[p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' such

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Wiw » Wed Jun 01, 2022 4:19 am

I had an idea for a reel. What about one which locks your view vertically, as it was with the original Doom and Wolf3d?
User avatar
Wiw
Frequently puts foot in mouth
 
Joined: 11 Jun 2015
Location: Everywhere and nowhere.
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Dan_The_Noob » Wed Jun 01, 2022 4:49 am

Kinsie wrote:
Dan_The_Noob wrote:everytime i launch reelism2 it's on the creepy sonic screen with the blue pinkies
Don't set your ZDL or whatever to start from MAP01!

oh. fair enough.
User avatar
Dan_The_Noob
 
Joined: 07 May 2019
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Navaden » Sat Jun 04, 2022 8:09 pm





Did clean downloads of gzdoom 2.7.1 and reelism 2 still having the same issue. Any ideas on what's causing this?

Edit: Updated graphics drivers aswell. Running an RX590.
Navaden
 
Joined: 11 Mar 2015

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Enjay » Sat Jun 04, 2022 8:14 pm

Could this be relevant? viewtopic.php?f=50&t=73014
The suggestion there is to downgrade drivers.
User avatar
Enjay
Everyone is a moon, and has a dark side which he never shows to anybody. Twain
 
 
 
Joined: 15 Jul 2003
Location: Scotland

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Kinsie » Sun Jun 05, 2022 8:04 pm

Or switch to the Vulkan renderer, if possible.

Either way, this sadly isn't something I can fix on my side.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Navaden » Tue Jun 07, 2022 8:32 pm

Sorry forgot to post back here. Switching to Vulkan did the trick. Thanks for the help Enjay and Kinsie!
Navaden
 
Joined: 11 Mar 2015

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Solaela » Wed Jun 08, 2022 10:43 pm

Loving the mod so far. It's stupid but the fun kinda stupid which I'm sure was the entire point. XD

Dunno if you're taking suggestions but I had a stupid idea for a option if it's doable in the menus or maybe before a round?

A option that makes 'The Jerk' permanent while it's on. So if you get him in a run unlike normal where he goes away at the end of the round? He just sticks around like every other monster. Of course the option would be clear that 'YOU asked for this' in the menu so the player knows if they turn it on? They got no one to blame but themselves. But of course they can turn it back off and he goes back to his normal ways of only being for his round.
Solaela
 
Joined: 10 Jan 2015

Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Postby Kinsie » Sun Jun 12, 2022 3:01 am

https://reelism.dog/

Version 1.21 is out. Nothing major here, mostly just bugfixes.

Changelog wrote:SLOTS:
  • BEES!: Halved the number of bee particles for slightly better visibility and, hopefully, slightly less bitrate slaughter for streamers and video creators.

MAPS:
  • C█████ N███'s L███ S████: A number of adjustments:
    • Tweaked various bits of geometry where larger monsters like Yetis weren't able to leave their spawn area.
    • Fixed several broken monster spawners.
    • Added a visual justification for a certain switch no longer doing anything.

TOWN:
  • Fixed various issues caused by visiting while "Switch on Pickup" was disabled.
  • Temporarily disabled the changes that the "Use Standard Font for Dialogues" menu option makes to conversations until I can handle it more gracefully.

MONSTERS:
  • Liztroop: Fixed an audio bug where gibbed remains would still make Jetpack sounds if the monster was splattered mid-flight.
  • Yeti: Fixed a potential VM abort if they attempted to leap at a target that somehow ceased to exist in the 4 gametics between them deciding to leap and actually leaping.

WEAPONS:
  • Basketball: Fixed an issue where cutoff would be visible on weapon sprite while dunking at certain resolutions.

ITEMS:
  • Cobb Salad: The recharge effect no longer removes overheal (Megahealth etc.)
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby adski_drochila » Wed Jun 15, 2022 4:51 am

Is it possible to get the slot machine system as a separate gameplay mod?
User avatar
adski_drochila
 
Joined: 06 May 2020

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby Kinsie » Wed Jun 15, 2022 9:36 pm

adski_drochila wrote:Is it possible to get the slot machine system as a separate gameplay mod?
Not the way we've implemented it, it's kind of hard-wired into a bunch of mod-specific stuff. I agree that it'd be really cool to see someone rip the concept off and apply it to standard Doom play, though, if only to see what chaos eventuates within a new context.
User avatar
Kinsie
Dog Days
 
Joined: 22 Oct 2004
Location: MAP33
Discord: Find Me...
Twitch ID: thekinsie

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby Dan_The_Noob » Thu Jun 16, 2022 1:36 am

what we really need is to somehow merge corruption cards with reelism
User avatar
Dan_The_Noob
 
Joined: 07 May 2019
Twitch ID: Dan_The_Noob
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby eee » Sun Jun 26, 2022 12:00 pm

New player of this mod -- I can't seem to find anywhere in the options menu a binding for grenade toss
eee
 
Joined: 26 Jun 2022

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby Captain J » Sun Jun 26, 2022 4:04 pm

You can throw nades or use other selected item by pressing Activate Item key(Default is Enter). If the key's unbinded, head to Customize Controls at the Option menu and bind the key.

Or are you talking about the nade throwing hotkey? That'd be really lovely, but then we might need more dedicated hotkeys for each item as well.
User avatar
Captain J
That's Amoreee
 
 
 
Joined: 02 Oct 2012
Location: A Year old Pizza Box
Discord: DiscussJ#3128

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby Gez » Sun Jun 26, 2022 11:35 pm

Find the class name of the item in question, let's say it's "thingamabob" for this example, and then in the console you can type something like this:
Code: Select allExpand view
alias tossgrenade "use thingamabob"
bind g tossgrenade


And now you can hit the g key to automatically use a thingamabob, if you have one in your inventory, even if it's not the currently selected item.

This works with items from Heretic, Hexen, and Strife by the way.
Gez
 
 
 
Joined: 06 Jul 2007

Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Postby BouncyTEM » Mon Jun 27, 2022 1:35 am

Gez wrote:Find the class name of the item in question, let's say it's "thingamabob" for this example, and then in the console you can type something like this:
Code: Select allExpand view
alias tossgrenade "use thingamabob"
bind g tossgrenade


And now you can hit the g key to automatically use a thingamabob, if you have one in your inventory, even if it's not the currently selected item.

This works with items from Heretic, Hexen, and Strife by the way.


and in reelism's case the grenade is Splot_HandGrenade, so it would be "use Splot_HandGrenade".
User avatar
BouncyTEM
All Caps Guy, Maker of Sir Belfin Dramatic Reading Series.
 
Joined: 24 Aug 2003
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

PreviousNext

Return to TCs, Full Games, and Other Projects

Who is online

Users browsing this forum: BouncyTEM, Not Jabba, SanyaWaffles and 2 guests