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Captain J wrote:What should i do if i want to save the current score in Infinite Mode while Enable Respawn is on?
"Doctor, it hurts when I do this."
Captain J wrote:EDIT: El Tyrante blew me up to bits and that popped another concern of mine. Assault Troopers' jetpack sound wont stop playing when they get gibbed.
Fixed for next version, thanks.
Captain J wrote:
Spoiler: EDIT 2, Spoilers
In C***** ***** **** *****, there are two places Big NPCs often get stuck. Including the player.
At some point I need to do a big "Yeti pass" to ensure all monster spawns are good for larger monsters. Bits where the Tank kinda gets stuck due to its height probably won't be fixed, though.
I've been playing this for a while. Got the new GZDoom version, fiddled with the settings, realised that I forgot to remove the old version from the launch order... it works. I found a placeholder dialogue in Town, though I can't upload screenshots. I also encountered what I suppose is a bug, namely that the Gun-Gun won't fire during a Gunfinity round.
I don't usually enjoy games this heavily reliant on RNG, but Reelism is actually pretty damn fun, helped by most rounds lasting about ten to fifteen minutes. Less if you lose.
edit: I've been playing some more and... what's the deal with the Orb, anyway? It costs ten thousand points to buy, and the only time I've thus far actually tried to use it it instantly killed me, on a run I'd probably have won if I hadn't tried to see what it did. The tip I got afterwards said that "it feeds on the chaos in the soul of its owner", whatever that means. Can someone spoiler it for me, please?
Occasionally, the following can happen when playing with enabled player respawns:
For some reason, the score goes into negative numbers instead of just a 25% point penalty being incurred. It is then reset to zero, so there's that, but the points from before are lost.
This has happened three times (that I've noticed), and I don't see any pattern: Once on a bonus map, twice on a regular map, the latter both times in the same map session; standard play and endurance mode; death by leaving the area and by a regular enemy. I don't think it ever happened with the first death of the session, but I may be wrong, plus the following deaths in a session were usually fine.
If you're getting errors about unknown functions, you may need to update your GZDoom version. The current stable release is 4.7.1; if you aren't running that, you will need to update to it.
- Hand Grenades go through Quake 1 Zombies for some reason.
- It happened in Bouncy's addon map but Sentry Drones happen to disappear when they sent flying by an explosion and then land on texture-less map units. You know, the ones from Doom 2's MAP32 Grosse?
- Feels like Mjolnir doesn't appreciate Stairs. The ground lightning never clips on them.
So, i've discovered an...interesting conundrum with boss rush with a reel I'm working on.
So I have a two-stage boss, and the first phase is flying. However, if they've gone out of bounds of the arena while they're in the air, and that's when they're killed, the second stage will spawn in the bottom pit - completely out of your reach, making progressing past their wave impossible.
BouncyTEM wrote:So, i've discovered an...interesting conundrum with boss rush with a reel I'm working on.
So I have a two-stage boss, and the first phase is flying. However, if they've gone out of bounds of the arena while they're in the air, and that's when they're killed, the second stage will spawn in the bottom pit - completely out of your reach, making progressing past their wave impossible.
That's...not good, I think. D:
Shadsy's account got disabled due to Spambot Drama Ver. 24 (pls. fix admins!), but he passes this on:
Hi! We encountered this problem when working on bosses, and we came up with a good workaround. If the second phase of the boss takes either Exit or WaterExit damage -- which should only happen if they fall in a pit -- teleport them back to the boss spawner! This will make sure they always stay in the field of play if they go out-of-bounds.
This code is lightly modified from an actor included with Reelism 2:
override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags, double angle)
{
// If we exit the map, take no damage and
// return us to starting position
if (mod == "Exit" || mod == "WaterExit")
{
damage = 0;
ThinkerIterator it = ThinkerIterator.Create("Splot_BossSpawner");
Actor mo;
while (mo = Splot_BossSpawner(it.Next()))
{
TeleportMove(mo.pos, true); // telefrag
A_SpawnItem("Splot_TeleportFog");
}
}
return Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
}
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 72:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 232:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 506:
Unknown function SetY
Script error, "reelism2_v1.2.pk3:zscript/splot_mappreviewmenus.zsc" line 634:
Unknown function SetY
--EDIT2--
The game doesn't have a save button but when finishing a round it says you can close and it'll be saved (replacement autosave message)
but how the heck do i load? everytime i launch reelism2 it's on the creepy sonic screen with the blue pinkies
Kinsie wrote:
Shadsy's account got disabled due to Spambot Drama Ver. 24 (pls. fix admins!), but he passes this on:
Hi! We encountered this problem when working on bosses, and we came up with a good workaround. If the second phase of the boss takes either Exit or WaterExit damage -- which should only happen if they fall in a pit -- teleport them back to the boss spawner! This will make sure they always stay in the field of play if they go out-of-bounds.
This code is lightly modified from an actor included with Reelism 2:
override int DamageMobj(Actor inflictor, Actor source, int damage, Name mod, int flags, double angle)
{
// If we exit the map, take no damage and
// return us to starting position
if (mod == "Exit" || mod == "WaterExit")
{
damage = 0;
ThinkerIterator it = ThinkerIterator.Create("Splot_BossSpawner");
Actor mo;
while (mo = Splot_BossSpawner(it.Next()))
{
TeleportMove(mo.pos, true); // telefrag
A_SpawnItem("Splot_TeleportFog");
}
}
return Super.DamageMobj(inflictor, source, damage, mod, flags, angle);
}