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

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

Post by Wiw »

I had an idea for a reel. What about one which locks your view vertically, as it was with the original Doom and Wolf3d?
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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: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.
Navaden
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Navaden »





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

Post by Enjay »

Could this be relevant? viewtopic.php?f=50&t=73014
The suggestion there is to downgrade drivers.
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Kinsie
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Kinsie »

Or switch to the Vulkan renderer, if possible.

Either way, this sadly isn't something I can fix on my side.
Navaden
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Navaden »

Sorry forgot to post back here. Switching to Vulkan did the trick. Thanks for the help Enjay and Kinsie!
Solaela
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Re: [p27] Reelism 2 - Version 1.2 Released! Monster Party!

Post by Solaela »

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

Post by Kinsie »

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

Post by Lim0n4eG »

Is it possible to get the slot machine system as a separate gameplay mod?
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Kinsie
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Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Post by Kinsie »

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

Post by Dan_The_Noob »

what we really need is to somehow merge corruption cards with reelism
eee
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Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Post by eee »

New player of this mod -- I can't seem to find anywhere in the options menu a binding for grenade toss
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Re: [p29] Reelism 2 - Version 1.21 Released! Bugfixes 'n' su

Post by Captain J »

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

Post by Gez »

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 all

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

Post by BouncyTEM »

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 all

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".

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