Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

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.
User avatar
wildweasel
Posts: 21706
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by wildweasel »

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.
Steve1664
Posts: 259
Joined: Thu May 19, 2011 2:07 pm

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Steve1664 »

The 7-6-5 Mini-Jackpot. . . NOW I understand why you asked for those Ghost Monsters. Clever girl . . .
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Kinsie »

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.
Spoiler:
User avatar
ChronoSeth
Posts: 1631
Joined: Mon Jul 05, 2010 2:04 pm
Location: British Columbia

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by ChronoSeth »

Thank god for fake contrast. :P

Since you're adding this, could you also add an option to return to the lobby at the end of a round?
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Kinsie »

ChronoSeth wrote:Thank god for fake contrast. :P

Since you're adding this, could you also add an option to return to the lobby at the end of a round?
Already happens in multiplayer. In single player, you can just use the New Game menu.
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

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.
User avatar
BouncyTEM
Posts: 3822
Joined: Sun Aug 24, 2003 5:42 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 10
Graphics Processor: nVidia with Vulkan support
Location: 2280 Lol Street: The Calamitous Carnival (formerly Senators Prison)

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by BouncyTEM »

or, you know, the custom map can also include a customized lobby map that updates it. =p
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Ed the Bat »

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. :)
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.27 UPDATE!] Reelism X1.2 released!

Post by Kinsie »

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
Enjoy Your Download

Image
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [p.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by Ed the Bat »

And thus did the world rejoice once again!

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
User avatar
Project Shadowcat
Posts: 9369
Joined: Thu Jul 14, 2005 8:33 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: Blacksburg, SC USA
Contact:

Re: [p.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by Project Shadowcat »

And a Treadhead Studios mirror is up [here!]
User avatar
Ed the Bat
Posts: 3060
Joined: Thu May 03, 2012 1:18 pm
Graphics Processor: nVidia with Vulkan support
Location: Maryland, US
Contact:

Re: [p.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by Ed the Bat »

Uh-oh. Just spotted a glitch. This one appears to be a derp on my part.

This section in the code for the monster spawner is wrong:

Code: Select all

DoomZombieMan:
		TNT1 A 0 A_Jump(64,3)
		TNT1 A 201 A_SpawnItem("DoomZombieMan")
		goto Spawn
That 3 is supposed to be a 2. Because of this, during 'Night of the Shooting Dead', Shotgun Guy is sometimes replaced with Hell Knight.

My bad, everyone. :cry:
User avatar
insightguy
Posts: 1730
Joined: Tue Mar 22, 2011 11:54 pm

Re: [p.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by insightguy »

Why do I keep thinking of this guy everytime I play this mod:
Spoiler:
back on topic. YAY! UPDATE! now i can actually play discord without having to die in the 2-3rd wave.

P.S. any plans on making this zandorium compatible? may be easier than skulltag since the're planing on catching the revisions that ST missed.

EDIT: AAAAAAAAAAAAAAAAAAAAAAAAAANNNNND dark fox'es link isn't working for me!
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [p.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by Gez »

That's why custom state labels exist. A_Jump(64, "DoomShotgunGuy") wouldn't cause this kind of derp. :p
Post Reply

Return to “TCs, Full Games, and Other Projects”