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I've been hyped for this for years Kinsie, I am so happy it's about to come out so I can sink 100s of hours into much like I did Reelism 1
I thought the Early Excess version was good, I simply cannot wait to see how good v1 is gonna be!
After 2 years of development, Reelism 2 is going to be awesome!
With more weapons, more maps, more enemies including skeletons and new special surprises, this is going to be the best one yet.
I'm looking forward to V1.0 and it's trailer when it comes out!
Also, did I mention that there's a new casino in Town?
I'm not saying you should swing by ICARUSLIV3S's Twitch Channel right now to get a taste of v1.0 before it's released, but I'm not not saying that, either.
HEADS UP
Certain shader-based effects will not correctly function using the OpenGL ES renderer, causing certain enemies, reels and jackpots to look and sometimes even function incorrectly. We recommend using the full OpenGL or Vulkan renderers to get what passes for the "proper" Reelism 2 experience.
NOTES FOR MODDERS
This update includes a major rewrite for inventory and score items. If you created a mod prior to this version that uses ScoreItem or CustomInventory, you'll need to change those to Splot_ScoreItem and Splot_Inventory to ensure that the items are affected by score multipliers. (See inventory definitions for an example of how points are now handled as actor properties.)
The map ACS hook Splot_RoundChange is now called Splot_RoundStart. Any maps made before this version of Reelism 2 that used Splot_RoundChange will need their scripting updated.
Spoiler: Changelog
BIG TICKET FEATURES
JACKPOTS:
Implemented! An old "friend" might know how to activate them...
SLOTS:
Added Double Down! Double your damage, double your fun!
Added Tools of D!struction! A simulated, legally distinct weapons reel.
Added Hammer Time! Hammers weapons of all shapes, sizes, and magical powers.
Added Crapshoot! These unreliable weapons could be a blessing or a curse.
Added The Elementalist! Master the elements with this mystical weapons reel.
Added Do You Like Caco! We waited a while to add these fellas to Reelism, but we think it was worth the wait.
Added Enemy Unknown! The truth isn't just out there, it's actively hunting you!
Added They Were Robots! The mechanoids return with some fresh new models!
Added Oh Fuck, Skeletons! You'll be chanting "ske-le-ton!" all day.
MAPS:
Added A Bridge Too Far! A surprising evolution on a fan-favorite.
Added Overflow! A dingy, waterlogged facility that took us forever to texture.
Added B██. R██. M███! A secret map paying tribute to those that paved the way.
Added S████ on G██████ G████! Can you survive a single night?
Added L██████ S████ II! A secret guest map themed on a certain popular mapset!
TOWN:
Added the "Bank" system! Now if you quit the game while in Town, you can return to town from the New Game menu and your unspent points will be waiting for you!
The Eastern District is now open for business!
The Laboratory has opened its doors to Contestants willing to help them out with some... shall we say, "research".
The Temple's renovations are now complete, and the doors are now open to those looking for a place to reflect upon their accomplishments in life.
Added some new goodies to purchase around Town.
WEAPONS:
Added the Assault Trooper Blaster to the Blue Magic reel!
BOSSES:
Added MacGuffin! From beyond the cosmic railyard, he rises again!
Added Ape-raham Lincoln! Yes, we just wrote that straight-faced.
Added a Motherfucking Wizard... in a goddamn ice cream truck!
MISC:
Added fancy new menus for map and game mode selection!
Added "Adjust Difficulty" option to the game mode select menu! If you're having trouble, turn on an Assist or two to make the game easier! Conversely, If you want a challenge, turn on an Un-Assist or two to ruin your life!
Added a new in-game manual! Press F1 to read up on the gameplay rules as well as the effects of every reel, to say nothing of the usual ton of bad jokes.
Added custom RNG seeds! Useful for competitions and score attacks. You can set the seed in the Reelism Options menu.
Added a slew of features for modders and mapmakers. See the modding documentation for more detail.
CHANGES AND FIXES
SLOTS:
Grease Is The Word: Added sound cues and a delay before activating, so the player has a fair chance to get their footing instead of flinging themselves into the abyss unexpectedly.
Wingin' It: Monsters labeled as bosses, like THE JERK, get evil wings. Mwahaha!
Wingin' It: Fixed a bug where wings could disappear during cleanup scripts.
