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Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Wed Aug 31, 2022 11:42 am
by YukesVonFaust
wildweasel wrote: ↑Wed Aug 31, 2022 8:17 am
YukesVonFaust wrote: ↑Tue Aug 30, 2022 8:40 pm
also for the tomed B-Ball, if it hits an enemy, other than increased damage, the rebound's now homing to you, and for the alt... think of a concentrated and balanced chaos dunk (that won't destroy the planet (boom-shakalaka))?
It should also be On Fire. (And possibly make the ball start spouting random Tim Kitzrow-isms on impact.)
madlad knows what's up.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Wed Aug 31, 2022 5:09 pm
by BlueWarriorJames
wildweasel wrote: ↑Wed Aug 31, 2022 8:17 am
YukesVonFaust wrote: ↑Tue Aug 30, 2022 8:40 pm
also for the tomed B-Ball, if it hits an enemy, other than increased damage, the rebound's now homing to you, and for the alt... think of a concentrated and balanced chaos dunk (that won't destroy the planet (boom-shakalaka))?
It should also be On Fire. (And possibly make the ball start spouting random Tim Kitzrow-isms on impact.)
Actually I was thinking about a Huge Screen Clearing Attack with the Alt Fire like in front of you Screen Clearing
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Fri Sep 02, 2022 10:54 am
by BlueWarriorJames
BouncyTEM wrote: ↑Tue Aug 30, 2022 7:59 pm
I was debating having NAM, actually. Since someone else suggested it, that pretty much cements its place in the list.
Well, how about World War II GI's "German Soldier?"? and H.U.R.L's "Animals?"
And will there be a Boss known as "Bottom of the Bin" which consists of Bosses from the worst DOS Games seen in DOS Trash
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Fri Sep 02, 2022 3:02 pm
by wildweasel
BlueWarriorJames wrote: ↑Fri Sep 02, 2022 10:54 am
BouncyTEM wrote: ↑Tue Aug 30, 2022 7:59 pm
I was debating having NAM, actually. Since someone else suggested it, that pretty much cements its place in the list.
Well, how about World War II GI's "German Soldier?"? and H.U.R.L's "Animals?"
And will there be a Boss known as "Bottom of the Bin" which consists of Bosses from the worst DOS Games seen in DOS Trash
Buddy...

Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Tue Sep 06, 2022 2:36 am
by Captain J

Glitch report! One pig tank boss gets stuck in the boss arena if i destroy his tank staying close to the ledge of the spawner. Unless you fixed it in recent update? I actually played the previous version.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Sat Sep 10, 2022 5:40 am
by BlueWarriorJames
Captain J wrote: ↑Tue Sep 06, 2022 2:36 am

