Alien Mega Hero Password Reset

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Juan Navarro

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Jul 31, 2024, 12:43:20 AM7/31/24
to ephuninal

First of all, I've been very busy with my own personal life the last threeish months, and I have not done much Samsara development within that time frame, except for serious issues. Updating threads is not something I enjoy doing,atleast Doomworld text editor doesn't hurt my eyes, but I'd rather not do it with what little free time I have these days, but nonetheless, I'll update as much as I can.


I do not give a shit if people join our server or not to download our mod. I'd rather people download our mod externally than hop in, download and leave. For future reference, all our wads (except the loader and soundtrack), can always be obtained through Euroboros and TSPG. If you look around archives you could also find older versions, we just take down our copies to encourage people to play the newer versions.

alien mega hero password reset


Download File >>>>> https://fenlaekdiaho.blogspot.com/?mu=2zTL1S




Thirdly, I don't do my business here. I hardly ever check these threads. Especially not these days. If you're lucky I might see any new messages posted here within 3 months. You're just so much better off contacting me through Discord or in our server.

Samsara Reincarnation is a continuation of Samsara out of what used to be Extra Heroes. Samsara Reincarnation is a rebranding to signify a departure from the addon era, full of often broken, useless, or outdated code, and a step forward to making better use of what's available, and continuing the vision of giving new life and admiration to the games presented on this project.

=Ranger=
-Now jumps higher if custom gravity is enabled.
-Quad Damage cooldown is now hidden until the powerup expires.
-Active alternate ammo is now preserved between map changes and weapon switches.
-Fixed Rocket Launcher and Laser Cannon projectiles not showing up while time is frozen.
-Fixed Laser Cannon second shot not having model defintions.

=Rise of the Triad Classes=
-New weapons, the M60 to replace the minigun, and the Doomstick, inspired by the 2013 ROTT reboot, replaces the grenade launcher.
-ROTT weapons can now be fired faster by individually clicking as opposed to just holding down like in the original game.
-Landing on enemies as a ROTT class will damage them like in the original.
-The Drunk Missile has been made more chaotic to better match the original.
-The Heatseeker deals more damage and it now always seeks in deathmatch again, albeit less aggressively than in co-op.
-Increased ammo capacity for the Bazooka.
-The Bazooka, Firebomb, and Drunk Missile now deal more damage.
-God mode projectiles no longer lock onto players in co-op.
-Fixed Excalibat and Dark Staff ammo counters not appearing properly.

=Kyle Katarn=
-New weapons, the Czerka Adventurer that was unused since Reincarnation 1.0 to replace the Skulltag railgun, and the I.M. Mines to replace the grenade launcher.
-Kyle Katarn now gets his starter shield when respawning in co-op.

=James Bond=
-Added the tank from Goldeneye, it can be summoned with an ally cell phone, can be driven by all players, crushes enemies when driving over them, and Bond players can fire the mounted cannon. You can also get the tank cannon to use as a regular weapon with cheats like in the original game.
-The Moonraker laser does less damage and has a lower chance to stun monsters in order to balance out it not using any ammo.
-The RCP90 now deals 20 damage instead of 18.
-Silenced PP7 can now autofire like the other weapons.
-The sniper rifle now only takes ammo for every second round to better match the original game.
-Weapon names in the watch have been adjusted to better match the original game.
-Reversed ammo counters for dual-wielded weapons to better match the original game.
-Miscellaneous fixes for dual-wielded weapons.
-General ACS cleanup.

=New Options=
-Performance Mode When on, enemies are spawned in when needed, allowing the mod to be less performace-heavy on map start-up.
-Skill Override Allows you to override skill-based enemy differences.
-Monster Generation Rate Controls how many additional monsters are dynamically spawned into the map, set it to "Off" to disable dynamic monster spawning.
-Monster Reducer Rate Controls how many monsters are dynamically removed from the map, set it to "Off" to disable dynamic monster pruning.
-Marathon: Full Radius Explosions Controls whether or not Marathon enemies use source-accurate full radius explosions or standard Doom explosions with damage fall-off.
-Redneck Rampage: Cuss Pack Controls whether Redneck Rampage enemies use original lines, Cuss Pack lines, or both.

