pk3 instead!
- You can test all weapons, just make sure to give yourself HLSqueakItem (and Barnacle I guess).
- The mathematical calculations of the EGON is easy if you know about vectors, layers and straight lines. Just let the vector rotate about the line from Puff to Player and make sure to determine each vector in each direction and it works.
- Taking screenshots of the models WAS A FUCKING PAIN IN THE ASS
- DO NOT ASK ME TO DO THIS AGAIN, THIS IS HELL AND I WENT THROUGH IT TO MAKE IT LOOK OK.
- How I did it:
- * Set screen resolution to 1920x1080
- * Jed's HL model viewer
- * No anti-aliasing!!!!!!
- * Take screenshot of 3D area
- * delete background color
- * Resize (INDEXED!!!!) to 438 x 200!!!!
- * 256-colors / optimal palette for best compression
- TODO / INFORMATION:
- - Dying in Half-Life was an easy task. He should take either 5%, 10% or 15% more damage from all attacks.
- - Try to make him a bit faster.
- - The Gauss cannon altfire (charging) is missing the RIPPER and NOBOSSRIP flag! (OH YES, the gauss charged fire in original HL1 was a ripper! I checked it multiple times.)
- - The Gauss is supposed to be used on large ranges and multiple enemies (ripping), the Hornetgun is supposed to take huge enemies (Barons, Archviles) down quickly and efficient (low ammo usage). Please try to balance it.
- - No weapon cannot be fired underwater (except 9mm pistol + Crowbar)
- - Forgot to add +EXPLODEONWATER, +NODAMAGETHRUST and +CANNOTPUSH to the EGON projectile and Gauss projectile
- - Half Life gore done, but not added yet to the monsters/players
- - Make Slot 2+3+4 THRUGHOST
- - Finish tipbox, theres currently none
- - Play NULL/DSNONE sound on weapon slot if Freeman dies. (If charging (gauss), the sound will loop forever.)
- - Obituaries
- - make nuke sprites
- - Add recoil to weapons (use Quake script)
- - Change armortype. He cannot have the normal armor, he should have the true Half Life armor (max 100, absorbs either 2/3 damage or 3/4).
- Credits to:
- * Me (Donald Duck)
- * Scroton (best guy. Helped me with DECORATE stuff)
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- LO WANG (UNFINISHED!!!!):
- FILES:
- ./SW_Weapon_test.pk3:
- * It has a few weapons done: Sticky mines, Grenade launcher, fists, katana and Shuriken
- * Does NOT include all sprites/sounds that are supposed to be used. You still have to rip a few with XWE (Windooze only) from the original Shadow Warrior
- * All gibs are done, edited the Zombieman for testing
- * Took a lot of time to play around with the fucking offsets, do not copy each sprite and change the offset! Increases the file size dramatically
- * Lo wangs virginity is not about his sexual virginity, but if his sprites should show blood on his hands or not.
- * Sounds info:
- $ DSNONE is the universal sound for "nothing"
- $ Player sounds:
- & *KILL*: Lo Wang dies
- & *PAIN*: Lo Wang gets hurt
- & *LAND*: Lo Wang lands
- & *TNT*: Lo Wang taunts
- & *WAIT*: Lo Wang waits too long (no user input for at least 1 minute, resets)
- & *KEY*: Lo Wang picks up a key (optional)
- & *OUCH*: Lo Wang gets brutally hurt (>60 damage at once) (optional)
- & *BOSS*: Lo Wang sees a boss with HUGE GUTS (just like Duke) (optional)
- & *DUKE*: Lo wang kills Duke in DM (silly) (optional)
- & *HOYA*: Lo Wang yells while attacking (only if katana, fists or shuriken is equipped)
- & *WEAP*: Lo Wang kills with specific weapon (play each sound to determine the weapon, like "You half man you used to be" -> Katana)
- & *HEAL*: Lo Wang heals while having 25 HP or less (just like Duke)
- ./Gimp/*:
- * hud.xcf: Layers of the HUD bars (top + bottom)
- * sw_heads_*.xcf: Layers of the heads
- * tipbox.xcf: Layers of the tipbox (FONT "BUSHIDO" NEEDED: http://www.dafont.com/bushido.font)
- ./GFX/*:
- * The fat sumo from the alpha of Shadow Warrior was the only monster with full rotation sprites (!), thats why I used him
- PLEASE CREDIT THE FOLLOWING PEOPLE FOR HELPING ME ON LO WANG:
- * Me (Donald Duck)
- * Terminus (edited a Lo Wang artwork to create a single mugshot, I fixed it and created every sprite (GOD0, EVL0, ST00 ...))
- * Scroton (very difficult Decorate stuff, helped me to test if my sticky mine detection system works)
- * Marrub (slightly edited the monster heads to make them look better)
- //////////////////////////////////////////////////////////////////////////////////
- //////////////////////////////////////////////////////////////////////////////////
- GENERAL INFORMATION:
- - make everything work with Heretic/Hexen/Strife
- - make nuke sprites of ALL Hexen/Heretic/Strife monsters
- - make nuke sprites of chickens and fix chickens! (superturboturkey...dec)
- - Check if every projectile has a +THRUSPECIES counterpart for coop
- - Check ACS for everything that is class related (like that BUFF/NERF shit)
- - CHECK EVERYWHERE IF THE SAME DAMAGEFACTORS HAVE BEEN USED (Every class uses custom damagetypes!!!)
- - Fix this fucking Punchdrunk shit. WHAT THE FUCK IS THIS? WHAT IS IT USED FOR? We are probably forced to make new weapons
- - Fix dropped ammo (Aldus kaden chances!)
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