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

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

Post by Kinsie »

Captain J wrote:What should i do if i want to save the current score in Infinite Mode while Enable Respawn is on?
"Doctor, it hurts when I do this."
Captain J wrote:EDIT: El Tyrante blew me up to bits and that popped another concern of mine. Assault Troopers' jetpack sound wont stop playing when they get gibbed.
Fixed for next version, thanks.
Captain J wrote:
Spoiler: EDIT 2, Spoilers
At some point I need to do a big "Yeti pass" to ensure all monster spawns are good for larger monsters. Bits where the Tank kinda gets stuck due to its height probably won't be fixed, though.
Grey Rook
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Grey Rook »

I've been playing this for a while. Got the new GZDoom version, fiddled with the settings, realised that I forgot to remove the old version from the launch order... it works. I found a placeholder dialogue in Town, though I can't upload screenshots. I also encountered what I suppose is a bug, namely that the Gun-Gun won't fire during a Gunfinity round.

I don't usually enjoy games this heavily reliant on RNG, but Reelism is actually pretty damn fun, helped by most rounds lasting about ten to fifteen minutes. Less if you lose.

edit: I've been playing some more and... what's the deal with the Orb, anyway? It costs ten thousand points to buy, and the only time I've thus far actually tried to use it it instantly killed me, on a run I'd probably have won if I hadn't tried to see what it did. The tip I got afterwards said that "it feeds on the chaos in the soul of its owner", whatever that means. Can someone spoiler it for me, please?
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Xeotroid
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Xeotroid »

Occasionally, the following can happen when playing with enabled player respawns:
Image
For some reason, the score goes into negative numbers instead of just a 25% point penalty being incurred. It is then reset to zero, so there's that, but the points from before are lost.

This has happened three times (that I've noticed), and I don't see any pattern: Once on a bonus map, twice on a regular map, the latter both times in the same map session; standard play and endurance mode; death by leaving the area and by a regular enemy. I don't think it ever happened with the first death of the session, but I may be wrong, plus the following deaths in a session were usually fine.
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What do I need to do to get this to run?

Post by SpiffyInfo »

I am using GZDOOM with Doom II as the WAD. Reelism II is the only PK3 I've added. When I attempt to launch it, I get this:

OS: Windows 10 (NT 10.0) Build 19043

M_LoadDefaults: Load system defaults.
Using program directory for storage
W_Init: Init WADfiles.
adding D:/GAMES/Doom/gzdoom.pk3, 634 lumps
adding D:/GAMES/Doom/game_support.pk3, 2514 lumps
adding D:/GAMES/Doom/WADs/Doom II - Hell on Earth (v1.8)/DOOM2.WAD, 2919 lumps
adding D:/GAMES/Doom/lights.pk3, 7 lumps
adding D:/GAMES/Doom/brightmaps.pk3, 499 lumps
adding D:/GAMES/Doom/game_widescreen_gfx.pk3, 121 lumps
adding D:/GAMES/Doom/mods/tc/reelism2_v1.2.pk3, 8631 lumps
I_Init: Setting up machine state.
CPU speed: 2895 MHz
CPU Vendor ID: AuthenticAMD
Name: AMD Ryzen 7 4800H with Radeon Graphics
Family 23 (23), Model 96, Stepping 1
Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 AVX AVX2 F16C FMA3 BMI1 BMI2 HyperThreading
V_Init: allocate screen.
S_Init: Setting up sound.
I_InitSound: Initializing OpenAL
Opened device OpenAL Soft on Line (RODE AI-1)
EFX enabled
ST_Init: Init startup screen.
Checking cmd-line parameters...
S_InitData: Load sound definitions.
G_ParseMapInfo: Load map definitions.
Texman.Init: Init texture manager.
ParseTeamInfo: Load team definitions.
LoadActors: Load actor definitions.
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 72:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 232:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 506:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 634:
Unknown function SetY

Execution could not continue.

4 errors while parsing DECORATE scripts

So what do I need to do to get this amazing mod to run?
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wildweasel
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by wildweasel »

If you're getting errors about unknown functions, you may need to update your GZDoom version. The current stable release is 4.7.1; if you aren't running that, you will need to update to it.
SpiffyInfo
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by SpiffyInfo »

Yup. That was the problem. Guess I kept looking in the wrong place for updated GZDoom. Thanks! It runs fine now.
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Captain J
 
 
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Captain J »

Spoiler: Extra Feedback 2 knock around
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BouncyTEM
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by BouncyTEM »

So, i've discovered an...interesting conundrum with boss rush with a reel I'm working on.

So I have a two-stage boss, and the first phase is flying. However, if they've gone out of bounds of the arena while they're in the air, and that's when they're killed, the second stage will spawn in the bottom pit - completely out of your reach, making progressing past their wave impossible.

That's...not good, I think. D:
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Kinsie
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Kinsie »

BouncyTEM wrote:So, i've discovered an...interesting conundrum with boss rush with a reel I'm working on.