Additional Credits
TerminusEst13 for creating Samsara
Ijon Tichy for making many Samsara systems
Kinsie for maintaining Samsara after 0.31
Nax for assisting early Extra Heroes and fixing some player classes
Donald for creating Witchaven and Half Life class
Gardevoir for their Strife addon
Cyantusk for balance tweaks and In Pursuit of Greed Class
Cruduxy Pegg for polishing ZBloodX addon
BouncyTEM for their Corridor 7 addon
tehvappy50 for their Doom64 addon
The_Riet for adding Katarn
Lex Safonov for their Shadow Warrior TC
PresidentPeople for allowing the use of their Zandronum player sprites temporarily
Max-ED for their Re-Exhumed addon
Doorhenge for making widescreen friendly hexen mace
Knight_Kin for making the Hexen weapons improvement project
Scotty for creating the code for a laser guided RPG system
TheCamaleonMaligno for their Q2 addon as a base
LanHikariDS for making a fullscreen bitterman hud
-Jes- for tweaking Eleena

Here's some context: Samsara is a multiplayer 2012 gameplay mod by TerminusEst13 that brought 8 FPS characters altogether in Doom, each one having a trait (e.g. the character Doomguy has a "Damage" trait).

I'm not trying to be negative here, but a little bit of researching would be easy, or understanding the original Samsara by trying it would also be easy.

So that was awesome and I'm barely scratching the surface of this mod. Honestly I find the caco helicopters to be a bit on the weird side but it seemed to work lol. Definitely love the Duke, Quake, Lo Wang and some other classes too. At some point I have to just go hog wild with the enemy randomizer and embrace the total chaos of fighting like 20 different franchises at once. Anyway fantastic work, lots of passion into this mod obviously so it was a pleasure to play it.

Samsara Reincarnation is a continuation of Samsara out of what used to be Extra Heroes. Samsara Reincarnation is a rebranding to signify a departure from the addon era, full of often broken, useless, or outdated code, and a step forward to making better use of what's available, and continuing the vision of giving new life and admiration to the games presented on this project. (DAIKATANA,PAINKILLER,AND RTCW WILL BE ADDED)

----------------------------------------------------------------------------
----------------------Reincarnation 1.0b-------------------------------
----------------------------------------------------------------------------

General:

- Every class now has the damage values of their weapons listed in the Compendium
- There is now a section in the Compendium that explains what each setting in the mod does
- The fullscreen hud now has more colors and tracks much more information like item cooldown timers, more ammo types, Leonard's alcohol and gut meters, and stats and leveling information
- The fullscreen hud can now properly show ammo values over 999
- The status bar hud also tracks certain information more properly
- Health icon on the fullscreen hud becomes red when the player has berserk
- Armor icon on the fullscreen hud becomes whatever color armor picked up. The icon is always green when it comes to armor bonuses, and white when it comes to special types of armor
- New bloody hell settings: Bolognese gibs ported from Sgt. Mark IV's Bolognese mod, as well as a setting for comic book effects
- Non-violent projectiles can now use non-violent bloody hell effects
- Miscellaneous character spawning now works completely differently, they will spawn anywhere near enemies instead of being spawned on top of health and armor bonuses
- Miscellaneous character spawn frequency option is now adjusted by presets instead of a slider
- Miscellaneous characters no longer spawn in competitive gamemodes
- You can now choose which Miscellaneous characters get spawned, similar to the way monster sets are selected in ReMixer, you can also of course set it to Class-Based and it will operate like it did before
- Classes that gain experience now have their experience gain multiplied by +1 for every 4 players (2x for 4 players, 3x for 8 players, and so on)
- There are now settings to tweak the maximum amount of ammo you can carry, this is scaled proportionally for classes that have unorthodox ammo systems
- Hybrid pickup mode is now the default instead of old-style
- Added an option to use the legacy fullscreen hud for all classes
- Changed the option "Slot 1 Uses Ammo" to "Pistol Uses Ammo"
- Changed the Samsara Item Replacer options to better reflect Samsara's system
- Classes with Ally Cellphones no longer show the counter in competitive gamemodes
- Strifeguy's grenade launcher, Freeman's RPG, and Freeman's snarks now work with the spread rune
- The LMS system has been overhauled; most classes that get items or weapons with their Slot VIIs now have them if they start with them. Other classes with alternate ammo such as Ranger now get them in LMS
- Several attack effects now ignore time freeze
- When using Christmas Mode and Pinata Party at the same time, enemies drop gifts that can be opened by walking over them and drop items, bigger enemies drop bigger presents

