[p33] Reelism 2 - This Mod Has Moved. See OP for details.

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BouncyTEM
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Re: [WIP] Reelism 2

Post by BouncyTEM »

Well, I got hit with something amusing - the 4, 4, 4 jackpot on the first round. Nothing quite like dying 12 seconds in with no control over that whatsoever. :lol:

Simultaneously, I also only recently found out the Bobs are friendly. Thanks to boss rush, I always presumed they weren't. Whoops!
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

Yeeeah having that reel while getting some good crate shower makes me wanna say "NANI?!". I think there should be a way to actually survive from it.

Remember Explosive Diarrhea? You basically die easily if you stop moving. But other than that, you're able to actually survive.

EDIT: Also i would like to talk about the contradicting things about insta-death penalty: It's using HYPERWEAPON on Gunfinity. The game punishes you with death for just being cheesy on top. But what about other basic weapons like Minigun? Flamethrower? Clustersucker? And other weapons that could kick hypers right in their powerful unit?

Granted, some hypers could ruin the whole balance. But what if we still could use said weapons but with no infinite ammo advantage?
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middlefingerman
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Re: [WIP] Reelism 2

Post by middlefingerman »

Wow, this just looks crazy.
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BouncyTEM
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Re: [WIP] Reelism 2

Post by BouncyTEM »

Oh yeah, I don't know if the minigun from reelism 1 is coming back, but if it is and it's using the same resources, I did fix an issue with it that was bothering me for a while - there's now an actual glow on the weapon itself, like there should've been. Looks a whole lot better.
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

Thanks for the sprite, but I beat you to it :)

Image
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BouncyTEM
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Re: [WIP] Reelism 2

Post by BouncyTEM »

So you did - and that one looks better to boot. :)
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Captain J
 
 
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Re: [WIP] Reelism 2

Post by Captain J »

Kins surprisingly did it better. So i guess you're going to look at each weapon's muzzle flash? That kind of lighting effect is quite a few to REELism besides standalone weapons like Wolf3D chaingun and Powerslave M60.
Last edited by Captain J on Tue May 26, 2020 10:28 am, edited 2 times in total.
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

I think at this point the Minigun and the Brick are pretty much the only weapons directly ported over from Reelism 1, and the latter is probably going to get completely redone at some point when I can give a shit.

(Also, Reelism 2 isn't Reelism 1, so reporting bugs and weirdness in Reelism 1 in this thread won't accomplish much beyond reminding me that a thing existed once five years ago. Entirely different codebase, mostly different content.)
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undeadmonk354
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Re: [WIP] Reelism 2

Post by undeadmonk354 »

Does Reelism 2 have multiplayer mode?
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

undeadmonk354 wrote:Does Reelism 2 have multiplayer mode?
Maybe? We haven't really focused on it since GZDoom multiplayer is as good as non-existent, so a bunch of stuff is probably missing and/or super-broken. That'll probably get fixed after the first release.
AvzinElkein
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Re: [WIP] Reelism 2

Post by AvzinElkein »

I hope the Jerk doesn't reappear here. I saw too many videos of players being blindsided by him.
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

AvzinElkein wrote:I hope the Jerk doesn't reappear here. I saw too many videos of players being blindsided by him.
I have terrible news for you.
Spoiler:
AvzinElkein
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Re: [WIP] Reelism 2

Post by AvzinElkein »

Can he jump, or are spots that can only be reached by jumping safe from him?
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Kinsie
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Re: [WIP] Reelism 2

Post by Kinsie »

He can't jump. Normally. Unless he hits one of the convenient Quake 3-style jump-pads set up on some maps to help players (and monsters) reach specific places fast...

I might give him the ability to jump at some point if I can figure out some non-assy AI for it.
AvzinElkein
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Re: [WIP] Reelism 2

Post by AvzinElkein »

Is he immune to knockback?
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