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

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

Post by FireSeraphim »

More Screenshots of JRPGVille! Now showing the areas outside of town.
Spoiler:
I dunno if I should go ahead with more of my original plans for this map and add a dungeon and a cave or if I should declare this map finished and send it along to Kinsie.
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Zero X. Diamond
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Zero X. Diamond »

FireSeraphim wrote:
Spoiler:
I can die happy knowing I had a tiny, tiny hand in this project. Thank you, Kinsie, for making that the description for that reel.

Seeing this map actually gives me an idea or two for my own contributions... I won't spoil the one, but I think that a slight reworking of E1M8 would be pretty cool for Reelism. Something like that probably wouldn't be too hard to balance, considering it's already fairly small with some small hallways and also a big open area. Maybe add some cover spots around the area surrounding the star, add another exit or two from the inside area, and bam, you've got a fairly decent map to play on.
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Abba Zabba
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Abba Zabba »

Can I still run this with Z-Doom? GZ gives me a [censored word] problem each time I play.
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ChronoSeth
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by ChronoSeth »

Lava Grunt wrote:GZ gives me a [censored word] problem each time I play.
And the problem is... what?

The mod will certainly run with ZDoom, but in my experience it results in a much lower framerate and I don't know if sloped 3D floors are used anywhere.
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Abba Zabba
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Abba Zabba »

ChronoSeth wrote:
Lava Grunt wrote:GZ gives me a [censored word] problem each time I play.
And the problem is... what?

The mod will certainly run with ZDoom, but in my experience it results in a much lower framerate and I don't know if sloped 3D floors are used anywhere.

http://forum.drdteam.org/viewtopic.php?f=24&t=5871

That's my problem. And yeah, there is alot of framerate drop, especially in the city level.


May I also ask what's so special about guest maps? (how they differ from the regular.)
TheShadsy
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by TheShadsy »

It's really just a matter of who made it. Since Kinsie and I are the mappers on the core team, maps by other people (FireSeraphim, Xaser, etc.) are down as guest maps. That said, I think pretty soon we're gonna end up with more guest maps than regular maps. :P
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Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Ed the Bat »

Oh dear goodness.

I don't want to give too much away ahead of time, so forgive me if this sounds really vague, but...

3D Floors + billboarded sprites = horrifying

You have been warned, everyone.
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Gez »

It's a known issue. It's for the same reason that GZDoom doesn't support sloped transparent 3D floors.

XY-billboarding only exists in GZDoom because it did in Skulltag. It's the kind of thing Graf would have never allowed in the engine otherwise. So, it's available, but it has limitations that people need to be aware of.
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Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Ed the Bat »

I figured it was a limitation, and I'm not a fan of billboarding (unless the item in question is a sphere or something, where it would mostly look okay), but it's in Reelism so it's... it's gonna happen. =/

I gotta admit, I laughed my ass off when I first saw it happen. I've got a screenshot of it (which I won't release yet because of minor spoilers), and I'm already milling ideas around in my head of what fun I might have with this. :P
Jinal
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Jinal »

I still think Dracula needs to be in Reelism...
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Gez »

And nobody else cares, so drop it.
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Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Ed the Bat »

Jinal wrote:I still think Dracula needs to be in Reelism...
You're free to make a Dracula and add him yourself. I'm making scripts partially modular for exactly that.
Jinal
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Jinal »

Ed the Bat wrote:
Jinal wrote:I still think Dracula needs to be in Reelism...
You're free to make a Dracula and add him yourself. I'm making scripts partially modular for exactly that.
I notice that everytime I make a suggestion people say "Go do it yourself" but I can't because I don't know anything but modding/sprite editing or anything. I can't even make a map since I'm not a professional artist.

Point is, not everyone who makes a suggestion/idea/etc happens to be a professional artist.

Well never mind I guess I should have never suggested it.
Last edited by Jinal on Sun Jul 01, 2012 4:37 pm, edited 4 times in total.
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Ed the Bat
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Ed the Bat »

Jinal wrote: I notice that everytime I make a suggestion people say "Go do it yourself" but I can't because I don't know anything but modding/sprite editing or anything. I can't even make a map since I'm not a professional artist.

Point is, not everyone who makes a suggestion/idea/etc happens to be a professional artist.

Well never mind I guess I should have never suggested it.
Jeez, sorry. I was just trying to be polite. Frankly, you were getting rather incessant with trying to tell us what you believe should be in our project. I did everything I could by extending modability, but I can't just build you a Dracula on a whim, you know...
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Re: [p.34 UPDATE!] Reelism X1.31 released!

Post by Project Shadowcat »

Don't mind Jinal, he's always like that.
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