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Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Tue Jan 10, 2012 4:41 pm
by MG_Man
Now that I've played it, I like it a lot (except for my FPS at some points)

Though, I am a little miffed that the Wolf3D chaingun has no fanfare. I guess this isn't quite your fault though, are specific item pickup sounds even possible in Doom?

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Tue Jan 10, 2012 4:56 pm
by XutaWoo
... :|

That's a weird thing to ask, considering that almost every set of weapons has a specific pickup sound.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Tue Jan 10, 2012 5:06 pm
by Steve1664
MG_Man wrote:Now that I've played it, I like it a lot (except for my FPS at some points)

Though, I am a little miffed that the Wolf3D chaingun has no fanfare. I guess this isn't quite your fault though, are specific item pickup sounds even possible in Doom?
Actually it does, yeah, but the music and pickup sound effects (especially the music) are a bit on the muted side. Turn that stuff up, Kinsie! I wanna hear the madness blaring triumphantly without having to turn my music volume up to 10!

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Tue Jan 10, 2012 5:12 pm
by Project Shadowcat
MG_Man wrote:Now that I've played it, I like it a lot (except for my FPS at some points)

Though, I am a little miffed that the Wolf3D chaingun has no fanfare. I guess this isn't quite your fault though, are specific item pickup sounds even possible in Doom?
Oh yes, and yes, it does. You might want to consider a ZDoom upgrade.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 4:49 am
by Kinsie
It's been a while, hasn't it? Well, I've been beavering away on a big, BIG new update.

I'll post more exact details when I'm closer to release, but for now have a video showing a new reel, a new weapon, and a new map by FireSeraphim! ...but the same old lemming-esque Bronies.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 5:23 am
by Marisa the Magician
Oh boy, that was just awesome!

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 7:08 am
by insightguy
Nice!

will you be adding more ballistic weapons?

And i feel that you need to give the bronies some sort of rare defense thing. Like If too many are in one map, something happens.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 8:46 am
by Tapwave
Was Reelism 64 in effect?
If it wasn't, i fear for the player when it happens :p

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 8:58 am
by Kinsie
terranova wrote:Was Reelism 64 in effect?
If it wasn't, i fear for the player when it happens :p
That it was, that it was.
insightguy wrote:Nice!

will you be adding more ballistic weapons?

And i feel that you need to give the bronies some sort of rare defense thing. Like If too many are in one map, something happens.
I'm still weighing up what the last new weapon slot will be, but more hitscan weapons is one of the shortlisted options.

And there's already something like that: if there are too many Bronies in a map, they crowd up all the space and make it hard to dodge actual threats. :P

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 9:59 am
by Zombieguy
That map looks pretty attractive.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 11:17 am
by CorSair
what the FUCK why I keep missing all the cool stuff? >:(
I should really start to peruse forums thoroughly.

After some test playing I can only say three words:
This Is Awesome.

Only problem is, the mod/GZDoom lags too much, and starts to increase "throw the laptop out of window" percentage, due to my stupidity to skimp my money and buy cheaper, yet "decent" laptop. But Meh, whatever.

One question though, have you got thoughts about making serious attempts to make multiplayer version? Sounds lot of codework to do, or so I think.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 11:50 am
by Kinsie
CorSair wrote:One question though, have you got thoughts about making serious attempts to make multiplayer version? Sounds lot of codework to do, or so I think.
It's something I'd really like to do someday, and I have some ideas for game modes... but it's not something I really have any knowledge of the technical requirements for, and Skulltag tends to be behind ZDoom a bit in features due to the unfortunate complexity of its code additions. I'd imagine having hundreds of monsters roaming the level would cause lag issues, too...

Long story short, it would be pretty difficult to do, and even harder to do right, and all my free time is about to go down the gurgler due to Real Life Stuff™. Maybe some time I'll hunt down someone with experience in dealing with Skulltag's technical challenges and try and collaborate with them on a multiplayer spinoff, but that time probably won't come for quite a while.

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 12:16 pm
by CorSair
The Triple six.
Time to go heavy! :rock:
Kinsie wrote:Long story short, it would be pretty difficult to do, and even harder to do right, and all my free time is about to go down the gurgler due to Real Life Stuff™. Maybe some time I'll hunt down someone with experience in dealing with Skulltag's technical challenges and try and collaborate with them on a multiplayer spinoff, but that time probably won't come for quite a while.
Ah, shame. But it is still awesome in single play. :P

And even another question...
How many new maps there are coming, anyway? I might make map or two, if you are interested, and most importantly, I get any motivation to do that (being impulsive person, motivation goes on and off.) :D

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 12:17 pm
by Xaser
Making things work in multiplayer mostly boils down to multi-proofing your scripts. Doing things like making sure that player-interacted scripts work on every player, world-based not getting repeated, etc, though I guess another factor to consider is whether the maps on your end are co-op friendly, etc.

Either way, I figure that if you make it work in standard ZDoom co-op, then it'll behave fine in ST once support catches up (and if not, you can tweak it then). The only major bit of ST support that you'll have to consider is mid-game joining, I think, unless there's anything bizarre it does that I'm not thinking of at the moment.

Now, if you're thinking of adding additional modes? Well, that's more work regardless. :P

Re: [Version 1.3!] Reelism - Night of the Everything

Posted: Mon Feb 20, 2012 1:33 pm
by Captain Ventris
Kinsie wrote:I'd imagine having hundreds of monsters roaming the level would cause lag issues, too...
Unless your monsters are more complex than I think, the fact that ZDoom Wars could ever get through an entire game says that you should be fine in that regard.