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

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Ed the Bat
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Re: Reelism X3 (News p.77)

Post by Ed the Bat »

Having to update them to match Reelism X3 is entirely my fault. I had given the #import directive too much credit, and had hoped that changes in splot.acs wouldn't affect anything. And since this is my fault, I take full responsibility and will be making the proper updates, when the time comes, to everyone's custom bosses.
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Hetdegon
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Re: Reelism X3 (News p.77)

Post by Hetdegon »

Ed the Bat wrote:I see... I'm afraid I'm only equipped to investigate Windows builds of the main development branch of G/ZDoom. If you run into crashes there, report them to me.
Well can try to run a windows build through WINE later, I know it works mostly OK, although will use one of the typical snapshots from drdteam, for convenience. Cross-compiling is always something that annoys me greatly.
I'll report later tonight then.
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Captain J
 
 
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Re: Reelism X3 (News p.77)

Post by Captain J »

Ed the Bat wrote:Having to update them to match Reelism X3 is entirely my fault. I had given the #import directive too much credit, and had hoped that changes in splot.acs wouldn't affect anything. And since this is my fault, I take full responsibility and will be making the proper updates, when the time comes, to everyone's custom bosses.
much appreciated, also this is my fault either. i don't even know how to be friends with acs scripts, also acc.
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Kinsie
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Re: Reelism X3 (News p.77)

Post by Kinsie »

Beed28 wrote:Speaking of which, is there any news on this at all? The custom reels feature looked intriguing.
I need to finish the last couple of reels and implement bosses, but ultimately things either get in the way or I lose interest very quickly. There's so much done, but the last 5% is just bleh.

I might just make the development build publicly available at some point, maybe that'll push things over the finish line.
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wildweasel
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Re: Reelism X3 (News p.77)

Post by wildweasel »

Hmm. Did you ever come up with a jackpot to replace the "This Space For Rent" one? Because I'm tempted to suggest that you attempt to replicate the "Tomato Rain" from ToeJam & Earl. =P
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Kinsie
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Re: Reelism X3 (News p.77)

Post by Kinsie »

wildweasel wrote:Hmm. Did you ever come up with a jackpot to replace the "This Space For Rent" one? Because I'm tempted to suggest that you attempt to replicate the "Tomato Rain" from ToeJam & Earl. =P
I have one planned for that, I just haven't gotten around to implementing it, from the looks of things.
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Project Shadowcat
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Re: Reelism X3 (News p.77)

Post by Project Shadowcat »

wildweasel wrote:Hmm. Did you ever come up with a jackpot to replace the "This Space For Rent" one? Because I'm tempted to suggest that you attempt to replicate the "Tomato Rain" from ToeJam & Earl. =P
You horrible person.
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DOOMERO-21
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Re: Reelism X3 (News p.77)

Post by DOOMERO-21 »

Hetdegon wrote:
Ed the Bat wrote:
Hetdegon wrote: Specially now that the old version crashes on recent builds...
It does?! When were you planning on telling us this?

If I can't use this to motivate Kinsie to move forward, I'll look into making a hotfix for this.
Well, just two major points of interest: This is a self-compiled gzdoom on linux, and it's a few versions behind because the last 3 revisions broke model support, so my current project crashes as soon as I summon any actor or shot with a md3 model...should go report that as well, I kinda need it to work, but I digress.
I include the crash log, it's a single segfault, but happens both with regular start and when warping to a map directly from command line, so at least it's not something specific to the titlemap. It stopped working a bunch of revisions ago, but I still keep an old backup build that runs it (version 1.9-pre780 which also runs the Mercenaries mod by DOOMERO before the HUD display broke. But I don't think they are related bugs, but more than they appeared at the same time).
I know that bug, i think the problem was the a_gunflash on the select state of the weapon, that display the hud.
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Hetdegon
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Re: Reelism X3 (News p.77)

Post by Hetdegon »

DOOMERO-21 wrote: I know that bug, i think the problem was the a_gunflash on the select state of the weapon, that display the hud.
I tried to debug it a little, seems the state never seems to fire, regardless of content. Tried replacing it for a_prints and other obvious functions with no success. I was considering making a patch to display it in ACS instead, which would also clean the decorate a bit, but never got to it. Shouldn't take long though.
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Kinsie
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Re: Reelism X3 (News p.77)

Post by Kinsie »

Hello.

Image

It's been a while since we last spoke.

Image

Let's alleviate that, shall we?

Image
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Gez
 
 
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Re: Reelism X3 (New Shots p.79)

Post by Gez »

Is that a new map in the first pic?

Also I guess with Zanders 3.0 appearing in beta, multiplayer will be easier to organize, without having to give numbers to named scripts or do other such backwards things.
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Kinsie
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Re: Reelism X3 (New Shots p.79)

Post by Kinsie »

Gez wrote:Is that a new map in the first pic?
I got the first build of it from the author yesterday. It needs a little bit of detail and a pinch of cover on the perimeters, but as far as "big wide bullet-dodge arena" maps go it makes me girlishly happy.
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Beed28
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Re: Reelism X3 (New Shots p.79)

Post by Beed28 »

Oh thank goodness this isn't dead! I was thinking about this a few hours ago! :D

Thought that bent rocket launcher in the last screenshot definitely needs working on to make it less resemble... uh... :shock:
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Kinsie
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Re: Reelism X3 (New Shots p.79)

Post by Kinsie »

Beed28 wrote:Oh thank goodness this isn't dead! I was thinking about this a few hours ago! :D

Thought that bent rocket launcher in the last screenshot definitely needs working on to make it less resemble... uh... :shock:
Hey, some guys' heat-seeking missile launchers are just kind of made that way. Please don't bazooka-shame.
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Captain J
 
 
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Re: Reelism X3 (New Shots p.79)

Post by Captain J »

bentzooka went dongzooke.
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