Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

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Gothic
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Re: Reelism X2: Reelism And Beyond!

Post by Gothic »

I think THAT kind of humour doesn't fit really good on Reelism
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Kinsie
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Re: Reelism X2: Reelism And Beyond!

Post by Kinsie »

karmakazi wrote:Maybe tater Ceasar Chavez would amuse him and find a place
I'm taking this as an insult, just FYI.

In more positive news, new patch soon. If you're making custom bosses, you might wanna add a Thing_ChangeTID(0,906) somewhere in their Spawn state to ensure they get effected by a certain bugfix.
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Captain J
 
 
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Re: Reelism X2: Reelism And Beyond!

Post by Captain J »

custom bosses...
and that's what i going to try.

REELISM's Global Big Boss Factory Workshop!
decorate and add new boss like a BOSS!


and this is a little ad for this. :P

edit: i'm done with boss decoarte, and ACS text.
but say uhh... how can i formet text ACS into normal ACS(i'm talking about another ACS file with only wrote ACS.)?
i'm using a slumped. because slade is doesn't work at my older verson of the window.
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Beed28
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Re: Reelism X2: Reelism And Beyond!

Post by Beed28 »

Kinsie wrote:In more positive news, new patch soon. If you're making custom bosses, you might wanna add a Thing_ChangeTID(0,906) somewhere in their Spawn state to ensure they get effected by a certain bugfix.
Guess that means I'll have to update Korax soon... speaking of which, how is the feedback on him?
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Ed the Bat
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Re: Reelism X2: Reelism And Beyond!

Post by Ed the Bat »

I found him to be well-crafted. I chuckled when I saw him 'teleport'; felt that was a nice touch.

I, personally, felt he was a less difficult battle than most other bosses, but that's not necessarily a bad thing. Plus, I'm a pretty tough fighter, so results may vary from person to person.

All in all, I think you did a fine job. If you're looking for any ideas to add to it, though, perhaps grant him the power to summon minions? Since the odds are pretty high that there will already be enemies wandering around the battle, as per the nature of Reelism, maybe make the summons exclusive to him, so they stick out. Of course, these are just ideas; he's good the way he is now.

The 906 change will allow him to take advantage of a new bugfix involving the 'Double KO' issue with bosses, but he'll otherwise be fully functional as he is now, so don't feel too pressured to get him updated. :)
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Captain J
 
 
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Re: Reelism X2: Reelism And Beyond!

Post by Captain J »

well, i need to learn more.
i just done with my custom boss captain j retro model with cover the beed's korax...because my skill is not enough for handling a ACS formet.

here's the link.
http://www.mediafire.com/?6p2jt1zu6l3ehrs

and if i wonder i can done with those scripts... :(
i think making a custom boss will be the sort of feature i think.
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Ed the Bat
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Re: Reelism X2: Reelism And Beyond!

Post by Ed the Bat »

I like where this one's going, Cap'n J. Got a couple suggestions for ya.

First, definitely keep studying on how to do ACS. I'm sure you can pick it up. It's one of those things where it's easy once you know how, but you have to learn it to know it. All that seems to be missing from here is a compile; the scripts themselves look like they're done correctly. I compiled them to check, and things seem fine.

As for the boss itself, a couple of small things. I notice it becomes immune to pain once it starts falling, but it stays that way forever. This means the player can never make it flinch, and since it has one attack pattern that will run continuously unless he flinches or loses line-of-sight with his target, this could be an issue. Consider turning the NOPAIN flag back off in the Landing state.

Also, I see that the Pain state makes him invulnerable for a few moments. This is fine, but with a PainChance of 120, this means he's bound to flinch nearly half the time someone hits him. I would suggest maybe turning that rate down a little so players can get more hits in without having to sit and wait. Alternatively, you may just skip making him invulnerable. He has a ton of health already, so he could probably afford a little extra injury.

I did laugh a bit when I heard some of his soundbytes. They're clearly chosen with a not-too-serious attitude, which mean they fit in just fine here. :P
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Captain J
 
 
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Re: Reelism X2: Reelism And Beyond!

Post by Captain J »

http://www.mediafire.com/?6p2jt1zu6l3ehrs
well, i'm done with boss fix what's you said.
and you're really helpful and good at picking a lot's of flaws of mine.

but, still i didn't mastered ACS.
i opened original korax's acs with window text. and i saw everything what i need to replace.
if window text is doesn't help, what i should use somethin'?
doom builder? and sorry about zdoom wiki is not count.
or trying to requesting to my friend...
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Ed the Bat
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Re: Reelism X2: Reelism And Beyond!

