Reelism Gold! Expansion Pack 3 (X3.1 Patch p.101)
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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.
- Project Shadowcat
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Last edited by Project Shadowcat on Tue Jun 12, 2012 10:26 pm, edited 2 times in total.
Re: [p.33 UPDATE!] Reelism X1.3 released! (Slightly bugged)
If only this could apply to reelreal life, too. Or at least the internet.Kinsie wrote:Jerks no longer hunt in packs.
Also: The RNG hates me... I keep getting terrible (or at least pointless) first rounds. The last three games I played had the following as their first rounds: Find the Antidote/Famine/Night of the Shooting Dead, Birthday Party/Melee Masters/Dogged (there were too many, too quickly for the bat, and the drill just made them explode in my face), and Gunfinity/Dog Mode/The Jerk Cometh (not really terrible in itself, but left me unequipped for the godawful SECOND round; Grease/Famine/Dogged). Do you think maybe you could at least make Famine not appear in the first round? I suppose I could just start a new game every time that happens, but in that case I might as well just start over until I get Gunfinity/Bullet Hoses/Friendship is Tragic.
- Kinsie
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Re: [p.34 UPDATE!] Reelism X1.31 released!
If you're seeing the same reel order constantly, turn off Autosaves. I can't fix that myself, since Saves Are An Area Where Man Is Not Allowed To Tread.
- Slax
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Feels kind of odd saying this, buuut...
Needs more reels.
Needs more reels.
- Project Shadowcat
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Awww, hell naw.Slax wrote:Feels kind of odd saying this, buuut...
Needs more reels.
Not yet.
Re: [p.34 UPDATE!] Reelism X1.31 released!
I'm not seeing the same reel order constantly; these aren't after loading autosaves, they're fresh games. I'm just having absolutely terrible luck with first rounds.Kinsie wrote:If you're seeing the same reel order constantly, turn off Autosaves. I can't fix that myself, since Saves Are An Area Where Man Is Not Allowed To Tread.
- Kinsie
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Hmm. I'll see if I can't Meddle In The Affairs Of Man for the first round, then.
- PsychosesMan
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Hmm, if you're going to do this, might I suggest at least preventing Famine for Round 1? That and Order of the Hellish Empire are Round 1 instant restarts for me.Kinsie wrote:Hmm. I'll see if I can't Meddle In The Affairs Of Man for the first round, then.
- Slax
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Unique bonuses/penalties for the first round! Oh, please, please.
And of course, seeecret bonus rounds. What would trigger such greatness, I wonder.
And of course, seeecret bonus rounds. What would trigger such greatness, I wonder.
Last edited by Slax on Thu Jun 14, 2012 3:07 pm, edited 1 time in total.
Re: [p.34 UPDATE!] Reelism X1.31 released!
A few first-round-only/never-in-first-round reels could yield new patterns of gameplay variation, and perhaps eliminate a few rounds of slight unfun.
As for jerkspawning; there are non-player-fragging approaches that could work. Spawn returns a value that tells you if you got it or not, and if it didn't spawn you can spawn one elsewhere. Or you can spawn at multiple spots, assign a tid to the jerk, count the number of jerks and remove them as long as there are multiple jerks around.Note: I don't necessarily get everything right in one go either, so if you use anything I suggest, make sure it does what it is supposed to. Just as if you write it yourself.
If you feel that fragging the player is the right thing to do if he hangs around at the jerkspawn... then you've got the proper implementation already.
As for jerkspawning; there are non-player-fragging approaches that could work. Spawn returns a value that tells you if you got it or not, and if it didn't spawn you can spawn one elsewhere. Or you can spawn at multiple spots, assign a tid to the jerk, count the number of jerks and remove them as long as there are multiple jerks around.
Code: Select all
while (thing_count(T_NONE, JERKTID) > 1) { SetActivator(JERKTID); Thing_Remove(0); }If you feel that fragging the player is the right thing to do if he hangs around at the jerkspawn... then you've got the proper implementation already.
- Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!
The final decision on everything always goes to Kinsie. But I personally felt that, since getting near the Jerk spells doom, then getting as close as possible (exactly upon his point of entry) should be an absolute guarantee of death. Whether he runs you down or spawns on top of you, him touching you is your gory demise. But that's just my opinion.
The though of some smartass figuring out the exact spawnpoint and then sitting on it to block him from coming in really put a chip on my shoulder, and I wanted to make sure no one would get away with that. >=P
The though of some smartass figuring out the exact spawnpoint and then sitting on it to block him from coming in really put a chip on my shoulder, and I wanted to make sure no one would get away with that. >=P
Re: [p.34 UPDATE!] Reelism X1.31 released!
You should totally have it so that if The Jerk's spawn is blocked, he falls from the sky like a meteor and crushes the blocker to death. With bonus explosions.Ed the Bat wrote:The though of some smartass figuring out the exact spawnpoint and then sitting on it to block him from coming in really put a chip on my shoulder, and I wanted to make sure no one would get away with that. >=P
- Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!
Ethril, I'm not sure I'm saavy enough to code that, but that idea is pure genius.



