===========================================================================
Advanced engine needed  : Latest Stable GZDoom
Primary purpose         : Single Player
===========================================================================
Title                   : Reelism 2
Filename                : reelism2_v1.23hf2.pk3
Release date            : April 4th, 2024
Author                  : 300 POUNDS
Email Address           : thekins@gmail.com
Other Files By Author   : Reelism 1 together, many things apart.
Misc. Author Info       : Kinsie, Shadsy, Techokami.

Description             : The return of a beloved, Cacoward-winning horde mode
						  variant. Press F1 in-game for full documentation!
						  See below for the basics.

Additional Credits to   : See CREDITS.TXT within the PK3.
===========================================================================
* The Basics *
Each game is divided into five sixty-second rounds. In between rounds, a little
slot machine in your HUD rolls, deciding the rules for the next round. Will you
be fleeing wizards in low gravity, or running over hobos in a tank? Will you be
lobbing petrol bombs at Imps, or taking magical weaponry to sentient sock puppets?
The choice, for once, is not up to you...

After winning (or dying) you can take the points you've earned to Town, where you
can spend those points on gear to take into your next battle. Among other things...

* A Word of Warning *

Certain shader-based effects will not correctly function using the OpenGL ES
renderer, causing certain enemies, reels and jackpots to look and sometimes even
function incorrectly. We recommend using the full OpenGL or Vulkan renderers to
get what passes for the "proper" Reelism 2 experience.

* Version History *

== Version 1.23HF2 (04/04/2024) ==

ITEMS:
- Jackpot Dice: Fixed an issue where it would cause a VM abort upon triggering
  a Jackpot in newer versions of GZDoom, but, like, for real now. Massive thanks
  to an anonymous Cohost asker for diagnosing the issue!

== Version 1.23HF (13/10/2023) ==
We've been beavering away on something larger, but the mod broke under newer
versions of GZDoom so we've had to backport some of our newer fixes here.

BOSSES:
- MacGuffin: Fixed an issue where his laser attack would crash the engine
  in a suitably violent fashion.

ITEMS:
- Jackpot Dice: Fixed an issue where it would cause a VM abort upon triggering
  a Jackpot because the latest GZDoom is very picky.

== Version 1.23 (28/09/2022) ==

SLOTS:
- Gun Runner: No longer effects certain secrets.

MAPS:
- Overflow: Fixed an error message appearing during the Agent 999 jackpot.

TOWN:
- The hot dog vendor will no longer attempt to sell you his limp, processed
  meats if you've already bought one. Once is more than enough.

MONSTERS:
- Trackbot: Halved damage inflicted by shots.
- Flamebot: Fixed a minor art oversight (thanks Bouncy!)
- Stridin' Caco: No longer makes footstep sounds while effected by Wingin' It.
- Skeleton: Changed bone gibs to properly account for Super Bones assist.

WEAPONS:
- Big Swingy: Big buff! Hugely increased range, damage and i-frames.
- Knife 'n' Fork: Altfire is now effected by the Power Sneakers reel.
- Footbaww: Now charges through frozen enemies instead of being blocked by them.

BOSSES:
- Fighting Dialup Team: Changed death screen tooltip to something more useful.
- Dog Pope II: Fixed a bug where getting healed by bees or dogs with the Super Bones
  assist active could reset their health down to 50%.
- Ape Lincoln: Fixed a bug where the calculations for becoming more aggressive when
  low on health did not take the Super Bones assist into account.
- Mega Imp: Changed the anti-hardlock code to account for the Super Bones assist
  because why leave a job half-finished?
- Mega Imp: Updated shader effect to work on Delta Touch (Thanks Generic Name Guy!)
- MF Wizard: Fixed second form not being affected by Super Bones assist.

MISC:
- Half Damage Assist score multiplayer changed from 0.5x to 0.75x.
- Adjusted difficulty ratings on the map select based on what we've seen on streams.

== Version 1.21 (12/06/2022) ==

SLOTS:
- BEES!: Halved the number of bee particles for slightly better visibility and,
  hopefully, slightly less bitrate slaughter for streamers and video creators.
  
MAPS:
- C█████ N███'s L███ S████: A number of adjustments:
  - Tweaked various bits of geometry where larger monsters like Yetis weren't
    able to leave their spawn area.
  - Fixed several broken monster spawners.
  - Added a visual justification for a certain switch no longer doing anything.

TOWN:
- Fixed various issues caused by visiting while "Switch on Pickup" was disabled.
- Temporarily disabled the changes that the "Use Standard Font for Dialogues"
  menu option makes to conversations until I can handle it more gracefully.
  
