REELism port to zan 2.0

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

REELism port to zan 2.0

#1

Post by HexaDoken » Thu Feb 13, 2014 1:16 pm

i ported reelism to zandronum
grab here + fix
you'll need zan 2.0 alpha for it to work though
it's probably more or less bugless, no guarantees tho
yes i have kinsie's permission
have fun


...wait, what do you mean by "what the hell is a reelism?"
Spoiler: what the hell is a reelism (Open)
REELism, is, well, a doom mod created by the-so-called 300 Pounds. The best way to present it would probably be to link to the original zdoom forum thread, or to the creator's tiny website. However, if you want a short story...

In REELism, you are dropped to an arena, which is steadily flooded by waves of enemies, weapons, ammo and powerups of varying helpfulness. Your task is simple as day - survive 5 rounds, 60 seconds each; destroy the boss that will appear after surviving the abovementioned 5 rounds; and wreck as much things as at all possible along the way!

Not everything, however, is as simple as it seems. At the beginning of each of the abovementioned rounds, a slot machine spins. Much like the GMs in silly roleplaying campaigns, the slot machine decides what are you fighting right now, how are you fighting it, and what kind of additional weird crap you have to pull through along the way. Much unlike those GMs(well, most of them), it decides the above completely at random. If you're lucky, you'll be riding a tank crushing unwitting hippie bronies while laughing maniacally. If you're not as lucky, you will be fleeing in terror from advancing hordes of goatmen with your health rapidly degenerating because dogs.

Naturally, hilarity ensues.
Notes: the maps Gutrot Island and Dog Hell are inaccessible from lobby, because gutrot island is very laggy, and dog hell not only usually crashes immediately but also was never funny to begin with.
In general, REELism seems to be made of pure lagnium, so be sure you have a more or less decent internet before running it. By my approximite calculations, you will need 1 mbit upload per player for the server to not explode.
I might try to optimise things around a bit later, but not sure. It took me forever to get this done(though developement was literally 1) work on it for 4 hours; 2) 1 month hiatus; 3) work on it for 6 more hours and call it done), so not gonna to make any promises here.

oh, also, i've been porting russian overkill to zan(once again with author permission), though that proved to be a bit harder, stay tuned
Last edited by HexaDoken on Wed Feb 19, 2014 3:55 pm, edited 1 time in total.

User avatar
CloudFlash
Zandrone
Posts: 1074
Joined: Mon Jun 04, 2012 5:35 pm
Location: Wonderland (except not really)

RE: REELism port to zan 2.0

#2

Post by CloudFlash » Thu Feb 13, 2014 2:06 pm

Shit just got...
...
...REEL...
https://i.imgflip.com/i5tpe.jpg
*Hey, who wants to hear my solution to the modern world's problems? ^Me! %Me! @Me! #Me! *WELL TOO BAD @Did he just stab himself with this butcher knife? %Looks like it ^Hey, the pizza guy arrived! %Pizza! Yey

User avatar
Hypnotoad
Retired Staff / Community Team Member
Posts: 528
Joined: Tue May 29, 2012 8:50 pm
Location: Britland

RE: REELism port to zan 2.0

#3

Post by Hypnotoad » Thu Feb 13, 2014 2:54 pm

Hell yes, I've been wanting to see this on zandro for a while. Is it multiplayer compatible?

Tux
Forum Regular
Posts: 510
Joined: Mon Jun 04, 2012 1:18 pm
Location: satan's gaping anus
Contact:

RE: REELism port to zan 2.0

#4

Post by Tux » Thu Feb 13, 2014 2:59 pm

It's finally here! :) Thanks, Hexa.
Image
dear diary, tux today was a faggot again[/size]

HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

RE: REELism port to zan 2.0

#5

Post by HexaDoken » Thu Feb 13, 2014 3:34 pm

> ports to zandronum, a port inferior to zdoom in every single thing EXCEPT multiplayer
> not multiplayer compatible
of course it is multiplayer compatible, what point would be in this if it wasn't

Do note though that this was not properly stress-tested against large number(i.e. more than 2) of players on the same server. It GENERALLY works, but weird shiznit might occur. Do also note that as of right here, right now, there are no servers hosted for this.

If it would get hosted somewhere, that'd be awesome. Wink wink.

User avatar
Hypnotoad
Retired Staff / Community Team Member
Posts: 528
Joined: Tue May 29, 2012 8:50 pm
Location: Britland

RE: REELism port to zan 2.0

#6

Post by Hypnotoad » Thu Feb 13, 2014 4:05 pm

HexaDoken wrote: > ports to zandronum, a port inferior to zdoom in every single thing EXCEPT multiplayer
> not multiplayer compatible
of course it is multiplayer compatible, what point would be in this if it wasn't
*shrug* people have ported stuff to skulltag/zandro from zdoom before assuming it will work fine multiplayer without actually testing, only to find bugs everywhere when played online.
Last edited by Hypnotoad on Thu Feb 13, 2014 4:35 pm, edited 1 time in total.

HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

RE: REELism port to zan 2.0

#7

Post by HexaDoken » Thu Feb 13, 2014 4:30 pm

> needs 2.0
> best ever can't 2.0
Unless BE suddenly started supporting zan 2.0 while I was asleep, not gonna work.

This wouldn't take me a month and a few days on top if I wouldn't ensure this at least sorta works in MP. I rewrote most of the system with 64 players and zandronum's client-server in mind, and did playtest the shit out of it in single client multiplayer. It might still have bugs, but I assure you that the basic systems are workable and levels are beatable in MP.

It did help a lot that Ed wrote very decent multiplayer code in spite of the fact that at that moment zdoom MP was barely functional. I only had to do minimal alterations to get this to work.

User avatar
Hypnotoad
Retired Staff / Community Team Member
Posts: 528
Joined: Tue May 29, 2012 8:50 pm
Location: Britland

RE: REELism port to zan 2.0

#8

Post by Hypnotoad » Thu Feb 13, 2014 4:36 pm

HexaDoken wrote: > needs 2.0
> best ever can't 2.0
Unless BE suddenly started supporting zan 2.0 while I was asleep, not gonna work.

This wouldn't take me a month and a few days on top if I wouldn't ensure this at least sorta works in MP. I rewrote most of the system with 64 players and zandronum's client-server in mind, and did playtest the shit out of it in single client multiplayer. It might still have bugs, but I assure you that the basic systems are workable and levels are beatable in MP.

It did help a lot that Ed wrote very decent multiplayer code in spite of the fact that at that moment zdoom MP was barely functional. I only had to do minimal alterations to get this to work.
Good to hear. I may see if I can get this hosted on union.

User avatar
DevilHunter
Zandronum Tester
Posts: 635
Joined: Sun Jun 17, 2012 12:58 am
Location: Alaska, USA
Contact:

RE: REELism port to zan 2.0

#9

Post by DevilHunter » Thu Feb 13, 2014 10:35 pm

So uhh.. What should the DMFlags be, and maplist.. And anything else that pretends to configs? I might wanna start a server up on Armada. I'm sure I can still get 2.0 to work on there.

User avatar
wario
 
Posts: 50
Joined: Sat Jun 02, 2012 9:01 pm
Location: The Netherlands
Clan: Elderly League
Clan Tag: EL>

RE: REELism port to zan 2.0

#10

Post by wario » Thu Feb 13, 2014 11:32 pm

FYI: For whatever reason you can't play this on IDE while also having demo recording on. You will get the following error: "things not found in VALHALLA". I think it means it can't load a lump in Reelism. How does demo recording cause this you ask? Uhm...*shrugs*

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: REELism port to zan 2.0

#11

Post by Lord_of_D: » Fri Feb 14, 2014 12:39 am

Saturday Night Survival? :3
Last edited by Lord_of_D: on Fri Feb 14, 2014 12:40 am, edited 1 time in total.
Image

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: REELism port to zan 2.0

#12

Post by -Jes- » Fri Feb 14, 2014 3:16 am

Now that I have played this for a while...

SOMEONE START HOSTING THIS ALREADY!
Last edited by -Jes- on Fri Feb 14, 2014 3:47 am, edited 1 time in total.

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: REELism port to zan 2.0

#13

Post by Ijon Tichy » Fri Feb 14, 2014 3:58 am

if I decide to host this for suns you aren't allowed to complain when the server inevitably dies

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: REELism port to zan 2.0

#14

Post by -Jes- » Fri Feb 14, 2014 4:32 am

Ijon Tichy wrote: if I decide to host this for suns you aren't allowed to complain when the server inevitably dies
Just do it motherfucker! :wonk:
Last edited by -Jes- on Fri Feb 14, 2014 4:34 am, edited 1 time in total.

HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

RE: REELism port to zan 2.0

#15

Post by HexaDoken » Fri Feb 14, 2014 5:15 am

DevilHunter wrote: So uhh.. What should the DMFlags be, and maplist.. And anything else that pretends to configs? I might wanna start a server up on Armada. I'm sure I can still get 2.0 to work on there.
Those things mostly do not have any effect with how REELism works. Maplist is mostly useless since all maps that are playable are accessible from LOBBY map, and all maps upon completion warp to LOBBY map. DMFlags mostly don't matter - enable jump/crouch, weapon stay and item respawn have no effect, everything else is more or less a matter of preference.

Skill level affects the game mode. ITYTD is for standard play, HNTR for extended play, HMP for infinite play, and UV for boss practice. Therefore setting skill higher than 1 is not recommended, since boss practice is generally silly and with dying turned off in multiplayer, the infinite mode is going to be literally infinite. All the difference between standard and extended modes is that extended is twice as long.

