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

PostPosted: Mon Aug 17, 2020 3:53 pm
by EddieMann
If Wolfenstein's outta date, why not Blake Stone or Rise of The Triad? Show some more love to obscure FPS games!

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

PostPosted: Mon Aug 17, 2020 3:58 pm
by undeadmonk354
That also includes Operation Bodycount and Corridor 7!

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

PostPosted: Mon Aug 17, 2020 5:11 pm
by Techokami
Captain J wrote:Hot Take: we should bring HYPERWEPONS! reel back and that weapon should be the hyper one.

We're not going to have a Hyperweapons reel; you can instead get Hyperweapons from Town, so you have more freedom to pick your favorite.
Also, since you've asked about how to trigger jackpots: we currently don't have jackpots implemented. Instead, it's going to be handled differently. How they are triggered, I won't say, but maybe one of the people in Town has a hint?

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

PostPosted: Mon Aug 17, 2020 10:39 pm
by EddieMann
Techokami wrote:
Captain J wrote:Hot Take: we should bring HYPERWEPONS! reel back and that weapon should be the hyper one.

We're not going to have a Hyperweapons reel; you can instead get Hyperweapons from Town, so you have more freedom to pick your favorite.
Also, since you've asked about how to trigger jackpots: we currently don't have jackpots implemented. Instead, it's going to be handled differently. How they are triggered, I won't say, but maybe one of the people in Town has a hint?

Will the town have a dark, lovecraftian secret to it? Will it be possible to buy ammo for any respective Hyperweapon? Will the Target Painter not crash in dog hell?

Also please golly gosh reformat the town NPC dialogue so I don't need to stretch my GZDoom window out to read what they're saying it's pretty annoying

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

PostPosted: Tue Aug 18, 2020 8:08 am
by MFG38
Gave this a brief spin, stuff's great so far! My only criticism is that the player physics with Grease Is The Word are way too slippery - it makes trying to even pick up items downright unbearable with how you slip and side all over the place. I do realize that's probably the point, but even so, I would appreciate even just a tiny bit more friction.

Also, I experienced a crash while trying to throw the basketball (screenshot of the console log in spoiler):

Spoiler:


GZDoom version is latest stable (4.4.2).

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

PostPosted: Tue Aug 18, 2020 8:35 am
by Kinsie
Version 0.6 "Early Excess"
Now available at https://reelism.dog/

MAPS:
  • Added Petit Gutrot! This is a half-sized version of the original map, focused on the area around the church. This should hopefully be more playable on weaker machines, and may be more enjoyable for some players.
  • Gutrot Island: Fixed a missing texture with the curb of the park area.
  • Clockwork Solarium: Textured an area outside of the map that could be see when using Chase Cam.

ITEMS:
  • Health Kits should now spawn more frequently.
  • Changed ammo spawning slightly to hopefully be more reliable during low-performance situations.

SLOTS:
  • Grease is the Word: Effect on players and monsters has been subtly reduced.

MONSTERS:
  • Friendly Dogs from the Dog Launcher or the A██i██c█ are now able to damage, but not kill, bosses, making them vaguely useful in boss rounds.
  • Friendly Dogs from the Dog Launcher or the A██i██c█ now correctly spawn their heart particle effects from the right place. Aww.
  • Fixed Scrag torso gibs never getting cleaned up.
  • Cyclo Wizards can no longer blow Tanks about with the greatest of ease.

WEAPONS:
  • HOPEFULLY fixed potential VM aborts in the Basketball and Brick.
  • Doubled the amount of ammo awarded by Nail boxes.
  • Heavy Burst Rifle hits now attempt to push enemies away from the projectile that hit them, rather than from the player that shot the projectile.

MISC:
  • Added an option to swap the buttons used for the endgame screen, so Jump retries the map and Use goes to town. Useful if you have a bad, beer-induced habit of retrying when you want to go to town and incinerating all your points. Not IcarusLiv3s-ing any names, of course...
  • Updated the Strife conversation dialogues to be based on the latest official code with some extra tweaks, hopefully making the text look better and be better behaved re: linebreaking and such.
  • Updated and improved the randomized billboards.

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Tue Aug 18, 2020 12:30 pm
by Beed28
Already found an issue; the new Petit Gutrot map isn't in the map selection when leaving the town.

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Tue Aug 18, 2020 4:08 pm
by Wiw
Good grief, this WAD is even harder than the original - I can't even get past Round 2 now!

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Tue Aug 18, 2020 9:33 pm
by Zolkriid
God, this is honestly incredible. Is there any chance we could see a return of the Public Transport map from Reelism 1?

Also, something from the mod / game Hedon would be really, really cool to see.

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Tue Aug 18, 2020 11:23 pm
by Captain J
Thanks for the quick fix. I'm actually visiting the town map for the first time and i really love it! The detail and the secrets are very fascinating. But medikits turning into other useless score item, or disappearing even makes me somewhat frustrated. Would be nice if it has flickering animation before disappearing. So you can find out why RNG actually loathes you.

Also about Gutrot Petit, because of it being cut in half the item spawners are even more scarce, and just far away from the player.

And let's talk about the Burst Rifle. It has Heavy on the name but it's not really strong enough to take a peasant down, if you're unlucky. And it actually pushes aerial enemies so it's hard to hit them afterwards. Granted, it's very accurate but still a can of worms.
Spoiler: Also...

Spoiler: AND Also...

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Wed Aug 19, 2020 5:35 am
by EddieMann
Target Painter crashes when used in Doghell, is this intentional?

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Wed Aug 19, 2020 7:14 am
by Kinsie
EddieMann wrote:Target Painter crashes when used in Doghell, is this intentional?
Unable to reproduce. Is there an error message?

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Wed Aug 19, 2020 11:13 am
by BouncyTEM
I do actually have a question in regards to Reelism 2 modding - if I wanted a boss that had two stages, akin to Mecha-Hitler and the M.F. Wizard from reelism 1, how would I go about that for their health bar? There's no direct examples to learn from just yet so i'm wondering if the functionality is there or not.

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Wed Aug 19, 2020 11:29 am
by Kinsie
BouncyTEM wrote:I do actually have a question in regards to Reelism 2 modding - if I wanted a boss that had two stages, akin to Mecha-Hitler and the M.F. Wizard from reelism 1, how would I go about that for their health bar? There's no direct examples to learn from just yet so i'm wondering if the functionality is there or not.
Health bars are automatically grabbed from monsters with TID 906, which is automagically applied by the Splot_Boss actor. We'll probably come up with a more graceful way of doing this when we add a certain specific practitioner of the magic arts, but probably the best way would be to override the BossExplode state with one that, instead of calling A_SplotBossKilled, spawns the second phase and passes the boss's master pointer over to it.

Re: [p14] Reelism 2 - v0.6 "Early Excess" Hotfix Released!

PostPosted: Wed Aug 19, 2020 11:37 am
by BouncyTEM
Sounds good! I think I can manage that. :)

Reelism 2 has been eating all of my time lately. It's been a total blast all around.

Is it just me, or does Petit Gutrot spawn a disproportionate amount of Scrags? For the size of the map I keep finding that there's like 80-100+ scrags every time the quake reel comes up. It's quite overwhelming, actually.