Sportsball!: Health items are more common.
Crate Shower: Tweaked the odds for what comes out of the crates.
MAPS:
Gutrot Island: Fixed issue where the dash pads in the SinisterBenign building would basically teleport the player straight downwards to the street below, instead of thrusting them into the air as intended.
Gutrot Island and Petit Gutrot: Fixed window collisions.
Paradise Plaza: Street lamps now give you points for breaking the glass.
Paradise Plaza: Monsters will escape from the stream of broken fire hydrants.
Paradise Plaza: Removed a chunk of invisible collision around the planter.
Big Bad Beach: Hid unnecessary lines from the automap.
Astrolab X: Bosses can now use the center dashpad.
Astrolab X: Simplified a secret area.
Clockwork Solarium: Major overhaul to the map! Lots of new geometry, lighting changes, and other quality-of-life adjustments (like more staircases, for everyone who got trapped in the catacombs).
Clockwork Solarium: Improved animation on Antique Chaingun.
C████t N███'s L███ S████: Bosses can no longer walk off the edge.
D██ at the W████p███: Minor lighting fix.
D██ at the W████p███: Touch-up to boss room sky texture.
D██ at the W████p███: Destroying map decorations gives you points.
P██ in the S██: Monsters will properly die when they fall off the edge.
P██ in the S██: Fixed a map-specific obituary screen not displaying.
On top of the aforementioned changes, all maps have been adjusted with further tweaks and changes to add support for new gameplay features... as well as a couple of extra secrets added in the process...
TOWN:
The populace have continued to go about their lives over the past year, and as such, you may notice them in new places with new dialogue.
Poundburger has moved to a new location, giving Contestants a clearer view of the Zone Entry building.
Grape Juice can now be purchased from Ingrid Ventori for $1250.
Slapped new price stickers on some items in the Marketplace.
Added new sprites for the Generous Stranger.
Fixed a dialogue issue with the Generous Stranger.
Completing a certain sidequest will now give you a small reward.
Additional misc. tweaks, improvements, secrets and weirdness.
WEAPONS:
Heavy Burst Rifle: Raised average damage by 20%.
Heavy Burst Rifle: Improved knockback consistency.
Basketball: Improved dunk consistency on airborne monsters.
Football: Fixed the football not colliding with shoot-through walls.
Football: The player's ability to turn during a football charge will gradually decrease over time.
Football: Damage and speed scale up slightly faster with speed powerups.
Football: Can now bust up destructible map geometry.
Fire Bow: Improved shooting behavior when looking up or down.
Fire Bow: Player can now switch weapons during the cooldown animation.
Fire Bow: Moved to weapon slot 4.
Clustersucker: Lowered cluster damage to more reasonable values.
Skyblotter: Tightened vertical spread on the primary fire by 5%.
Skyblotter: Added an extra frame of animation.
Lightning Gun: Improved handling for self-destruction if the player is invulnerable or can resist the damage.
Lightning Gun: Fixed the self-destruct obituary not working.
Lightning Gun: Fixed a bug where the alt-fire projectile would continue moving after hitting an obstacle or a liquid.
Knife and Fork: Metal monsters are less nutritious.
Dog Launcher: Dog ammo now shows up on your HUD in Town.
Dog Launcher: Improved consistency of ammo pickup sound.
Aeromancer Staff: Improved the firing sound.
Snowball: Raised throwing speed by 10%.
Tank can now fire both weapons at once.
Target Locator: Missiles drop faster and more consistently.
Target Locator: Fixed a bug where the aiming reticle would not follow elevators and platforms.
Target Locator: Adjusted reticle color.
Atomic Revolver: Fallout lingers for 50% longer.
Atomic Revolver: Improved visual effects.
Fixed a long-standing bug where lock-on melee attacks (such as Devour and the Sawblade Launcher) would wig out during the Mirror Mode reel.
More weapons play nicely with the Power Sneakers reel.
More weapons will correctly honor infinite ammo, including the sv_infiniteammo cvar for all you cheaters.
Fixed a bug allowing weapons with unusual firing behavior (like the Klobbs) to fire when they should be disabled by the game.
MONSTERS:
Scrags: Will no longer infight with each other to prevent weird behavior.
Ogres: Updated sprites to the new version of Cherno's model rip.
