Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
More things to point out, and bugs:
When you fire GOU-4, and get Dog Mode, the spin sound stays on the location when the Dog Mode reel hits on.
However, once the round finishes though, the spin sound stops on that location, and reverts back to normal.
Fire Mace shots goes (almost) same speed as player do. If player backpedals, balls round backwards.
(Was this already pointed out?)
I am getting either really shitty luck, or then there's something wrong in RNG code, but I am getting every round same reel(s) as last, best currently has been 11-4-11 (Antidote, Nevermore, Spooks'n'kooks) in three times row in game. Or, Nevermore for whole game.
When you fire GOU-4, and get Dog Mode, the spin sound stays on the location when the Dog Mode reel hits on.
However, once the round finishes though, the spin sound stops on that location, and reverts back to normal.
Fire Mace shots goes (almost) same speed as player do. If player backpedals, balls round backwards.
(Was this already pointed out?)
I am getting either really shitty luck, or then there's something wrong in RNG code, but I am getting every round same reel(s) as last, best currently has been 11-4-11 (Antidote, Nevermore, Spooks'n'kooks) in three times row in game. Or, Nevermore for whole game.
Re: [p.27 UPDATE!] Reelism X1.2 released!
Shitty luck if it's in the same game.
If you survived a boss and died the next round, respawned, and got the exact same reels as before, then you have autosave on. You should turn it off for Reelism.
If you survived a boss and died the next round, respawned, and got the exact same reels as before, then you have autosave on. You should turn it off for Reelism.
Last edited by Kate on Sat May 12, 2012 1:30 pm, edited 1 time in total.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
The mace is taken directly from Heretic. This is how it always worked, even in vanilla, to the best of my knowledge.CorSair wrote: Fire Mace shots goes (almost) same speed as player do. If player backpedals, balls round backwards.
(Was this already pointed out?)
Re: [p.27 UPDATE!] Reelism X1.2 released!
Yep, the mace spheres are affected by the player's momentum in Heretic. It's especially noticeable with the tomed spheres.
Re: [p.27 UPDATE!] Reelism X1.2 released!
It's a feature, not a bug.
Re: [p.27 UPDATE!] Reelism X1.2 released!
I haven't played Heretic, so I didn't have knowledge for this.Snarboo wrote:Yep, the mace spheres are affected by the player's momentum in Heretic.
Get Green Is for Turbo or Grease, and watch how their range soars (or just returns for sender, really. Luckily, they can't hurt player.

Well, I then got extremely bad luck for me, then. Every second time when I start new game, I get Famine. It ain't not funny business, if you got tougher enemies. Also, rows of same reels are not uncommon for me... Quite awkward.Pink Silver wrote:Shitty luck if it's in the same game.
If you survived a boss and died the next round, respawned, and got the exact same reels as before, then you have autosave on. You should turn it off for Reelism.

note: Autosaves are usually off from me, even now.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
A couple more bugs to throw onto the pile. Do forgive me if I'm repeating anyone else's. My memory isn't what it used to be when I was younger (at least, I don't think so... can't remember).
1. If Jetpack Larry is killed with a flame weapon while he's on the ground, he'll die without catching fire and the player gets no points. I believe this is because he's hitting his crash state immediately and skipping the codepointers...
2. Not technically a bug, but the script I wrote to restore round-based powerups/effects to players who die and respawn does not include morphs, such as tank and dog. If you think it should, Kins, I'd be happy to drum that up.
3. This could be a mistake on my part, but I thought I once saw the SOAB kill my allies in co-op? I didn't see anything in its Decorate that would lead to this, so I might've been fooled by something else happening coincidentally. I'll keep my eyes open and report back if I see something again.
That's about all I've got on tap at the moment. But one more little bit of food for thought: The other day I decided to dick around and try running Reelism with the wrong IWAD, just for kicks. I selected Chex Quest 3. It was functional, but as you would expect, there were issues such as tons of missing textures, one or two invisible enemies... but I admit that seeing some of the things replaced with equivalent resources (ie, trackbots making bootspork noises instead of chainsaw noises, Baron of Hell replaced by Flemoidus Maximus, etc) was kinda funny. And some of the effects, such as flemoid projectiles with green dynamic lights on them, looked really nice. So... if the idea ever pops up to slip Flemoids into this mess, I think it might turn out cooler than one would expect.
Just a thought. :3
1. If Jetpack Larry is killed with a flame weapon while he's on the ground, he'll die without catching fire and the player gets no points. I believe this is because he's hitting his crash state immediately and skipping the codepointers...