MONSTERS:
- Liztroop: Fixed an audio bug where gibbed remains would still make Jetpack
  sounds if the monster was splattered mid-flight.
- Yeti: Fixed a potential VM abort if they attempted to leap at a target that
  somehow ceased to exist in the 4 gametics between them deciding to leap and
  actually leaping.
  
WEAPONS:
- Basketball: Fixed an issue where cutoff would be visible on weapon sprite
  while dunking at certain resolutions.

ITEMS:
- Cobb Salad: The recharge effect no longer removes overheal (Megahealth etc.)

== Version 1.2 (07/05/2022) ==

SLOTS:
- Reelism 64: Slightly reduced fog density. Only slightly, mind.
- Added Ammo Box to possible powerup spawns in Sportsball, Hammer Time and
  Crapshoot, to help reduce ammo crunch in future rounds.

MAPS:
- B████ F███: Fixed an oversight in the process of porting from Reelism 1 that
  resulted in not being killed when escaping the map.
- T███ ██ T██████: You can now follow in the footsteps of a local hero, although
  personally, I'd advise against it.
  
MONSTERS:
- A certain monster in Boss Rush mode now has properly-coloured gibs.
  
WEAPONS:
- Thousand Fists of Fury: Fixed a VM abort caused by punching certain destroyable,
  non-monster objects like Crate Shower crates.
- Cold Snap: Added a punch altfire, ala the Snowball's.
- Roulette Revolver: Reduced the chances of getting a gleefully-OP shot type
  from 10% to 5%, and slightly increased the chances of getting blanks from a
  1/7 chance to a 1/6 chance to put in line with weapon/item spawn chances.

MISC:
- Added a new Un-Assist, Monster Party! This duplicates all monster spawns, in
  case you thought this mod didn't have enough monsters already.
- Fixed a rare potential VM abort in score handling under obscure situations.
- Slightly strengthened v1.1's workaround/fix for fire deaths taking away all
  your points when respawns are enabled to theoretically support multiple players.

== Version 1.1G (19/04/22) ==
Circumstances dictated that a small set of content had to be replaced.
Please understand.

MAPS:
- Added B████ F███! An old favorite by an old friend.
- Boss Rush: Replaced in-game music.
- F█████: Made appropriate adjustments.

== Version 1.1 (18/04/22) ==

SLOTS:
- Reelism 64: Now triggers special ACS scripts when started or ended, to give
  level designers a little more control over how their map is effected (ex.
  hiding skybox elements). See docs/mods.html for the scoop.

MAPS:
- Overflow: Made a few adjustments to make this map easier for new players to
  navigate, including adding more lights and repositioning some spawners.
- Overflow: Fixed pop-in on the light in the upper turbine area.

TOWN:
- Fixed a bug preventing Codename and Showdown titlemaps from unlocking correctly.
- Fixed a bug that allowed NPCs to get inside the Marketplace booths.
- Fixed a bug that caused some NPCs to face the wrong way during dialogue.
- Fixed a bug where the player could accidentally activate the Boss Rush chair
  prematurely by jumping over the back.

MONSTERS:
- Flying monsters that get blasted away will slowly lose their momentum.
- Fixed monsters being frozen in indecision if Wingin' It comes into effect
  while they're falling from a ledge.
- Monsters will now stop running around screaming in their burning-to-death
  state if they fall into water.
  
BOSSES:
- Dog Pope II will now be healed by Dog attacks.

WEAPONS:
- D!Fender Rifle: Raised slow-firing precision bonus by 25%.
- Roulette Revolver: Raised ball attack damage by about 16%.
- Super Plasma Rifle: Lowered average damage output by about 12%.
- Antique Shotgun: Attempted to fix a rare crash when the Antique Shotgun
  blows up in the player's face.
- Antique Shotgun: Fixed a bug preventing the reload sound effect from playing
  during the Power Sneakers reel.
- Hammer of Retribution: Fixed some cutoff visible in the swinging animation.
- Footbaww: Added a fix for players affected by Micro Mode getting stuck on
  step-sized geometry while charging (ex. the inner ring of the start room in
  Overflow).

ITEMS:
- Gender Reveal IED now stays in the player's inventory after dying. 

JACKPOTS:
- R███ F███ Y███ G████: Added a new message to inform the player what happened.
- R███ F███ Y███ G████: Fixed some monsters not properly r█████████.
- The B██ P█████: Special items will no longer run away during Gun Runner until
  they've stopped bouncing.

