Ringslinger Revolution

[Open Assets] Ringslinger Revolution v2.1

This content may be freely modified and/or maintained by anyone.

"MIDIMan"

MIDI Enthusiast
Sonic Team Junior
2024 Collaborator
"MIDIMan" submitted a new resource:

Ringslinger Revolution - A complete overhaul of the Ringslinger gamemodes, heavily inspired by classic FPS games!


Welcome to Ringslinger Revolution!

View attachment 156113​

Ringslinger Revolution is a complete overhaul of the long-played Ringslinger gamemodes, bringing a brand new experience both to your Singleplayer and Multiplayer games and to your modding experience if you so decide!


IMPORTANT: Make sure to load ZRSR_RingslingerRevolution-v1.pk3...

Read more about this resource...
 
"MIDIMan" updated Ringslinger Revolution with a new update entry:

The Gameplay Balance Update

It's been a while since launch, huh? Believe it or not, we're still working on the mod! This update makes some tweaks to the gameplay balance and overall presentation. Check out the changelog below for more details:

CHANGES:
  • Gameplay
    • Players now get score for assisting someone else in killing an opponent.
      • ...only if the player dealt more damage than the killer.
    • Environmental kills now give score to the last player the victim was hit by...

Read the rest of this update entry...
 
This is something I posted about on my modding thread on the SRB2 Discord server, but it got no responses, so I'm posting about it again here:

Basically, I've seen a few modders ask for a "hook system" to be added to Ringslinger Revolution, similar to SRB2's own hook system for Lua. The three biggest requests I've seen are for disabling the damage system, weapon system, and HUD for certain characters. I do have a couple of ideas for hooks to add to the mod beyond this, but I want to know exactly what modders are looking for with a hook system.

So, my question is this: What parts of the mod do you think could benefit from using hooks? This could be anything from letting health pickups give rings to certain characters, to giving characters like Doomguy weapons from picking up weapon rings.

Please leave your suggestions in this thread! This next update is intended to be more modder-friendly, so I want to hear what the community wants out of this game mode in terms of its moddability.
 
This is something I posted about on my modding thread on the SRB2 Discord server, but it got no responses, so I'm posting about it again here:

Basically, I've seen a few modders ask for a "hook system" to be added to Ringslinger Revolution, similar to SRB2's own hook system for Lua. The three biggest requests I've seen are for disabling the damage system, weapon system, and HUD for certain characters. I do have a couple of ideas for hooks to add to the mod beyond this, but I want to know exactly what modders are looking for with a hook system.

So, my question is this: What parts of the mod do you think could benefit from using hooks? This could be anything from letting health pickups give rings to certain characters, to giving characters like Doomguy weapons from picking up weapon rings.

Please leave your suggestions in this thread! This next update is intended to be more modder-friendly, so I want to hear what the community wants out of this game mode in terms of its moddability.
I'm not sure it's even possible, but there should be a way to label secrets like how doom you can mark secrets, same thing for revolution for single player/co-op and maybe the result screen will give you points based on how many secrets you found.
 
"MIDIMan" updated Ringslinger Revolution with a new update entry:

Modding and Feature Update

You're probably thinking to yourself: "Where's v1.2?". Originally, this was going to be v1.2, but then scope creep got the best of us, and we ended up adding so many new things that we decided to make this update v2.0 instead. There's a lot to cover in the changelog, but the main five points are:
  • Better modding support
  • Special upgrades for the weapons when collecting the Chaos Emeralds
  • A new "level type" for wave-based enemy encounters, with an example special stage...

Read the rest of this update entry...
 
I love this mod! I have just 1 suggestion though: When auto-firing and your current weapon runs out, and falls back to the rail ring, can the rail not fire until you press the fire button again? Similar to how the BFG in Doom requires the attack button to be pressed again if you were holding it previously.
 
"MIDIMan" updated Ringslinger Revolution with a new update entry:

Public Source Code Repository

I'm terribly late on this announcement, but Ringslinger Revolution now has a public GitHub repository! Please read the README in the link given if you are interested in contributing to the mod!


There's already been a couple of changes to the mod since v2.0, so feel free to check them out through the repo.

Read the rest of this update entry...
 
this is so much better than regular ringslinger, I hope 2.3 improves ringslinger in a similar way to this
 
Team RedRing updated Ringslinger Revolution with a new update entry:

An Aimless Update

Hello again! It’s been a while, huh? Especially for what’s more or less an update dedicated to polishing the last one...

Happy belated anniversary to the mod, even if we rather missed the mark on that release window! We’ve had one pretty important development between then and now: the Ringslinger Revolution repo is now public!

If there’s something you think should be added or changed, you can contribute!

[URL...

Read the rest of this update entry...
 
Rule 15: Do not request people to make entire features or mods for you.
yo Team RedRing can you make v1 this is sound like ultrakill
 

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