2. Not technically a bug, but the script I wrote to restore round-based powerups/effects to players who die and respawn does not include morphs, such as tank and dog. If you think it should, Kins, I'd be happy to drum that up.
3. This could be a mistake on my part, but I thought I once saw the SOAB kill my allies in co-op? I didn't see anything in its Decorate that would lead to this, so I might've been fooled by something else happening coincidentally. I'll keep my eyes open and report back if I see something again.
That's about all I've got on tap at the moment. But one more little bit of food for thought: The other day I decided to dick around and try running Reelism with the wrong IWAD, just for kicks. I selected Chex Quest 3. It was functional, but as you would expect, there were issues such as tons of missing textures, one or two invisible enemies... but I admit that seeing some of the things replaced with equivalent resources (ie, trackbots making bootspork noises instead of chainsaw noises, Baron of Hell replaced by Flemoidus Maximus, etc) was kinda funny. And some of the effects, such as flemoid projectiles with green dynamic lights on them, looked really nice. So... if the idea ever pops up to slip Flemoids into this mess, I think it might turn out cooler than one would expect.
Just a thought. :3
Re: [p.27 UPDATE!] Reelism X1.2 released!
This'd actually be really nice to fix, I think. Currently what happens is that if someone dies during the intermission and the tank/dog effect is set when they are dead, they're stuck normal for the rest of the round when they respawn. Not so good.Ed the Bat wrote: 2. Not technically a bug, but the script I wrote to restore round-based powerups/effects to players who die and respawn does not include morphs, such as tank and dog. If you think it should, Kins, I'd be happy to drum that up.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
This is exactly what prompted me to think about it. Originally my thinking was that if you got the tank or the dog killed, you don't deserve a new one. But then I had to turn away for a moment, neglected to respawn in time, and my partner got a tank while I was stuck doing my own dirty work.Xaser wrote:Currently what happens is that if someone dies during the intermission and the tank/dog effect is set when they are dead, they're stuck normal for the rest of the round when they respawn.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
I'm not really sure how to fix this. You'll also notice that the dynamic light of the player's firing frame is still present in the location where he morphed, too. Currently I count this as aCorSair wrote:When you fire GOU-4, and get Dog Mode, the spin sound stays on the location when the Dog Mode reel hits on.
However, once the round finishes though, the spin sound stops on that location, and reverts back to normal.

but I'm happy to be proven wrong.
Please do!Ed the Bat wrote:2. Not technically a bug, but the script I wrote to restore round-based powerups/effects to players who die and respawn does not include morphs, such as tank and dog. If you think it should, Kins, I'd be happy to drum that up.
I'm cool with this.Ed the Bat wrote:3. This could be a mistake on my part, but I thought I once saw the SOAB kill my allies in co-op? I didn't see anything in its Decorate that would lead to this, so I might've been fooled by something else happening coincidentally. I'll keep my eyes open and report back if I see something again.
I haven't been able to work on Reelism much myself, due to Real Life Deadlines Being Scary, but other people have, and I've got two new maps near completion ready and waiting in the wings. Which... means I need to make some new rules. Bugger.
Oh, one more thing - I'm shifting the hosting on the file from my own space to Mediafire, because between you guys, Something Awful and whereever else this has filtered off to, this is murdering my bandwidth. Sorry for the inconvenience!
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Re: [p.27 UPDATE!] Reelism X1.2 released!
I am offering to mirror.
[Treadhead Studios Mirror]
Just PM me when an update comes and I will update my links.
[Treadhead Studios Mirror]
Just PM me when an update comes and I will update my links.
Last edited by Project Shadowcat on Thu May 17, 2012 5:09 pm, edited 1 time in total.
Re: [p.27 UPDATE!] Reelism X1.2 released!
There's always DRDTeam.
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Re: [p.27 UPDATE!] Reelism X1.2 released!
A few more things to add/point out.
Possible bugs/points of interest:
1. The sign for the bookstore in Municipal Transpo is not affected by Jackpot 13
2. The jump statements for spawners and such use a chance of 255, meaning there's a 1-in-256 chance it'll be a dud. Is this intentional?
3. The map boundaries in the train tunnels for Municipal Transpo only kill players, not monsters. But given how monsters tend to head that way anyhow, maybe this was intentional? Just checking.