Post by Ed the Bat »

For what you need in ACS, you're going to need the compiler, ACC.exe, which should be pretty easy to get ahold of, and you can have SLADE 3 (other editors can probably do it too, but that's the one I'm familiar with) help you run it, to compile your scripts into a working ACS library.

Here is a little bit of basic info to help get you started.
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Captain J
 
 
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Re: Reelism X2: Reelism And Beyond!

Post by Captain J »

my friend is really helpful to me.
so i'm going to seal my custom boss if i know how to edit the ACS.
anyway, i hope this making a custom bosses will be a global feature for reelism, and easy to make for everyone.
well, i hope. :D
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Kinsie
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Re: Reelism X2: Reelism And Beyond!

Post by Kinsie »

Version X2.1 is here! (The site will be updated once I get PDF's mirror link)
Lots of bugfixes this time around, no new content. But hopefully this will make things go a lot smoother - the FPS getting wasted when you die with a lot of Sectoids on the map in particular has been fixed. The majority of these were done by Ed, so kudos to him!

WEAPONS AND ITEMS:
The Evanger SMG's can no longer be selected when ammo is empty, and the dualies will take precedence when auto-switching from an empty gun.
Thrown barrels don't become solid until the player that threw them step away from them, to avoid getting stuck when throwing them straight down.
The Explosive Shotgun now has a proper pickup sprite.

MONSTERS:
Revenants now shoot their missiles a bit higher up, to emulate the original mechanism from Doom II.
Car crashes should now trigger Birthday Explosions during the proper reel.
Crushed monsters no longer create infinite goo.
Sectoid attacks reworked: ~2 sec life, can hurt other aliens, can't hurt bosses but player psionics can.
Whoopsy's vomit will keep spraying out of its mouth instead of magically angling towards the target

BOSSES:
Bosses now become immortal when the player dies in single-player (bosses now get the TID 906 to accommodate this)
Fixed MacGuffin missing some damage resistances.
Fixed a bug where the Wizard would do his sight bark twice.

MAPS:
JRPGVille now has co-op starts and a roomier boss area that's easier for the bigger monsters to path around in.

MISC:
The smoke/effects toggle script will now turn off raindrops (but will not silence the ambient rainfall sounds).
Disabled X/Y Billboarding due to visual glitches on 3D terrain
Completely rebuilt the system for radius-based instakill crushing (tank, JERKs etc.)
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Re: Reelism X2.1: Reelism And Beyond! (Update p.63)

Post by Captain J »

i smelt REELy great smalls and elderbarries to came here.
time to gainin' more 100k scores again...
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Beed28
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Re: Reelism X2.1: Reelism And Beyond! (Update p.63)

Post by Beed28 »

Some bugs that haven't been fixed:
  • Duke 3D ammo still do not drop when the current weapon reel do not use specific ammo (random crates, melee weapons) or when it's the boss round.
  • When using the Quantum Gun thingy, the corpses of the gliched dying Cyberdemons are not removed.
  • This side of the entrance to the boss room in JRPGVille is still messed up; I was tempted to point it out but then didn't because I thought you would catch it while redesigning the boss room:
Spoiler:
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PsychosesMan
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Re: Reelism X2.1: Reelism And Beyond! (Update p.63)

Post by PsychosesMan »

http://blorgblorgbl.org/reelmirror/
Mirrored 2.1 and all fanmade Reelism content so far (Deadly Simple, Korax boss, Pony Patriarch boss, and Grid-Based Combat). If my version of your fanmade whatever is out of date or you'd prefer i not mirror it at all let me know and I will fix things. Korax and Pony Patriarch are not compatible with each other right now but one of them and both fan maps should work maybe I think probably.

edit: Apparently captain J is making a boss and I missed that but Ed says it's not done yet technically so I am IN THE CLEAR
edit deux: Added a mirror of Gothic's Alien Ship map.
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Beed28
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Re: Reelism X2.1: Reelism And Beyond! (Update p.63)

Post by Beed28 »

PsychosesMan wrote:If my version of your fanmade whatever is out of date or you'd prefer i not mirror it at all let me know and I will fix things.
I've updated Korax, so get him at http://www.sendspace.com/file/oodryt. The only changes include him now using TID 906 and the removal of leftover sounds and sprites from Hexen I didn't use.
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