General Bugfixes:

- Fixed a bug with the programmer keep/new front base because the sigil weapon isn't given to the player
- Fixed a bug where any armor starting with M would play Marathon hit sounds
- Fixed a couple of the quit messages having the wrong color formatting
- Fixed some characters not getting their weapons and items from the ammo expansion pack when the "Start with Backpack" setting is activated
- Classes with Ally Phones no longer have them carried over in Pistol Start Mode
- Compendium clouds should now properly disappear when closing online
- Fixed unique equipment not spawning via ACS in custom maps
- Fixed the weapon cheats not maxing out the ammo capacity for non-Doom IWADs
- Fixed 10 Health pickup not playing a sound with health cap disabled
- Unique giving in Strife should be fixed. Characters with more than one unique also now have them randomly given for accuracy upgrades, and much like Ranger's laser cannon, permanent weapons have maxed ammo on subsequent upgrades
- In Strife, all accuracy (uniques) and stamina upgrades should now be given throughout a playthrough
- The armor mode setting now works with Strife, Heretic, Hexen and Chex Quest
- Fixed Strife beacon replacement and Hexen dark servant replacement spawn handling
- Fixed ammo giving for Strife acolyte's ammo drop
- Fixed some potential conflicts with maps with custom weapons
- Fixed progression being blocked in some custom Hexen maps due to ArtiTeleport and ArtiteleportOther items not being able to be picked up by anyone other than Corvus and the Hexen classes
- Normal equipment pickup messages should be more accurate to original games
- GZDoom parity: Lost souls now have normal render style, boss brain's radius is 16, and Doom's explosive barrel deaths are now timed accordingly
- Doom and Strife explosive barrels and Heretic's pods now use the Explosive damage type
- Players should now have their proper death, falling, and puzzfail sounds in Heretic and Hexen
- Fixed potential sprite conflicts with Corvus' burn state and bloody skull

Doomguy:

- Fixed the BFG9000's flash state getting called later than intended
- Doomguy's weapons are now all properly removed in Pistol Start mode, including his Skulltag weapons and the Unmaker
- Fixed Doomguy's smooth fist firing 1 tic faster than it should have
- Fixed Doomguy's smooth Shotgun and SSG's firing speed being inconsistent with vanilla
- Fixed Doomguy's vanilla pistol not taking ammo when "Pistol Uses Ammo" is turned on
- Fixed Doomguy's vanilla pistol and shotgun jumping to the wrong animation in co-op
- Doomguy's chaingun should now go through allies in coop
- Replaced Doomguy's pistol pickup sprite with the updated GZDoom one
- Doom64Guy now has improved sprites and smoother animations when improved doom balance is turned on
- Doom 64 Pistol and Chaingun are buffed in smooth mode
- Doom 64 Plasma Rifle has a faster rate of fire in smooth mode but a cooldown when you stop firing
- Doom 64 Chainsaw was nerfed
- Doom 64 Berserked fist does less damage
- Fixed Doom64Guy's Unmaker artifacts not being given
- Fixed Doom64Guy's soundclass not being loaded

ChexWarrior:

- Fixed the phasing zorcher's damage formula
- Players can no longer walk through ChexWarrior in competitive gamemodes

B.J. Blazkowicz:

- Lost B.J.'s pistol now uses the proper sprite for it's first firing frame
- B.J. and his alt classes now properly go to the spawn state after attacking
- Totenkopf B.J. now has single weapons shown in the weapon bar when they're equipped and not being dual-wielded
- Classic/Lost B.J.'s extra lives are now integrated into the HUDs as counters instead of inventory items
- Extra lives now activate at 1 HP instead of 19
- Totenkopf B.J.'s pistols now have the "shooting switches hitscan", and the dual pistols now time their ammo taking correctly
- Totenkopf duals/modes can now also be toggled with alt attack

