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.33 UPDATE!] Reelism X1.3 released! 333333333333333333

Post by Ed the Bat »

That's absolutely right, Gez. Of course, if I knew how to count properly (I swear I knew how to do that when I was a tyke!), it wouldn't be a problem to begin with. :roll:
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

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

Post by Kinsie »

Could've swore I changed those spawners to use labels in X1.2...
User avatar
PsychosesMan
Posts: 38
Joined: Sun May 06, 2012 4:13 pm
Location: DC

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

Post by PsychosesMan »

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

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

Post by Kinsie »

And apparently The Jerk Cometh spawns a Shitload of Jerks instead of just one.

Looks like a new version'll have to be put out soon. Oops!
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! (Slightly bugged)

Post by Ed the Bat »

I'm not seeing any problems regarding multiple Jerks... Are there specific conditions you're under when this happens, Kins? Let me know and I'll get to sleuthing on this one.

Edit: I just witnessed it on Gutrot Island. Did not see it in The Internet Machine; will be testing other maps. Though I have to admit on the side, as incorrect as this is, it's f*cking hilarious to witness.
Double Edit: Ok now I'm seeing it in the machine. But I forgot that I just now upgraded my GZDoom from r1401 to r1402, in an attempt to see if this would change things. Kins, do me a solid and check if you get the same problem in r1401. This will help me narrow things down until we find the real cause of this Sparta-- er, I mean Madness. I keep getting those mixed up. :)
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.33 UPDATE!] Reelism X1.3 released! (Slightly bugged)

Post by Kinsie »

Just checked both r1401 and r1402. Both have the same problem.
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! (Slightly bugged)

Post by Ed the Bat »

Ok, I looked at the code for a few minutes and decided that this one may be, once again, an oversight by yours truly... See, I was once playing the game and ran over the spot where The Jerk spawns, exactly when Slot 3 hit #9, so he didn't spawn. The round was Jerk-less. So I tried changing his code from a Spawn to a Spawn-Forced to make sure he'd show up (and spell instant death if you were trying to cramp his style). Well, turns out that due to the looping structure of the effect scripts (to make sure every player gets stuff and not just Player 1), The Jerk is being spawned eight times. Until now there was no problem because there was only room for one of him. But now all eight are allowed to enter the world and make people crap themselves in terror.

I should be able to write up a fix for this so that his spawning is still enforced, but not eightfold. Man I sure took a piss on this one, didn't I. :oops:
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: [p.33 UPDATE!] Reelism X1.3 released! (Slightly bugged)

Post by Gez »

The SpawnSpot* functions return the amount of things spawned, so if it returns 0 it failed and if it returns 1 or a greater value, it succeeded. (If you have several map spots with the same tag, one thing will be hopefully spawned at each.)

So you can use a something like this:

Code: Select all

while (!spawnspot(params...)) delay(1);
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! (Slightly bugged)

Post by Ed the Bat »

I've simply changed the script so that Reel #3 is now outside of the per-player loops. It never needed to be there anyhow. Plus this won't put the rest of the script at risk of behind held up with added delay() commands.

Forgive me, everyone. I clearly cannot be trusted to get things right the first time. :(
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.33 UPDATE!] Reelism X1.3 released! (Slightly bugged)

Post by Kinsie »

This update is bought to you by the number 333, the letter P, and this one Spotify playlist I'm listening to. Oh maan.

HellKnights no longer gatecrash Night of the Shooting Dead, and Jerks no longer hunt in packs.
User avatar
TheDarkArchon
Posts: 7656
Joined: Sat Aug 07, 2004 5:14 am
Location: Some cold place

Re: [p.33 UPDATE!] Reelism X1.3 released! (Slightly bugged)

Post by TheDarkArchon »

Ed the Bat wrote: Forgive me, everyone. I clearly cannot be trusted to get things right the first time. :(
Clearly, you haven't seen my biased random ammo spawner thing. I had to make around 5 fixes in a day because of my idocy and that was something far simpler than Reelism.

In others words, it happens to everyone so don't beat yourself up.
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! (Slightly bugged)

Post by Ed the Bat »

TheDarkArchon wrote:In others words, it happens to everyone so don't beat yourself up.
Thanks. Sometimes I just need some encouragement. :)
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33
Contact:

Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Kinsie »

You're a man now, Ed.
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.34 UPDATE!] Reelism X1.31 released!

Post by Ed the Bat »

Oh trust me, there's a few criteria I don't quite meet for most people to acknowledge my manhood. Not that this is an appropriate area of discussion... <_<

But really, it's just that I try to hold high standards for myself, particularly when I've got people counting on my performance:
You, when you put your reputation on the line by letting me get behind the wheel
The fans, who expect a quality gaming experience from what we're advertizing

I never believed I was perfect, but as long as I've got a breath in me, I make sure to do my best. Hopefully, when I get things right, it pays off. :)
User avatar
Slax
... in rememberance ...
Posts: 2121
Joined: Tue Oct 19, 2010 7:01 am
Location: Window office.
Contact:

Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Slax »

...the hell did I just play? FREAKIN' JERKS, MAN. Surviving only to run right into Mr. Jerk himself.

I'm hooked.
Post Reply

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