[Finished] The Russian Overkill - 3.0e

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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

TheAdmantArchvile wrote:
Magban724 wrote:
Snarboo wrote:Any chance we could see a Heretic compatible version of this? :p The weapons actually work beautifully in Heretic, the pickups just aren't replaced.
Ask, and ye shall receiveth!

http://files.drdteam.org/index.php/file ... eretic.zip - Just add it to main file and way to go.
Think you could make one for strife?
I already did, but it's buggy, since strife is way more complicated. :blergh:
Snarboo wrote:Double post, but if you fire the Pushka's anti-vortex onto splashable terrain, such as Heretic's water, it crashes the game from the sheer number of sprites generated. I'd consider adding DONTSPLASH to the particle effects so they don't overload the game.
I didn't generally tested in heretic, so I could not notice it, thanks for pointing out!
wildweasel wrote:Related: if you fire the anti-vortex into the sky, you can't fire another one ever again - I believe the flag that can fix that is called +EXPLODEONSKY or similar to that.
Ah yes, somebody already mentioned it few posts ago, I got fixed just like you suggested. :P
SamVision wrote:
Project Dark Fox wrote:There's something satisfying about ripping apart an entire legion of Hell's demons with expended shotgun shell casings. :twisted:
I loled like I have never loled before when I found out that is possible.
Over-the-topness and lousy humour are the basics of the mod. :wink:
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Ethril
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ethril »

I figured out why the uber-satchel is more common than it should be.
Spoiler: image
You commented out a part that it would normally jump to, so it jumps over that and into the "SheerLuck" state.

Speaking of the uber-satchel, the first time you get one, you get 999 of the items, but any you pick up after that only give you the normal maximum for that item. IDK how you would go about making it always give 999, though.
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Minigunner
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Minigunner »

Honestly, I think the uber-satchel should give double the maximum of each inventory item, as well as doubling the capacity. However, the items that are meant to be activated or deactivated should be just given 1. Better yet, set up an ACS menu that both enables/disables said items and shows if they are enabled or disabled.
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

Ethril wrote:I figured out why the uber-satchel is more common than it should be.
Yeah, I got it handled earlier.
Ethril wrote:Speaking of the uber-satchel, the first time you get one, you get 999 of the items, but any you pick up after that only give you the normal maximum for that item. IDK how you would go about making it always give 999, though.
Well, I was just too lazy to put exact number of item to inventory, and usually when I somehow got that satchel,I already had full inventory by that time, so I didn't notice that. It just supposed to give you inventory's full amount, not 999. Well, gonna change it.
Minigunner wrote:Honestly, I think the uber-satchel should give double the maximum of each inventory item, as well as doubling the capacity. Better yet, set up an ACS menu that both enables/disables said items and shows if they are enabled or disabled.
All the things you say indeed requires ACS, and I have no idea how to code anything in ACS (except that one quirky thing I did, which I shouldn't even mention), so it's out of my reach. And I want to evade ACS as much as possible. Why? Well I can't give reasonable argument for that, except it's just hard for me, and I don't have time or skills to learn it.
Minigunner wrote: However, the items that are meant to be activated or deactivated should be just given 1
They already do.
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Minigunner
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Minigunner »

I've been working on an edit to Icytux and Keksdose's nuke (the one you put in here) and this is the result:
Spoiler:
I hope to release this for use on your mod, but still, give credit to Icy and Keksdose.
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amv2k9
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by amv2k9 »

Minigunner wrote:I've been working on an edit to Icytux and Keksdose's nuke (the one you put in here) and this is the result:
The notable differences are the shockwave and the mushroom glow. Also, there is smoke that appears on the ground and pulls in towards the center (simulated heat flash effect) and the mushroom actually grows in size rather than suddenly appearing at the end of the column. The height that the mushroom reaches is much greater as well. The big flare and the mushroom flare will have a dynamic light soon. I hope to release this for use on your mod, but still, give credit to Icy and Keksdose.
Looks awesome, but... you're only gonna see all of that if you use it outdoors, and you WANT to have cover when you set that s.o.b. off :lol:
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Snarboo
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Snarboo »

I've actually managed to survive a nuke going off once. I think I had 30000+ health, though, and it reduced me down to 3000 afterwards, so YMMV. :p
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.+:icytux:+.
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by .+:icytux:+. »

@Minigunner: No need to credit me for the nuke. Keksdose pretty much made that one himself.
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Minigunner
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Minigunner »

Modified nuke code is finished. "Summon nukemissile" and watch the awe-inspiring destructive beauty.