MISC:
- The main menu now lists the manual as "Manual" instead of "Info".
- Added a new manual page for people new to GZDoom mods, which has been a
  surprising number of the people we've seen stream this!
- Improved the spacing on the manual header font.
- Player can no longer freely look around while burning to death.
- Re-coded the Half Monsters assist to prevent future crashes.
- Added a cap to how low negative killer health can be displayed on the endgame
  stats screen, for that one player who somehow managed to get a Yeti down to
  -127572 health in one way or another.
- Worked around a bug where you could lose all your points if you burned to death
  with Respawns enabled.
- Fixed an oversight where Cars and other non-bleeding things would bleed their
  own blood if you had ZDoom particle blood turned on.
- Removed a debug message from the map select menu. Whoops!
- Fixed an omission in the Music section of CREDITS.txt.

== Version 1.001 (16/04/22) ==

TOWN:
- Fixed an oversight where the player could escape the map and find themselves
  stuck and unable to return to civilization.

MONSTERS:
- Fixed a bug where the Night of the NPCs reel causes a VM Abort error when the
  Half Monsters assist was enabled.
  
WEAPONS:
- Fixed a bug where the Slightly Pre-Loved Fireworks Launcher could cause a
  VM abort error while trying to home in on a target that no longer exists.

=== Version 1.0 (15/04/22) ===

Holy shit, way, WAY too much new stuff in this update. Please see CHANGELOG.TXT in
the PK3 for the exact details, but here's the big-ticket stuff:

JACKPOTS:
- Implemented! An old "friend" might know how to activate them...

SLOTS:
- Added Double Down! Double your damage, double your fun!
- Added Tools of D!struction! A simulated, legally distinct weapons reel.
- Added Hammer Time! Hammers weapons of all shapes, sizes, and magical powers.
- Added Crapshoot! These unreliable weapons could be a blessing or a curse.
- Added The Elementalist! Master the elements with this mystical weapons reel.
- Added Do You Like Caco! We waited a while to add these fellas to Reelism, but
  we think it was worth the wait.
- Added Enemy Unknown! The truth isn't just out there, it's actively hunting you!
- Added They Were Robots! The mechanoids return with some fresh new models!
- Added Oh Fuck, Skeletons! You'll be chanting "ske-le-ton!" all day.

MAPS:
- Added A Bridge Too Far! A surprising evolution on a fan-favorite.
- Added Overflow! A dingy, waterlogged facility that took us forever to texture.
- Added B██. R██. M███! A secret map paying tribute to those that paved the way.
- Added S████ on G██████ G████! Can you survive a single night?

TOWN:
- Added the "Bank" system! Now if you quit the game while in Town, you can return
  to town from the New Game menu and your unspent points will be waiting for you!
- The Eastern District is now open for business!
- The Laboratory has opened its doors to Contestants willing to help them out
  with some... shall we say, "research".
- The Temple's renovations are now complete, and the doors are now open to those
  looking for a place to reflect upon their accomplishments in life.
- Added some new goodies to purchase around Town.

WEAPONS:
- Added the Assault Trooper Blaster to the Blue Magic reel!

BOSSES:
- Added MacGuffin! From beyond the cosmic railyard, he rises again!
- Added Ape-raham Lincoln! Yes, we just wrote that straight-faced.
- Added a Motherfucking Wizard... in a goddamn ice cream truck!

MISC:
- Added fancy new menus for map and game mode selection!
- Added "Adjust Difficulty" option to the game mode select menu! If you're having
  trouble, turn on an Assist or two to make the game easier! Conversely, If you
  want a challenge, turn on an Un-Assist or two to ruin your life!
- Added a new in-game manual! Press F1 to read up on the gameplay rules as well
  as the effects of every reel, to say nothing of the usual ton of bad jokes.
- Added custom RNG seeds! Useful for competitions and score attacks. You can
  set the seed in the Reelism Options menu.
- Added a slew of features for modders and mapmakers. See the modding
  documentation for more detail.

A NOTE FOR MODDERS:
- This update includes a major rewrite for inventory and score items. If you
  created a mod prior to this version that uses ScoreItem or CustomInventory,
  you'll need to change those to Splot_ScoreItem and Splot_Inventory to ensure
  that the items are affected by score multipliers. (See inventory definitions
  for an example of how points are now handled as actor properties.)
- The map ACS hook Splot_RoundChange is now called Splot_RoundStart. Any maps
  made before this version of Reelism 2 that used Splot_RoundChange will need
  their scripting updated.

== Version 0.65 "Early Excess" (30/12/20) ==

SLOTS:
- Added Wingin' It! Monsters gain the power of flight, complete with a pair of wings.