Zombies: Removed the revival mechanic for consistency with rest of the roster.
Wizards: New heads added, making them look at least 75% Wizard-ier.
Wizards: A new type of Wizard may appear in battle...
Yetis: Can now be pushed away with the Social Distancer when they're attacking.
THE JERK: No longer gets stuck on flying monsters during the Wingin' It reel.
Bonus points are now awarded for shattering frozen monsters.
All friendly enemies can now damage (but not kill) bosses.
ITEMS:
Hand Grenade: Replaced MetaDoom Doom 3 grenade sprites with new ones that actually look a bit like the inventory icon.
Repulsor: Fixed it not affecting homing missiles fired by certain bosses.
Rocket Pogo: Now properly awards points for kills.
Firesuit: Fixed it never actually giving any points on pickup. Whoops!
Whistle: Freezes monsters for an extra 0.4 seconds.
Whistle: Blowing Whistles repeatedly will extend the freeze time.
Whistle: Improved support for Whistles freezing items during Gun Runner, including fixing a rare crash when blowing the Whistle at the exact same time an item is picked up.
Jetpack: Raised vertical movement speed while jumping.
Raised max Blumium ammo from 200 to 250.
Powerups will flash on the HUD when running out of time.
L███ Ch████: Activation will now give the player one second of invulnerability.
Fixed a rare crash when picking up the D██ ██u███, which could only be caused by extremely weird player behavior.
BOSSES:
El Tyrante: Fixed a bug where El Tyrante wouldn't get credit for stomp kills.
El Tyrante: Stomp attacks will no longer affect dead monsters.
WMBG: Idle dialogue is easier to hear.
Dog Pope II: Rebalanced bee attack in final phase.
Dog Pope II: Player gets points for destroying the Dog Cube.
Dog Pope II: Made special effects more biblical.
Fighting Dialup Team: Adjusted spawning behavior to prevent physics weirdness.
Fighting Dialup Team: Fixed a bizarre bug where the player could die instantly at the start of the boss round.
Rewrote boss spawning scripts to fix some inconsistencies and allow future expansion.
Replaced bad fake-telefragging on boss spawn with good real telefragging.
Bosses are harder to stunlock with Lightning Gun.
Bosses can no longer be killed by leaving the map.
Floating bosses no longer get stuck on monster-blocking lines intended for their gravity-adhering compatriots.
Bosses now destroy trees, preventing them from getting stuck out the front of Gutrot Island's church.
MISC:
Players now burn to death much as they did in the original Reelism!
Fire projectiles will dissipate in the air more naturally.
Spawners will now move with platforms and elevators.
Spawners will now tilt to match the slopes they've been placed on.
Title screen unlocks are now permanent! Select them from the Reelism Options menu.
Updated the Victory theme with a fresh new cover by BouncyTEM!
Updated Retro titlemap backdrop from Reelism 1 slots to Reelism 2 slots.
Tracker music has been adjusted to play at normal volume in GZDoom 4.6.0 and above.
Added some new post-game tips and nonsense.
Fixed a bug preventing secret map high scores from displaying correctly.
Fixed the title screen not displaying correctly on 4:3 displays.
Fixed Constant Screaming Mode happening on the titlescreen (aka titlescreams).
Fixed a bug where Constant Screaming Mode was affected by gravity and elevators.
Fixed errors in music credits.
Fixed clipping on smoke sprites.
Fixed various spots of code which wrongly assumed there's 365 degrees in a circle.
Fixed a rare bug where the post-game sequence would be interrupted if the player was frozen and then shattered into pieces.
Fixed a crash bug that would freeze GZDoom if a car was unable to respawn.
Fixed a bug with the score display while the player is morphed.
Congratulations on the release! This is a ton of fun to play, and much harder than the original to boot. Here's hoping for additional maps in future updates
So I just finished a match, and I'm so relieved that you guys added both a difficulty indicator so I know which one to start with, plus some options to make the match easier or harder (with the obligatory score modifications to match the assists and "un-assists" you turn on). However, I noticed that some weapon pickups had red diamonds on some sides, which I'm assuming to be an effect if playing in Open GL ES (GLES3 in my case)? If so, that's a shame, as I generally to prefer playing on Android using Delta Touch, and the latest GZDoom only has options for GLES3.2, GLES3, and Software on that launcher.