4. In Municipal Transpo, I got wedged in between the rail and the wall on the train track when I unmorphed from dog mode. Not sure why, since Dog and Contestant have the same radius and thus should both fit in the exact same spaces. Maybe a bug with the engine's unmorphing code? Not a huge deal, but it was a potential game-ruiner so I'm pointing it out.
On top of these, I drummed up some script edits. Namely:
1. I appended the respawn script to give a player effects from morphs/jackpots that the old script didn't dole out.
2. I took Pink Silver's suggestion to freeze players in mid-air during the coffee break.
3. I added a log command to Xaser's slot rigger to publicly identify which player rigged the slots, if this happens to be a multiplayer game with cheats enabled. I thought about making it available for all multiplayer games but decided it's more of a cheat, so having it require the players to enable cheats first seemed perfect.
I'm also keeping a running list of bugs that I and others have reported thus far, just to make sure they didn't get buried by the sands of time. I'll only bring them up again if it's necessary. Lastly, and this one is a complete nitpick, but I think I've seen a couple things here and there that can be coded to achieve the same effects a little bit more fluidly (real tiny things like having the player not flinch from the effects of 'Find the Antidote' every second), and I would also like the opportunity, if you'd grant me the pleasure, of giving the whole project an overall code cleanup (replacing deprecated codepointers, inheriting more efficiently, etc...). I'll wait until I get a greenlight on that, though, in case you have something in the works right now that I don't have access to, so I'll wait until you issue another release first.
In all honesty, as much fun as this is to play, sometimes I have at least as much fun actually working on it as I do playing it!
Possible bugs/points of interest:
1. The sign for the bookstore in Municipal Transpo is not affected by Jackpot 13
2. The jump statements for spawners and such use a chance of 255, meaning there's a 1-in-256 chance it'll be a dud. Is this intentional?
3. The map boundaries in the train tunnels for Municipal Transpo only kill players, not monsters. But given how monsters tend to head that way anyhow, maybe this was intentional? Just checking.
4. In Municipal Transpo, I got wedged in between the rail and the wall on the train track when I unmorphed from dog mode. Not sure why, since Dog and Contestant have the same radius and thus should both fit in the exact same spaces. Maybe a bug with the engine's unmorphing code? Not a huge deal, but it was a potential game-ruiner so I'm pointing it out.
On top of these, I drummed up some script edits. Namely:
1. I appended the respawn script to give a player effects from morphs/jackpots that the old script didn't dole out.
2. I took Pink Silver's suggestion to freeze players in mid-air during the coffee break.
3. I added a log command to Xaser's slot rigger to publicly identify which player rigged the slots, if this happens to be a multiplayer game with cheats enabled. I thought about making it available for all multiplayer games but decided it's more of a cheat, so having it require the players to enable cheats first seemed perfect.
I'm also keeping a running list of bugs that I and others have reported thus far, just to make sure they didn't get buried by the sands of time. I'll only bring them up again if it's necessary. Lastly, and this one is a complete nitpick, but I think I've seen a couple things here and there that can be coded to achieve the same effects a little bit more fluidly (real tiny things like having the player not flinch from the effects of 'Find the Antidote' every second), and I would also like the opportunity, if you'd grant me the pleasure, of giving the whole project an overall code cleanup (replacing deprecated codepointers, inheriting more efficiently, etc...). I'll wait until I get a greenlight on that, though, in case you have something in the works right now that I don't have access to, so I'll wait until you issue another release first.
In all honesty, as much fun as this is to play, sometimes I have at least as much fun actually working on it as I do playing it!
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Re: [p.27 UPDATE!] Reelism X1.2 released!
Oh, I think this one's pretty big!
I've been steadily building up a small list of things that need fixing (some of which I've come up with fixes for, as well), but I think this one in particular is pretty noteworthy!
I came up with a way to list the currently active slots on the Althud!
I think you're gonna like this one, Kins. =3
Here's hoping life doesn't keep eating up all your time for too much longer!
I've been steadily building up a small list of things that need fixing (some of which I've come up with fixes for, as well), but I think this one in particular is pretty noteworthy!
I came up with a way to list the currently active slots on the Althud!
I think you're gonna like this one, Kins. =3
Here's hoping life doesn't keep eating up all your time for too much longer!
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Re: [p.27 UPDATE!] Reelism X1.2 released!
I should be able to breathe a little after this week. Please, do email me whatever cool things you cook up!Ed the Bat wrote:Here's hoping life doesn't keep eating up all your time for too much longer!