MAPS:
- Clockwork Solarium: Added some battlements to the entrance courtyard.
- Clockwork Solarium: Cleaned up the automap.

WEAPONS:
- Basketball: Fixed a bug preventing the player from dunking on airborne monsters.
- Clustersucker: Fixed a rare bug where clusterbomb fragments wouldn't award
  points to the player under certain conditions.
  
MONSTERS:
- Quake Zombies: Fixed a bug that caused Zombies to do huuuge damage.
- Quake Zombies: Improved fire death animation.
- Dogs from the netherworld will no longer turn invisible when hit by the Persuadertron.

BOSSES:
- WMBG: Fixed a crash caused by an infinite loop when WMBG teleported into a wall.

MISC:
- Added Corpse Pileup option to disable corpse cleanup, if you want that.
- More endgame tips and lies.
- Fixed a mistake in the debug text for loading slots.

== Version 0.64 "Early Excess" (14/12/20) ==
A NOTE:
- Audio crash issue on large maps should be fixed by upgrading to GZDoom 4.5.0.

MAPS:
- Added Paradise Plaza! This map is a smaller, easier map designed to help ease
  you into Reelism's particular brand of absurd carnage.
- Astrolab X: Fixed an invisible wall.
- Astrolab X: Minor changes to an Easter Egg.
- Clockwork Solarium: Fixed an untextured wall you could see with chasecam.
- Petit Gutrot: Fixed an untextured wall in the SinisterBenign building, with style.
- Town: Fixed a break in the 'Ard As Nails shopkeeper's dialogue tree.
- Town: The ammo vending machines now offer 20 nails for $450 (Prev. 10 for $250)
- D██ at the W████p███: Decluttered the map by removing a monster spawn.
- P██ in the S██: Improved impact effect for a scripted map event.

WEAPONS:
- Basketball: I'm just gonna quote the commit name verbatim:
  "Fixed basketball bug forever and ever fuck you"
- Saw Thrower: Altfire now properly counts as melee damage and always gibs.
- Brick: Fixed a rare VM abort when thrown. Yes, it no longer bricks the game.
- Heavy Rifle: Now does slightly more damage and inflicts significantly less
  pushback onto enemies it hits.
- Minigun: Now a higher priority in weapon slot 2.
- Snowball: Impact damage increased by 50%!
- Footbaww: Small damage increase against all non-Dog enemies.
- Footbaww: Fixed the charge attack getting halted by slopes during Micro Mode.
- Lightning Gun: Stunned monsters now shake while stunned.
- Lightning Gun: Various minor fixes.
- Cutlery: Player eats with flailing desperation during Power Sneakers.
- Flamethrower: Weapon sound will stop when the flamethrower runs out of ammo.
- Fire Bow: Fixed an issue where the bow would appear empty.
- Attempted to fix a rare null VM abort that could occur if a burning actor
  suddenly ceased to exist. Let us know if you get this one!

ITEMS:
- Super Health and Super Armor purchases can now be taken into a dark place.
- Panic Button works more reliably on 3D floors, elevators, and stacked sectors.
- Replaced Firesuit expiring sound with one that's less startling.

SLOTS:
- Micro Mode: Player movement speed increased by 40%!
- Birthday Party: Affected monsters now explode when launched into the ceiling,
  matching behavior with other surfaces.
- My Tank Is Fight: Altfire is now considerably more damaging, with a wider spread.
- My Tank Is Fight: Teleporting to safety when leaving the arena now works more
  reliably on 3D floors, elevators, and stacked sectors.
- Porkchop Sandwiches: Health will spawn more frequently.
- Crate Shower: Beehives spawn less frequently.
- Crate Shower: Crates are now tossed around more freely.
- Imp Encounter: Imps spawn slightly more slowly.

MONSTERS:
- Cyclo Wizards: Reduced the duration of their attack by 20%.
- Yetis: Yeti gibs now spray snow instead of blood.
- Normal Imps: Optimized fireball effect.

BOSSES:
- Mega Imp: New spawn sound is 40% more terrifying.

MISC:
- Forced X/Y billboarding for more spherical objects that would look fine
  with it enabled, like the Clustersucker projectiles.
- High scores are now saved immediately upon game end, instead of when the
  high score display is bought up.
- Fixed big explosions not scaling correctly.
- Trash cans explode more quietly.
- Cars now properly reward points for monsters caught in their explosive demise.
- You can now hear more bees at the same time.
- Tidied up scripting for player classes.
- "Reelism Options" now appears in Simple Options menu
- Added a convenient milestone to the pre-title sequence.
- Minor Credits fixes and such.
- Added... uh... Constant Screaming Mode.