Spoiler: Here's an example set of DMFlags for lazy people(may or may not be best) (Open)
DMFlags1: 1610612736
DMFlags2: 68157696
Map LOBBY
skill 0

should work or something
wario wrote: FYI: For whatever reason you can't play this on IDE while also having demo recording on. You will get the following error: "things not found in VALHALLA". I think it means it can't load a lump in Reelism. How does demo recording cause this you ask? Uhm...*shrugs*
JEEBUZ CRAP I FORGOT TO FIX DOG HEAVEN
BRB 5 MIN
Lord_of_D: wrote: Saturday Night Survival? :3
Disclaimer: Survival gamemode is completely untested and completely not guaranteed to work. All of my netcode manipulations were oriented for coop gamemode, so... It SHOULD generally work, but expect a few oddities to crop up.

I might be able to crank a fix or two today though.

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: REELism port to zan 2.0

#16

Post by -Jes- » Fri Feb 14, 2014 7:52 am

Hrmm. Abridged seems prone to exploding Zandro on load, at least if you've played anything else beforehand.

Also, Titlemap is monsterless. So sad. D:
Last edited by -Jes- on Fri Feb 14, 2014 8:11 am, edited 1 time in total.

HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

RE: REELism port to zan 2.0

#17

Post by HexaDoken » Fri Feb 14, 2014 9:12 am

Alright. This is stupid. It took me literally 3 seconds to fix the VALHALLA map, and I have to reupload the entire pk3 AGAIN. Grrr.

As a bonus though, REELism now works 0.2% better with survival gamemode.

Now let's hope no other gamebreaking bugs pop up-
-Jes- wrote: Hrmm. Abridged seems prone to exploding Zandro on load, at least if you've played anything else beforehand.
Dog damnit all.

I'm not really sure what's causing it. Sometimes it works, sometimes it doesn't. I noticed that the bridge is on fire, and since fire always seems to be the culprit, I extinguished the bridge. Maybe this fixed something. Maybe it didn't. Time will tell.

Now let's hope there won't be any gamebreaking bugs agai-
-Jes- wrote: Also, Titlemap is monsterless. So sad. D:
-NHLSKDJFHSOWQNCIDSNSNSNGHNG i hate you.

I suppose this isn't getting fixed because:
1) I poked around the titlemap for 5 minutes and I still have no idea why this happens
2) This is not a gamebreaking bug
3) Unless the server hoster is a twat, this bug is completely irrelevant to multiplayer, and singleplayer in this port is like purely cosmetic.

Updated link in OP

/me ponders: REELism DeathMatch

Untitled
Forum Regular
Posts: 519
Joined: Sat Dec 29, 2012 4:41 pm
Location: it is a mystery

RE: REELism port to zan 2.0

#18

Post by Untitled » Fri Feb 14, 2014 1:14 pm

Ijon Tichy wrote: if I decide to host this for suns you aren't allowed to complain when the server inevitably dies
Wait until Zandro 2.0 is fully released first, so everyone can join in the fun.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

User avatar
-Jes-
Frequent Poster Miles card holder
Posts: 975
Joined: Fri Aug 03, 2012 9:55 am
Location: Void Zone

RE: REELism port to zan 2.0

#19

Post by -Jes- » Fri Feb 14, 2014 2:07 pm

HexaDoken wrote: I poked around the titlemap for 5 minutes and I still have no idea why this happens
Looks like Titlemap appends the scripts that the original spawner executes. You changed it to use a different script and method, so nothing happens.

HexaDoken
Forum Regular
Posts: 352
Joined: Wed Jul 04, 2012 8:27 am
Location: Void. Russian Void.

RE: REELism port to zan 2.0

#20

Post by HexaDoken » Mon Feb 17, 2014 11:38 am

Good news everyone.

One: there is now a server hosting REELism. Hypnotoad was kind enough to host it on Union servers.
Two: thanks to Hypnotoad(again), we have found out what exactly is casuing incredible lag of REELism. And purged it. With extreme prejudice.
By my approximate calculations, REELism is now 85% less laggy. Not only that means that REELism is now available for hosting and playing to poorer people with less powerful internets, but it also means that Gutrot Island is now back in play again!
Before you ask, no, dog hell is still not funny.

New version in the OP. Changes:
-Huge performance boost
-Bosses are considerably less girly now - they shrug off pain like men and also multiply their health by amount of players in game. This is so to make sure that they don't die immediately under sustained fire of 5 hacx sticks.
-Weapon stay flag now actually does something. This is to prevent That One Guy Who Steals All The Weapons from, well, stealing ALL the weapons.
-The titlemap bug Jes mentioned? I actually fixed it right after he did mention, but couldn't be bothered to upload back then. It works now.
-Maybe something else.

Post Reply