As for Yuri's, uh, melee alt-fire, I think that there should be a very small chance that he doesn't fart himself into the air. Instead... a load of radioactive shit falls out of his pants. It kills imps in under a second if they are close enough, and if some dumbass pinky chomps it up or whatever :blergh: , then it explodes.
Also, the firing animation should be the player sticking his finger out and pulling it with his other hand :P
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

Minigunner wrote:Modified nuke code is finished. "Summon nukemissile" and watch the awe-inspiring destructive beauty.
I was sceptic for screenshot, but in motion looks really damn good! I'd change the shockwave and upper rings though, if you wouldn't mind. Funny enough, I have a weapon which should be suitable for it. Credit will be provided of course. :wink:
Minigunner wrote:As for Yuri's, uh, melee alt-fire, I think that there should be a very small chance that he doesn't fart himself into the air. Instead... a load of radioactive shit falls out of his pants. It kills imps in under a second if they are close enough, and if some dumbass pinky chomps it up or whatever :blergh: , then it explodes.
Also, the firing animation should be the player sticking his finger out and pulling it with his other hand :P
Hmm... nah, I don't think I will implement that. It's fart generator device, not shit generator after all - I could do some extra powered version of gas occuring simultaneously, which could stay for a time. Thanks for suggestion though!
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MagSigmaX
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by MagSigmaX »

Sorry to come late to the party... I played this on map23 of Deus Vult II, and It was a massive blast! I went through the whole level with a goofy smile on my face and it made the level really easy in an awesome way... My favorite weapons are the the nuke launcher (hell yeah!), the auto grenade launcher and the double-barreled chainshotgun. Yuri is so far my favorite character just because his explosive fart xD.

My only complaint is that the red lasergun is very ineffective, it takes a long time to fire it and doesn't do much damage. I haven't had much time to play this actually, so probably I'm missing some stuff, but so far this the best absurdly overpowered weapon mod ever! Keep up the good work!
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PillowBlaster
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by PillowBlaster »

MagSigmaX wrote:Sorry to come late to the party... I played this on map23 of Deus Vult II, and It was a massive blast! I went through the whole level with a goofy smile on my face and it made the level really easy in an awesome way... My favorite weapons are the the nuke launcher (hell yeah!), the auto grenade launcher and the double-barreled chainshotgun. Yuri is so far my favorite character just because his explosive fart xD.

I haven't had much time to play this actually, so probably I'm missing some stuff, but so far this the best absurdly overpowered weapon mod ever! Keep up the good work!
Thank you very much! I really appreciate it. :wink:
MagSigmaX wrote:My only complaint is that the red lasergun is very ineffective, it takes a long time to fire it and doesn't do much damage.
Yeah, Everybody says that it's unsatysfying, so I am happy to announce slightly patched up version, aviable here, and at 1st post:

http://files.drdteam.org/index.php/file ... -pb1.1.zip

The laser gun is now way more useful, pushka alt-fire and "supersatchel way too often" and "999 items" bugs are also handled, plus some minor enchancements.
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XutaWoo
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by XutaWoo »

This just in!

Image

...DAMNIT
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Ethril
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Ethril »

XutaWoo wrote:This just in!

*image*

...DAMNIT
I, uh...
What exactly am I supposed to be looking at, here?

edit: oh i'm blind. the rockets on the right. Why is this dammit-worthy?
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Trooper 077
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Re: [WIP] Russian Overkill - Public beta 1 released

Post by Trooper 077 »

This was definately the best christmas gift this year

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