[p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Captain J » Wed Sep 02, 2020 11:39 am

I know that. But the some genuine problems while waiting for it to happen are:

1. Since you have to die or something to activate, takes up the inventory and you could mistake it as an item you selected.

2. You can't buy it more than once. I get the point of preventing the player buying it every time they enter the city. But then, i'm not sure why it's unusually cheap. You could just increase the price each time you buy it time to time, just like that konami arcade extra life method.
Kinsie wrote:Try it and see!
You never cease to impress me. Kudos for the detail! And i wonder if i could eat the crate or a garbage can. Just in case of sustaining more iron.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Beed28 » Wed Sep 02, 2020 6:10 pm

I keep getting an issue where the Boring Ghost often seems to force close the game, with no error message, whenever he spawns. It was on the castle map every time the crash occurred, if that matters.

Also, would it be possible to add the ability to change the game mode in the town? :P
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby morb » Fri Sep 04, 2020 11:31 am

(deleted)

I've also found that resurrecting the player (either through console or if you're lucky enough to mash +use at the right time and respawn) during end of round allows the player to cheat their score; it rolls over into the next set of rounds. :x
Last edited by morb on Fri Sep 04, 2020 7:07 pm, edited 1 time in total.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Kinsie » Fri Sep 04, 2020 12:38 pm

morb wrote:Here's a new one (unique to 0.61 thus far)
Huh. Weird. I didn't make any major code changes in 0.61 and I'm not getting this on Windows in a quick test. If this is a Linux-exclusive bug that's gonna be hard for me to debug...
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby SanyaWaffles » Fri Sep 04, 2020 3:11 pm

There's something finicky going on with the engine I think, I don't think it's Linux exclusively. We were talking about that in another thread, it's been plaguing too many projects to be mod specific.

@morb try checking out the latest git revision and try again, it seems latest changes try to address that bug.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Gothic » Fri Sep 04, 2020 3:33 pm

Oh, and I though only Aeons of Death had that problem, but it seems to be an engine bug.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby morb » Fri Sep 04, 2020 7:07 pm

SanyaWaffles wrote:There's something finicky going on with the engine I think, I don't think it's Linux exclusively. We were talking about that in another thread, it's been plaguing too many projects to be mod specific.

@morb try checking out the latest git revision and try again, it seems latest changes try to address that bug.


ah shoot. urrite. commit 53199e45531f9c79df0899fa707fce62bcbaa5e2
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby SanyaWaffles » Sun Sep 06, 2020 8:13 pm

It seems it has been recently fixed. I'd try again with a new build once it comes out over the next couple days.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby dawnbreez » Mon Sep 07, 2020 10:51 am

One more thing.

Can we get some kind of special logic to prevent the Jerk from rolling on rounds where I'm minified? It's impossible to run from him when my legs are so tiny!
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Captain J » Mon Sep 07, 2020 11:17 pm

Yeeeeeeah actually i wanted to talk about this one particular reel. First of all, you run really, really slow and have to bring automatics or items to save your own self. Melee enemies like Dogs and Yetis are real pain to deal with and most likely is a death sentence in small maps...

I get it. The whole thing's based on that Microman game. But i honestly found it defective since it ain't no Mario.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Gothic » Tue Sep 15, 2020 4:37 pm

Something wrong happened when I was using the fire crossbow, because I couldn't switch weapons or keep firing it. Maybe there's a bad loop defined.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby TheShadsy » Thu Sep 17, 2020 12:51 pm

Hi folks! There have been a lot of crash reports for Reelism 2, and I wanted to mention that many of those issues should be fixed in the new dev builds of GZDoom.

Quick explanation: GZDoom used to allow actors to play sounds even after they had been destroyed and were awaiting garbage collection. In the unlikely event that this happened (ie., if an actor tried playing a sound after it was destroyed during the same tic function), GZDoom would crash. This was fixed last week in commit e281f992a. A version of this bug was reported for Beautiful Doom; I compared this crash log with the other crash reports we've received over the last month, and most of them reported the same access violation at address 0x1D4, which leads me to believe it's the same bug.

This seems to happen inconsistently and infrequently (see Rachael's reply about not being able to reproduce it). So why was this rare crash bug happening so often in Reelism 2?

The big issue seems to be the number of actors. By the end of a game of Reelism, there are high-triple-digit numbers of actors always being alerted to the player, plus projectiles, plus items constantly spawning and unspawning. On Gutrot Island – the map with the most crash issues – the number of monsters can even get into the thousands. That significantly increases the odds of a rare event like this. It also explains why this bug was often reported happening during boss rounds, because at that point, the map would have accumulated five rounds worth of monsters.

The other issue, of course, is that we're awful at coding.

It's on the backburner to go back and manually fix other places where an actor might be able to play sounds after it's destroyed (see 0.61 for an example of this fix), but the engine-level changes to GZDoom should help alleviate this problem!
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby BouncyTEM » Thu Sep 24, 2020 5:02 am

I have a bit of an odd inquiry in regards to Reelism 2 - is the billboard system moddable? As in, if people wanted to include their own billboards with their mods and add even more to show up, would they be able to? I tried to originally, but I had no luck with it.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby Kinsie » Thu Sep 24, 2020 7:19 am

BouncyTEM wrote:I have a bit of an odd inquiry in regards to Reelism 2 - is the billboard system moddable? As in, if people wanted to include their own billboards with their mods and add even more to show up, would they be able to? I tried to originally, but I had no luck with it.
I don't THINK it's currently alterable from an external addon just yet? Unless mods override each other's constants? Anyway the values to add more billboards are at the bottom of zscript.zsc.
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Re: [p15] Reelism 2 - v0.61 "Early Excess" Hotfix Released!

Postby BouncyTEM » Thu Sep 24, 2020 10:47 am

Then, yeah, it doesn't work and externals can't change that currently. Drat. Ah well!
Was worth asking. :)
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