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Re: [WIP] Reelism 2

PostPosted: Thu Jul 16, 2020 3:47 pm
by SoulCircle
Can't wait to be testing my luck once of again! Keep up the work team... Reelism? 500 Pounds? What do you guys want to go by?

Regardless, I wonder how much different Reelism 2 has to be to make Reelism 1 feel like Vanilla.

Re: [WIP] Reelism 2

PostPosted: Fri Aug 07, 2020 8:48 am
by Kinsie
Hi there! It's been a few minutes. But there's a reason for that.

Image

Reelism 2 v0.5 "Early Excess" comes out this Wednesday.

We'll drop some knowledge about Cool New Things on the way, but aside from that, we'll see you then!

Re: [WIP] Reelism 2

PostPosted: Fri Aug 07, 2020 8:53 am
by YukesVonFaust
Kinsie wrote:Hi there! It's been a few minutes. But there's a reason for that.

Image

Reelism 2 v0.5 "Early Excess" comes out this Wednesday.

We'll drop some knowledge about Cool New Things on the way, but aside from that, we'll see you then!

I WANT IT


SERIOUSLY


I NEED IT

Re: [WIP] Reelism 2 - v0.5 "Early Excess" Coming Wednesday!

PostPosted: Fri Aug 07, 2020 9:30 am
by undeadmonk354
Five more days to go... I can feel it.

Re: [WIP] Reelism 2 - v0.5 "Early Excess" Coming Wednesday!

PostPosted: Mon Aug 10, 2020 4:05 am
by Sergeant_Hatred3421
I can't believe it's this close!! I must have it!!

Re: [WIP] Reelism 2 - v0.5 "Early Excess" Coming Wednesday!

PostPosted: Mon Aug 10, 2020 9:38 am
by Kinsie
The mod support that Reelism X3 introduced was awesome, and it enabled some pretty awesome stuff. I love mods-of-mods, and wanted to make this easier, better and more "solid" for Reelism 2. I was planning on saving this for a future 1.0 release, reading up on how to do file I/O in ZScript, etc. etc... but then Shadsy went and did it all without any prompting like a couple of days before we finished this version. This happens more often than you'd think, but not normally with such a huge feature.

So, yeah! Mod support!
Image
You'll be able to define new slots and bosses, and whether or not those slots should appear during Round 1 or during the Tank reel (or other future morph reels). All slots are handled as ZScript actors, giving you plenty of tools to do all sorts of horrible and wonderful things. And of course, custom maps are fully supported as well.

We're looking forward to seeing what fresh hells people cook up!

Re: [WIP] Reelism 2 - v0.5 "Early Excess" Coming Wednesday!

PostPosted: Mon Aug 10, 2020 10:32 am
by undeadmonk354
This is brilliant!
With Reelism 2's mod support, we can get new custom enemy slots like Cacophobia (Fear of Cacodemons) and Netronian Chaos enemies.
This is a fantastic discovery.

Re: [WIP] Reelism 2 - v0.5 "Early Excess" Coming Wednesday!

PostPosted: Tue Aug 11, 2020 9:18 am
by Kinsie

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 9:22 am
by Captain J
Praise Papa Canis!! About time-

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 9:33 am
by undeadmonk354
Let the Reel challenge begin!

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 10:42 am
by wildweasel
I am here for all of this Quality Dog Content.

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 11:14 am
by TheAdamantArchvile
Guess who found a crash on Gutrot Island? This dumb bitch. The message I got was this:

Code: C0000005 (Access Violation - tried to read address FFFFFFFFFFFFFFFF)
Address: 00007FF6E77212B3
Flags: 00000000

Sorry I broke your game.

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 11:18 am
by Kinsie
Gutrot has some weird stuff going, probably because it's big and dumb and unoptimised. I might have to cut it down a bit, sad to say. The Very Fatal Errors aren't very predictable, though, so they're hard to diagnose...

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 11:21 am
by morb
I just finished a few rounds of dunking on yetis and Strife NPCs when the new Dog Pope made an appearance on the Solarium. I was gearing up for the boss battle and grabbed a napalm launcher... then my build of gzdoom (g4.5pre-70-gfcb6e1b18) segfaulted!
...
Code: Select allExpand view
The Bullen/Ratledge Napalm Disperser!


*** Fatal Error ***
Segmentation fault (signal 11)
Address: (nil)

Generating gzdoom-crash.log and killing process 606603, please wait... Killed

https://misentropic.com/gzdoom-crash-reelism2.log

Re: [p10] Reelism 2 - v0.5 "Early Excess" OUT NOW!

PostPosted: Tue Aug 11, 2020 11:49 am
by Gothic
Bless timezones. Can't wait to try this one out!