[p33] Reelism 2 - This Mod Has Moved. See OP for details.

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wildweasel
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!

Post by wildweasel »

That is not an easy thing to do. Petit Gutrot exists entirely because there's no real way to "optimize" the map without cutting a significant chunk out of it or redesigning the entire thing from the top.

It's just not possible to make a wide-spread, open level without some kind of compromise.

The real root of the problem is that everything going on here is built on top of almost 30-year-old code and rendering concepts. The kinds of "optimizations" you'd need in order to make it run like a modern game would require a completely different engine with a totally different rendering pipeline - and we can't just do that either because we have 30 years worth of custom levels and mods that still need to be supported.
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Unregret
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!

Post by Unregret »

wildweasel wrote: Sat Jan 21, 2023 1:51 pm That is not an easy thing to do. Petit Gutrot exists entirely because there's no real way to "optimize" the map without cutting a significant chunk out of it or redesigning the entire thing from the top.

It's just not possible to make a wide-spread, open level without some kind of compromise.

The real root of the problem is that everything going on here is built on top of almost 30-year-old code and rendering concepts. The kinds of "optimizations" you'd need in order to make it run like a modern game would require a completely different engine with a totally different rendering pipeline - and we can't just do that either because we have 30 years worth of custom levels and mods that still need to be supported.
Then my best solution is just to ignore it, and be happy with other maps. That would be enough to satisfy people with incoming addons/custom maps; so I wont complain more. Still I think turning off that 3d cloud and smoke from fire effect could really help on some part. I remember in reelism 1; there are options to turn off things such as dynamic lights; smoke... Perhaps; the same fortune will later come upon this.
I understand that 2 Gutrot maps are very demanding but iconic to this mod series; why not separate them as an legacy/addon instead.
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undeadmonk354
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!

Post by undeadmonk354 »

Here is a new update from Reelism 2

Are you tired of charging while playing american football?
Well not anymore, it's time for a touchdown!

https://twitter.com/kinsie/status/1627591477454049281
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Kinsie
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!

Post by Kinsie »

As a fair warning: People have probably already figured this out by now, but the Ape Lincoln boss doesn't work properly in GZDoom 4.10.0. Seems to work fine in the GZDoom devbuilds, though, so likely an engine thing and thus Not Our Fault, so it should fix itself next engine update!
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Kinsie
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Re: [p31] Reelism 2 - Version 1.23 Released! More bugfixes!

Post by Kinsie »

Image

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