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wildweasel wrote:I still think the pistol needs quite a bit of work on power. It's either too slow, or too weak, and it's a pain to even fight the hitscan zombies with it.
You bring up a good point. I just crunched some numbers on this one...
This pistol hits just as hard as the one from Doom, except instead of taking 10 tics to fire, this one takes 13. Since there are 2100 tics in one minute, the Doom pistol is able to fire at 210rpm, while this one is just about 161.5rpm. With a base damage of 5 (before the 8-factor randomizer), Doom's pistol scores a base of 1050 damage per minute. In order to equal that, the Reel pistol would need to be bumped up to an attack power of 6.5.
And keep in mind, this would only bring it up to par with the old pistol. One could make an argument that it needs to be stronger still, considering the hectic combat one would be facing with it.
I personally would argue that the power level needs to be doubled, rather than the speed being adjusted, that is unless Kinsie wants to change the firing sound for it. The firing sound for this pistol is many orders of magnitude more powerful than the actual damage output (it's really more the kind of sound you'd hear from, say, an anti-materiel rifle than a pistol, or a Magnum, if we're assuming "Hollywood realism"). Actually, up the damage to 10 and we're probably going to be alright, and this pistol will be useful without overpowering other bullet-using weapons like the Wolfenstein machine gun.
New Reelism version coming... tomorrow-ish? Tons of bug fixes, some nice balance tweaks, that Discord map isn't as insanely hard, and there'll be a tiny little "lobby" map to make it easier to choose a map in co-op mode.
The only condition to a lobby system is that it can't support custom maps if someone else makes and loads one. The solution would be quite simple, though -- the modder simply doesn't set the lobby as 'next map', and then it'll be just like before, where the map in question repeats for each new session.
Bouncy wrote:or, you know, the custom map can also include a customized lobby map that updates it. =p
True enough! Though, that can create minor complications in itself, such as adding several custom map packs (I'm thinking to the future by quite a jump, of course) where there can be only one lobby. I think the simplest solution for these hypothetical packs is to use the old method. The lobby is a lot cooler, but the old way is still functional for what it is.
And yes, I would very much enjoy seeing a public interest in mapping for this most excellent mod.
Update time! Thank Ed and Xutawoo for this update, they did the bulk of it!
Enjoy Your Lobby Map
A handy, comfortable little map to chill out and select your next level in. Best in co-op! Set the host's starting map as "lobby" to use it.
Enjoy Your Buffs
The pistol hits nearly twice as hard, the baseball bat now kills normal enemies in a single mighty blow, and the flare gun now starts fires. Oh, and a bunch of monster spawns were removed from DISCORD, making it vaguely possible to finish.
Enjoy Your Extras
New victory playlist for when you win a round
Environment sounds are louder and thus actually noticable
A couple more billboards
Slots now appear in ZDoom's alternate HUD
Shotguns now fling enemies further backwards when used up close
Super Shotguns fling enemies further than regular ones
Spoiler: Enjoy Your Bug Fixes
Improved how respawning works in co-op
Tanks and Jerks no longer leave blood splatters on walls
Tank gets pushed backwards by firing the cannon
Coffee break jackpot freezes players in mid-air
Find the Antidote no longer causes player anim stuttering
Upgraded a couple of jackpot enemies
Slot Rigging cheat is now clamped to valid values and prints the player that used it
Fixed Railgun not switching away automatically when out of ammo
Fist, Hammer and Laser better honor Caffeine Time
Evened out randomness on car colour selection
Lots of clean-ups and improvements to boss code
Fixed the Transpo PA announcer talking over himself in multiplayer
Added text names for maps that didn't have them, for future-proofing purposes
Merged all map WADs into one file for convenience sake.
Fixed Larry's Laser occasionally being silent
Fixed Lightning Gun stunlocking bosses
Fixed a situation that causes bosses, Jerks and jackpot enemies to sometimes not spawn
Now, as stated, I had a huge hand in bringing forth this update, meaning that I'm largely responsible for the integrity of what you see before you. If anyone finds any bugs or other major snafu's with this, alert me immediately and I'll get to work fixing things. I take pride in my work, especially when I've got other peoples' reputations on the line! =O