So I have a two-stage boss, and the first phase is flying. However, if they've gone out of bounds of the arena while they're in the air, and that's when they're killed, the second stage will spawn in the bottom pit - completely out of your reach, making progressing past their wave impossible.

That's...not good, I think. D:
Shadsy's account got disabled due to Spambot Drama Ver. 24 (pls. fix admins!), but he passes this on:
Hi! We encountered this problem when working on bosses, and we came up with a good workaround. If the second phase of the boss takes either Exit or WaterExit damage -- which should only happen if they fall in a pit -- teleport them back to the boss spawner! This will make sure they always stay in the field of play if they go out-of-bounds.

This code is lightly modified from an actor included with Reelism 2:

Code: Select all

override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags, double angle)
{
	// If we exit the map, take no damage and
	// return us to starting position
	if (mod == "Exit" || mod == "WaterExit")
	{
		damage = 0;
		
		ThinkerIterator it = ThinkerIterator.Create("Splot_BossSpawner");
		Actor mo;
		while (mo = Splot_BossSpawner(it.Next()))
		{
			TeleportMove(mo.pos, true); // telefrag
			A_SpawnItem("Splot_TeleportFog");
		}
	}
	
	return Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
}
MrSoup678
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by MrSoup678 »

I think I can provide a hint about pulling values from MAPINFO. There exists LevelInfo struct which is populated by MAPINFO data.

It's defined in gzdoom.pk3/zscript/doombase.zs as :

Code: Select all

struct LevelInfo native
{
	native readonly int levelnum;
	native readonly String MapName;
	native readonly String NextMap;
	native readonly String NextSecretMap;
	native readonly String SkyPic1;
	native readonly String SkyPic2;
	native readonly String F1Pic;
	native readonly int cluster;
	native readonly int partime;
	native readonly int sucktime;
	native readonly int flags;
	native readonly int flags2;
	native readonly int flags3;
	native readonly String Music;
	native readonly String LevelName;
	native readonly String AuthorName;
	native readonly int musicorder;
	native readonly float skyspeed1;
	native readonly float skyspeed2;
	native readonly int cdtrack;
	native readonly double gravity;
	native readonly double aircontrol;
	native readonly int airsupply;
	native readonly int compatflags;
	native readonly int compatflags2;
	native readonly name deathsequence;
	native readonly int fogdensity;
	native readonly int outsidefogdensity;
	native readonly int skyfog;
	native readonly float pixelstretch;
	native readonly name RedirectType;
	native readonly String RedirectMapName;
	native readonly double teamdamage;

	native bool isValid() const;
	native String LookupLevelName() const;

	native static int GetLevelInfoCount();
	native static LevelInfo GetLevelInfo(int index);
	native static LevelInfo FindLevelInfo(String mapname);
	native static LevelInfo FindLevelByNum(int num);
	native static bool MapExists(String mapname);
	native static String MapChecksum(String mapname);
}
I did not find a way to determine PWAD from level data though.
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Dan_The_Noob
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Dan_The_Noob »

if there was anything this mod needs, it would be a google drive link
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Kinsie
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Kinsie »

Dan_The_Noob wrote:if there was anything this mod needs, it would be a google drive link
...why? We have it hosted on our own server without any ads or whatever.

Honestly very confused by this.
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Dan_The_Noob
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Dan_The_Noob »

Kinsie wrote:
Dan_The_Noob wrote:if there was anything this mod needs, it would be a google drive link
...why? We have it hosted on our own server without any ads or whatever.

Honestly very confused by this.
just download speeds are much more consistent.
it doesn't actually matter, being only ~110mb

--EDIT--
is there a way to get multiplayer working for this?
getting error

Code: Select all

Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 72:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 232:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 506:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 634:
Unknown function SetY
--EDIT2--
The game doesn't have a save button but when finishing a round it says you can close and it'll be saved (replacement autosave message)
but how the heck do i load? everytime i launch reelism2 it's on the creepy sonic screen with the blue pinkies
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BouncyTEM
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by BouncyTEM »

Kinsie wrote: Shadsy's account got disabled due to Spambot Drama Ver. 24 (pls. fix admins!), but he passes this on:
Hi! We encountered this problem when working on bosses, and we came up with a good workaround. If the second phase of the boss takes either Exit or WaterExit damage -- which should only happen if they fall in a pit -- teleport them back to the boss spawner! This will make sure they always stay in the field of play if they go out-of-bounds.

This code is lightly modified from an actor included with Reelism 2:

Code: Select all

override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags, double angle)
{
	// If we exit the map, take no damage and
	// return us to starting position
	if (mod == "Exit" || mod == "WaterExit")
	{
		damage = 0;
		
		ThinkerIterator it = ThinkerIterator.Create("Splot_BossSpawner");
		Actor mo;
		while (mo = Splot_BossSpawner(it.Next()))
		{
			TeleportMove(mo.pos, true); // telefrag
			A_SpawnItem("Splot_TeleportFog");
		}
	}
	
	return Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
}
Perfect! That's exactly what I needed. Thanks!
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Kinsie
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Kinsie »

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!
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