== Version 0.61 "Early Excess" (02/09/20) ==
MAPS:
- Gutrot Island: Fixed a couple of invisible walls on the roof of the gas station.
- Petit Gutrot: Replaced the Cafe with the tall hexagonal building from the full map.
- Petit Gutrot: Added additional weapon and item spawn points.
- Town: Petit Gutrot now appears in the level selector.

WEAPONS:
- Moved some code around in the ground fire effects used by the Flamethrower
  and exploded cars to avoid potential crashes in GZDoom's audio system.

== Version 0.6 "Early Excess" (19/08/2020) ==
MAPS:
- Added Petit Gutrot! This is a half-sized version of the original map, focused
  on the area around the church. This should hopefully be more playable on weaker
  machines, and may be more enjoyable for some players.
- Gutrot Island: Fixed a missing texture with the curb of the park area.
- Clockwork Solarium: Textured an area outside of the map that could be seen
  when using Chase Cam.

ITEMS:
- Health Kits should now spawn more frequently.
- Changed ammo spawning slightly to hopefully be more reliable during
  low-performance situations.
  
SLOTS:
- Grease is the Word: Effect on players and monsters has been subtly reduced.
  
MONSTERS:
- Friendly Dogs from the Dog Launcher or the A██i██c█ are now able to damage,
  but not kill, bosses, making them vaguely useful in boss rounds.
- Friendly Dogs from the Dog Launcher or the A██i██c█ now correctly spawn their
  heart particle effects from the right place. Aww.
- Fixed Scrag torso gibs never getting cleaned up.
- Cyclo Wizards can no longer blow Tanks about with the greatest of ease.

WEAPONS:
- HOPEFULLY fixed potential VM aborts in the Basketball and Brick.
- Doubled the amount of ammo awarded by Nail boxes.
- Heavy Burst Rifle hits now attempt to push enemies away from the projectile
  that hit them, rather than from the player that shot the projectile.

MISC:
- Added an option to swap the buttons used for the endgame screen, so Jump retries
  the map and Use goes to town. Useful if you have a bad, beer-induced habit of
  retrying when you want to go to town and incinerating all your points. Not
  IcarusLiv3s-ing any names, of course...
- Updated the Strife conversation dialogues to be based on the latest official
  code with some extra tweaks, hopefully making the text look better and be
  better behaved re: linebreaking and such.
- Updated and improved the randomized billboards.

== Version 0.5 "Early Excess" (12/08/2020) ==
Initial release. This is not a finished version! It is still a work in progress!
Reelism 2 is incomplete, and we're soliciting our feedback to make it better.
Please hit us up with your suggestions! Content is not final and will change.
Gaping holes in this mod are not mistakes. Unless they are. We're not very
good at this, are we?
============================================================================
* What is included *

New levels              : 15...-ish.
Sounds                  : Yes
Music                   : Yes
Graphics                : Yes
Dehacked/BEX Patch      : How OLD is this template?
Demos                   : No
Other                   : All The GZDoom Fixin's
Other files required    : None


* Play Information *

Game                    : DOOM2
Map #                   : Various
Single Player           : Designed for
Cooperative 2-4 Player  : NOT CURRENTLY TESTED, PROPER SUPPORT LATER, PROLLY
Deathmatch 2-4 Player   : No
Other game styles       : It is one, basically.
Difficulty Settings     : Yes


* Construction *

Base                    : New from scratch
Build Time              : Two and a bit years.
Editor(s) used          : UDB, SLADE3, Photoshop, Goldwave, Audition...
Known Bugs              : Ask us again in a week...
May Not Run With        : The OpenGL ES renderer (see above)
Tested With             : GZDoom 4.7.1



* Copyright / Permissions *

Authors MAY use the contents of this file as a base for modification or
reuse. Permissions have been obtained from original authors for any of
their resources modified or included in this file. Except the stuff from
commercial games, of course. These readmes never seem to mention that stuff.

You MAY distribute this file, provided you include this text
file, with no modifications.  You may distribute this file in any
electronic format (BBS, Diskette, CD, etc) as long as you include
this file intact. ...Jesus christ, BBSes? Diskettes? This readme
template is probably older than most Brutal Doom players! Anyway,
feel free to share as long as you're not a dick about it.

* Where to get the file that this text file describes *

The Usual: https://reelism.dog/
Web sites: https://forum.zdoom.org/viewtopic.php?f=19&t=68021