Glitch report! One pig tank boss gets stuck in the boss arena if i destroy his tank staying close to the ledge of the spawner. Unless you fixed it in recent update? I actually played the previous version.
Wait, are those the Ettins from the Korax Boss Fight by Beed28?
Re: Bouncy's Reelism 2 Mod Pack! (v 0.16 - now working for 1
Posted: Sat Sep 10, 2022 10:14 am
by TheRailgunner
BouncyTEM wrote: ↑Sat Apr 23, 2022 2:33 pm
Thanks!
One of the things i'm hoping to be able to do, though I have no idea how to pull it off *presently*, is to have a pirate in the town that you can bribe to get the pirates on your side for one session.
After all, they're primarily greedy. It makes sense that you could buy them off.
Perhaps you could have the bribe-able pirate use A_RadiusGive to give all pirate enemies an item that tells them to go to a state that sets the +FRIENDLY actor flag? I don't know if your mod pack has custom monsters/versions of existing Reelism 2 monsters, but that seems like a quick and dirty way to effect a map-wide state change (you could even do something similar at the end of the session to set the -FRIENDLY flag so they don't stay friendly indefinitely).
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Tue Sep 20, 2022 2:49 pm
by AndreiKroy
Hello All,
Looking forward to trying the pack. I'm having some consistent error walls when I try to boot up the PK3 though.
In particular it starts when LoadActors begins - and dumps 1013 errors in the console.
Examples from the bottom:
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 734: Splot_FireBombItem: States can only be defined for actors.
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 940: Splot_InfraredInventory: States can only be defined for actors.
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 970: Splot_InfraredPowerup: States can only be defined for actors.
Am I missing an obvious step somewhere? I know that the pack has Reelism bundled in so I've been giving it a clean location. I think.
Hopefully someone has a magic bullet fix - please let me know if anyone can help me out.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Tue Sep 20, 2022 6:11 pm
by BlueWarriorJames
AndreiKroy wrote: ↑Tue Sep 20, 2022 2:49 pm
Hello All,
Looking forward to trying the pack. I'm having some consistent error walls when I try to boot up the PK3 though.
In particular it starts when LoadActors begins - and dumps 1013 errors in the console.
Examples from the bottom:
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 734: Splot_FireBombItem: States can only be defined for actors.
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 940: Splot_InfraredInventory: States can only be defined for actors.
bcy-reel2pack.pk3:actors/items/mega_items.zsc, line 970: Splot_InfraredPowerup: States can only be defined for actors.
Am I missing an obvious step somewhere? I know that the pack has Reelism bundled in so I've been giving it a clean location.
I think.
Hopefully someone has a magic bullet fix - please let me know if anyone can help me out.
Maybe you aren't loading it right!
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Tue Sep 20, 2022 8:38 pm
by Exibius
AndreiKroy wrote: ↑Tue Sep 20, 2022 2:49 pmLooking forward to trying the pack. I'm having some consistent error walls when I try to boot up the PK3 though.
In particular it starts when LoadActors begins - and dumps 1013 errors in the console.
Tried loading just this and got the same 1013 errors. That tells me you're just loading this, and not Reelism 2 along with it. In case of a misunderstanding, you're stating Reelism is
bundled with this; it is not. It only detects it and
autoloads it if it's in the same directory. You still need the main Reelism 2 files in order for this to work.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Wed Sep 21, 2022 9:09 am
by Panzermann11
BouncyTEM wrote: ↑Tue Aug 30, 2022 9:31 am
and as far as Mars 3D enemies go, the fact they're already being used elsewhere is why i'm hesitant to, heh.
Shucks. There's another few games I know that would fit DOS Trash, though.
- Liquidator - A bizzare Russian shooter built off Duke Nukem 3D.
- Alien Cabal - A game where you fight aliens and their cloned totally-not-Men in Black.
- Legend of the 7 Paladins - A Taiwanese game which had an apparent deal with 3D Realms, known as Apogee at the time to use the Build Engine, which despite the failed licensing was eventually released using the engine. I think if they had the projectile spam like the original game, they would better off be in a seperate reel.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Wed Sep 21, 2022 4:38 pm
by AndreiKroy
Exibius wrote: ↑Tue Sep 20, 2022 8:38 pm
AndreiKroy wrote: ↑Tue Sep 20, 2022 2:49 pmLooking forward to trying the pack. I'm having some consistent error walls when I try to boot up the PK3 though.
In particular it starts when LoadActors begins - and dumps 1013 errors in the console.
Tried loading just this and got the same 1013 errors. That tells me you're just loading this, and not Reelism 2 along with it. In case of a misunderstanding, you're stating Reelism is
bundled with this; it is not. It only detects it and
autoloads it if it's in the same directory. You still need the main Reelism 2 files in order for this to work.
Hi there,
Thanks for the reply and looking in. For some further testing clarity - I have tried both with and without the Reelism 2 pack in the same load folder. I get the same error dump.
I
do just tend to drop the PK3 directly onto GZDOOM.exe and let packs do their thing. Is there a more finessed load option so the pack will detect what it needs?
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Wed Sep 21, 2022 7:27 pm
by Exibius
AndreiKroy wrote: ↑Wed Sep 21, 2022 4:38 pmHi there,
Thanks for the reply and looking in. For some further testing clarity - I have tried both with and without the Reelism 2 pack in the same load folder. I get the same error dump.
I
do just tend to drop the PK3 directly onto GZDOOM.exe and let packs do their thing. Is there a more finessed load option so the pack will detect what it needs?
Well, if all else fails, I use ZDL. Keeps your files and folders nice and neat too, so you can assign folders to every individual thing, such as one for the mods, one for the source port, etc. And just add all the paths through ZDL so it can find them, then it's just a fact of matter of adding or removing stuff from your load order.
There are several versions of ZDL floating around, but I just use Lcferrum's.
https://github.com/lcferrum/qzdl/releases/tag/3-1.1
EDIT: Also commenting here just to confirm, you didn't check the disable autoload option on the launch window of the source port, did you? I just remembered about that option.
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Thu Sep 22, 2022 3:53 pm
by AndreiKroy
Exibius wrote: ↑Wed Sep 21, 2022 7:27 pm
AndreiKroy wrote: ↑Wed Sep 21, 2022 4:38 pmHi there,
Thanks for the reply and looking in. For some further testing clarity - I have tried both with and without the Reelism 2 pack in the same load folder. I get the same error dump.
I
do just tend to drop the PK3 directly onto GZDOOM.exe and let packs do their thing. Is there a more finessed load option so the pack will detect what it needs?
Well, if all else fails, I use ZDL. Keeps your files and folders nice and neat too, so you can assign folders to every individual thing, such as one for the mods, one for the source port, etc. And just add all the paths through ZDL so it can find them, then it's just a fact of matter of adding or removing stuff from your load order.
There are several versions of ZDL floating around, but I just use Lcferrum's.
https://github.com/lcferrum/qzdl/releases/tag/3-1.1
EDIT: Also commenting here just to confirm, you didn't check the disable autoload option on the launch window of the source port, did you? I just remembered about that option.
Hey again,
Thanks for the resource, this is really cutting through some issues.
I'm down to just
four lines of error now. That's a lot of problems gone.
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
I'll look further into ZDL. The solution might well be at hand. Thanks again!
Re: Bouncy's Reelism 2 Mod Pack (v 0.901 - now working for 1.21)
Posted: Fri Sep 23, 2022 3:52 am
by Captain J
Glad things are getting solved for you. My advice is not much but in case, be sure to download the latest version of GZDoom as well. Hope it helps and you're almost there!
EDIT:
The current official version of GZDoom is v4.8.2. See if you have one already.