Hexen Classes:

- Fixed the Flechette cooldown not being reset on level change
- Fixed some items being carried over to the next level in Pistol Start Mode
- Fixed some Hexen weapons not going through allies
- Fixed the serpent staff not taking ammo on drain
- Baratus's slot 6 ranged attack now does 40% less damage
- Baratus and Daedolon now have their sounds in GZDoom
- Daedolon's burn sprite should now take translations into account

Duke Nukem:

- Duke's weapons now properly take ammo while using the mighty boot
- Duke's pipe bombs no longer cause duke to create a light on deselected
- Duke's pipe bombs are now shown being held when charging throw power
- Duke's riot shotgun now has proper Bright and A_Light timing
- Duke's explosive shotgun no longer fires too early
- Duke's jetpack and night vision timers are now always shown
- Added Duke items to inventory fill script

Security Officer:

- Reload sound and ammo timing adjusted
- "Quick Reload" when selecting the KKV-7 and MA-75B has been patched
- WSTE-M5 combat shotguns now show how many bullets are loaded on the hud
- The MA-75B now auto reloads when out of ammo, like every other Marathon weapon that reloads. The primary fire can also be used while the secondary is reloading
- The MA-75B and Marathon 2/Infinity alien weapon can no longer be switched out of while firing
- The MA-75B should no longer lock up in netplay
- The MA-75B's secondary fire is now affected by DoubleFiringSpeed
- The MA-75B's secondary fire now pushes the player back with a force of 3. This was present in earlier iterations of Samsara, but was mysteriously removed
- The Marathon 2/Infinity alien weapon is now affected by DoubleFiringSpeed
- Security Officer's infrared replacement now uses BlueMap

Ranger:

- Fixed Ranger's multi-rockets being fired 1 tic faster than they should have
- Fixed Ranger potentially getting infinite amounts of ammo 2
- Fixed the pentagram cooldown not being reset on level change
- Fixed thunderbolt looping it's sound when deselected
- Fixed thunderbolt beam not appearing when shooting at the sky
- Fixed cluster grenades spawning infinitely under doors
- Fixed Quake explosion particles amount not taking effect in GZDoom, also added it to the menu and Compendium
- Ranger's thunderbolt (lightning mode) now ignores time freeze
- Ranger's thunderbolt (plasma mode) now takes the correct ammo into account when discharging. Mjolnir also takes no ammo on discharge, since it doesn't use ammo anyway
- Ranger's thunderbolt (plasma mode) no longer takes 1 cell (meant for lightning mode) from the player. It also now alerts monsters without invisibility
- Ranger's armor now shows as 666 on the fullscreen hud while invulnerable
- Ranger's quad damage recharge now has a visible timer

Rise of The Triad Classes:

- Traps from Rise of The Triad can now spawn as miscellaneous characters, they damage the player, some of them can move, but ideally they should never block map progress
- Slowed Excalibat thrust rate, also gave it an angling closer to ROTT
- Fixed the Bazooka and the Heatseeker being swapped on the KEYCONF
- Rise of the Triad HUD was made more consistent
- ROTT alt classes now play their proper pain and death sounds in Zandronum
- Fixed a ROTT female taunt not playing

Blake Stone:

- Fixed Blake's overcharged ACP firing faster in coop and not dealing more damage
- Fixed sprite conflicts with Blake's plasma discharge unit and Hexen's blue candle

Caleb:

- Fixed Blood Miscellaneous actors having ZDoom decals in addition to Blood decals
- Caleb's guns akimbo timer is now shown on the fullscreen hud
- Caleb's Life Leech turret is now marked for death once the player dies, after 5 seconds they get destroyed automatically
- Caleb can now flirt with Duke Nukem 3D strippers
- Caleb now starts holding his Revolver instead of his Pitchfork

Strifeguy:

- The Sigil has been nerfed so that the second to fourth firing mode doesn't outclass the fifth one
- Strifeguy's stamina and accuracy stats are now shown on the fullscreen hud
- Strifeguy's gas grenade count is now shown on the fullscreen hud
- Strifeguy no longer gets stamina upgrades from accuracy training in Strife, stamina training should also now give him the proper stamina stuff
- Added standing assault gun sprite for Strifeguy
- Strifeguy's shadow armor now uses the cumulative shadow powerup again, as per Strife
- Fixed Strifeguy's starting upgrades option continuing to give him the upgrades after each level

Eleena:

- Death ball now does damage roughly proportional to it's targets health
- The sonic shock bullet puffs no longer have the ugly white gldef lights

Space Seal:

- Fixed a couple weapon pickup messages
- Removed redundant instant switch on Ready states
- Fixed mines not spawning in non-Doom/Chex liquids
- Alien Disintegrator attack should no longer make itself obvious that it is a projectile
- Mine display now goes up to three numbers on the HUD

LDF Commando:

- The ACR Add-on has been tweaked in competitive gamemodes
- RMR Astro dudes no longer attack enemies without being able to see a player first

Kyle Katarn:

- Kyle Katarn no longer gets his shield in competitive multiplayer modes
- Kyle Katarn's weapon supercharge timer is now shown on the fullscreen hud

In Pursuit of Greed:

- Random Item Generators will no longer give grenades. In its place is a chance to get 10 medtubes. (potions, basically)
- Fixed IPOG alt fire without grenades alerting enemies
- Flamethrower and Plasma Shotgun traded slots
- Plasma Shotgun is de-nerfed for DM
- Flamethrower uses Clip ammo and deals 15 damage per shot
- Time Bombs and Proximity mines spit more fire when they explode
- Proximity mines can be shot, where they will explode (mostly) harmlessly
- All IPOG explosives deal significantly less damage and can harm the user
- IPOG Grenade bullets have a random chance of gibbing enemies (they would be basically incapable of doing so the normal way)
- Fixed the IPOG Rocket Launcher not allowing players to hold down alt-fire like other weapons
- IPOG's HUD can now show four digits for health, armor, and ammo
- IPOG alt classes now properly play their pain and death sounds in Zandronum

Jack Curtis:

- Jack is now called JackCurtis in player menu
- Alternate ammo 1 now shows over the normal ammo 1 instead of ammo 4
- Added new secret and taunt sounds for Jack
- Changed the explosion scale of Jack's slot 6. Looked unimpactful and was not source accurate
- Changed easiest Disruptor difficulty to "Training Mode"
- Fixed Jack's drain hurting allies
- Fixed Jack's lock-on cannon taking ammo 3 with the alt mode

Grondoval:

- Grondoval has been given a huge overhaul, he can now gain experience and level up like in his source game, gaining levels every 10,000 points and getting an additional 20 health each level up to a maximum of 6 levels
- Grondoval now always starts with the Spellbook and unlocks new spells by leveling up
- Grondoval's Scare spell triggers a jumpscare for nearby players in DM, blocking the screen for a few seconds
- Some of Grondoval's later spells have been nerfed slightly
- Grondoval's fists have been replaced with the dagger from Witchaven, the slash deals a rapid succession of two weak swipes, while the stab is stronger but slower, the dagger can also use the shield
- Grondoval also now has the flight spell from Witchaven which is disabled when jetpacks are banned
- Grondoval now has more potions from the original and can carry 10 of each
- Grondoval's Pike Axe has been moved back to Slot 7, does more damage and throws 3 axes like in the original, the axes also seek enemies except in competitive gamemodes
- Grondoval's Slot 2 is now the Shortsword and his shield has been moved to Slot 1
- Grondoval is now given less ammo from picking up the Fire Mace and the Pike Axe
- Grondoval's spellbook now shows ammo on the fullscreen hud depending on what spell is being used
- Grondoval's weapon pickup sprites now rotate
- Fixed Grondoval having his weapons carried over with the Pistol Start option
- Fixed Grondoval not being affected by headshots

Half-Life classes:

- Freeman now has his Long Jump Module as a unique, it allows him to jump over long distances by pressing jump twice
- Adrian now has his Barnacle weapon as a unique, it allows him to pull small enemies towards him or grapple himself towards regular and large enemies to deal damage
- Barnacle and Longjump are both banned by the "Ban Jetpack" cvar
- Freeman's Hornet Gun hornets now travel slower in deathmatch
- The E.G.O.N gun now deals less damage in competitive gamemodes
- Freeman's RPG blast radius has been decreased considerably
- Fixed the Half-Life classes not responding properly to the Pistol Start option

Lo Wang:

- Shadow Warrior miscellaneous characters have been added such as rabbits which can procreate, old ladies, and anime women, the latter two can even have different interactions depending on what class you're playing as.
- Lo Wang now starts holding his Shurikens instead of his Katana
- Fixed the Riotgun and the Grenade Launcher being swapped on the weapon bar
- Lo Wang's ripper's heart should no longer be usable when out of ammo
- Lo Wang has been given more fortunes with some being from the prototype along with a couple extras
- Duke Nukem 3D strippers no longer open for Lo Wang

Cybermage:

- Fixed CyberMage's magical fist not switching quickly when using magic
- Cybermage's magical fist now shows ammo depending on what mode is being used
- The Cybermage Null projectile will no longer alert enemies so that Strife is playable as him

Jon:

- The Sacred Manacle now has a new alt fire based off the primary fire from the console version of Powerslave
- Some weapons shake a bit when using, like in PCExhumed
- Flamethrower balls have been lowered and no longer use additive renderstyle
- Jon's M60 ammo belt is lengthened and animated
- Mummy staff plays a crackle sound when switching
- Added recoil to Ring of Ra
- M60 and Pistol fires a little faster
- Considerably reduced the reload time of Jon's shotgun by about 40%
- Removed ugly white lights from Powerslave puffs
- Added the Anubis Warrior drummers as a misc character
- Added the Harem Dancers from the original as misc characters
- Renamed Anubis Mines to Amun Bombs

Leonard:

- Leonard's Chicken Crossbow has been nerfed heavily in competitive gamemodes
- Leonard's crossbow ammos can now be toggled with alt attack and pressing "2"
- Leonard's alcohol and gut meter is now tracked on the fullscreen hud
- The Hunting Rifle will now stay zoomed in after firing while looking through the scope
- Duke Nukem 3D strippers no longer open for Leonard
- Fixed sound conflicts with RR chickens and pigs

Bitterman:

- Bitterman's pistol no longer alerts enemies so that Strife is playable as him
- Added missing kill count on the fullscreen hud
- Inventory counter is now shown on the fullscreen hud
- Bitterman's fullscreen hud can now display 4 ammo digits
- Q2 ammo pickups now tell how much of what ammo is acquired

Demoness:

- Demoness's stats, experience, and level are now shown on the fullscreen hud
- Demoness should now have her proper holdable invisibility item instead of using the Hexen 1 characters' non-holdable item

James Bond:

- Health and armor are now always shown on the fullscreen hud for quick reference
- The damage indicator for Bond now appears if the status bar hud is being used
- Fixed the throwing knives ammo capacity being double of what it should be
- Fixed the divide by 0 error with Goldeneye knives
- Some items being snagged by Watch Magnet were blocked by monster lines. Not anymore
- Christmas gifts can be snagged by the Watch Magnet

Petton Everhail:

- Petton's spells now work like ordinary weapons and can be used with altfire and held down for a charged shot, while primary is the standard Magic Missile, alternatively you can choose a different mode where primary fire fires an uncharged version of the spell at a faster fire rate
- Petton now has a charge meter on his fullscreen hud
- Petton's Hourglass is now an invulnerability pickup
- Cell and BFG pickups no longer restore hourglass cooldown
- Petton's projectiles are now large again to help connect shots better
- Petton's Bolts now deal 40 damage per ball while uncharged and up to 2x when charged
- Petton's Atomic Firebomb uses 3 nukes instead of 4
- Petton's Atomic Firebomb now deals 900 damage per bomb while uncharged and up to 2x when charged, charging also increases its blast radius
- Petton's Atomic Firebomb now fires much slower, requiring about a second of charge up like the BFG, it also has a fancy new charge up sound
- Added missing kill count on the fullscreen hud

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