Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Tue Apr 23, 2019 11:45 pm
by longlong2002
110x health on monster for russian overkill 2.5
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Thu May 02, 2019 11:45 pm
by FlyingPotato
FlyingPotato wrote:Updating to GZDoom 4.0.0 has been causing some weirdness for me, too, including the diffuculty select screen.
...and updating to 4.1.0 fixed it again. Never mind then.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Wed Aug 21, 2019 8:17 pm
by HellBlade64
Don't know if it has been reported yet, but the fists of all 3 characters mysteriously crash Zandronum, but only during network games and only the clients crash not the server.
I took it upon myself to disable the fists until the issue is corrected. ;P
Brutal Doom Monsters Only + Russian Overkill + Bludrust was the load order
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Tue Oct 29, 2019 9:37 am
by Rowsol
That's a sprite conflict. 2 mods are using the same sprite name, whatever the Guru uses in this case. These are relatively common and the only recourse is to change the sprite names of one of the offending mods.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Brutal Doom Monsters Only + Russian Overkill + Bludrust was the load order
you had need load order RO first then BDMO
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Sat Nov 02, 2019 8:13 am
by Beed28
I found a serious performance issue when using the Insta-funeral and Rasputin's ice mode on the newer maps of Sunder; their projectiles, for some reason, are set to alert monsters several times in very little tics; this does not mix well with the extremely intricate architecture of these maps, and kills the performance when firing these weapons. Making replacement projectiles that reduces these alert monster calls fixes the problem.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Sat Nov 02, 2019 9:05 am
by Rowsol
I found a similar issue at least a year ago pertaining to the BeefSupreme and Steamroller spike bombs causing the same problem and they both had monster alerts tied to their explosions. It was worse the bigger the map was.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Sun Nov 03, 2019 8:38 pm
by HellBlade64
<maybe this has been brought to your attention already>
Will this latest version see some form of release for Zandronum aswell?
The currently available version, while playable, has some particularly nasty issues.
Two of which are what I'd call game breaking (or more specifically, "freezing").
1) The alt-fire of Marty's fists (which is his kick attack) for some reason crashes clients (but does not crash Zandronum offline).
I haven't intrinsically tested Marty's alt-fire with every reasonable combination of flags but it seems no matter what I have done his fists alt-fire crashes the game.
Nobody else seems to (weirdly enough).
(Correction) All melee attacks from any character have a chance of crashing the game.
2) The Vindicator's Tertiary fire that spawns a... shield? I don't know what the hell it is honest, but whatever it is slows the game down to an unplayable crawl when deployed.
I'm talking like one frame every 40 seconds slow.
(Edit 11/3/2019 @ 9:40pm)
Now I know why this seems so familiar, I posted about the fists issue before.
As a point of reference I've had to butcher your mod by removing the fists and vindicator from use just so the mod doesn't crash.
And so far on my servers it hasn't.
I hated having to remove features from such a feature and detail rich mod, so the sooner this is corrected the better.
I don't recall any issues like this on the previous Zandronum version (with the old Annihilator minigun that was light gray).
(Edit 11/3/2019 @ 9:45pm)
One more for the night,
The Borsch's altfire (the giant blackhole) is missing frames and sprite pieces online.
It just looks like a weird black tear when it should have purple shadows resonating on that.
This issue only occurs on servers.
Also the Gopnik's fart mine's green fart gas doesn't appear when it explodes.
Again this issue only occurs on servers.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Tue Nov 05, 2019 12:38 pm
by PillowBlaster
HellBlade64 wrote:RO? With Zandro?
I am not sure how that even works but congrats on trying that, cause this mod is uh... not quite designed for it. I sure heard of folks adjusting it to work there, but it never was nor I ever plan on making it compatible with Zandronum, unless it really catches up and deals with its own plethora of bugs to follow, thanks to that, but nice to hear that it works there, somewhat.
Beed28 wrote:I found a serious performance issue when using the Insta-funeral and Rasputin's ice mode on the newer maps of Sunder; their projectiles, for some reason, are set to alert monsters several times in very little tics; this does not mix well with the extremely intricate architecture of these maps, and kills the performance when firing these weapons. Making replacement projectiles that reduces these alert monster calls fixes the problem.
It didn't used to be a problem till some version, I'd wager, else I'd feel it much earlier than this. Yea, I'll fix it~
Brutal Doom Monsters Only + Russian Overkill + Bludrust was the load order
Yeah I don't think I can help here, things will keep on colliding the more sprites and naming conventions are involved. I guess there is a way to use pathing for individual sprites, but I think that's locked to usage of textures. And even if it isn't, I am not exactly looking forward to rewiring the entire codebase to that feature.
As of the other bugs, will handle those too, so stay tuned~
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Brutal Doom Monsters Only + Russian Overkill + Bludrust was the load order
I have this glitch too with RO and Project Brutality mashup.
Does anyone know the name of those robot looking sprites so we can rename it?
you had need PB RO Edited version to use RO ranther PB
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Tue Nov 12, 2019 9:34 am
by Valken
I did use the PB RO Edited version but it happens with the latest test builds of PB. So was wondering what the name of those sprites were to see it can be resolved through renaming and updating the relevant scripts.
Re: [Finished] The Russian Overkill - 2.5, Vodka Strikes Aga
Posted: Wed Jan 22, 2020 10:04 am
by Someone64
The Rasputin tooltip never vanishes by itself no matter how long you wait on GZDoom 4.3.3. Turning the tooltip off from the options menu doesn't make it vanish after it's appeared This is probably true of all the tooltips (if there are any more). Slot 1 combo tooltips are fine, though.
Re: [Finished] The Russian Overkill - 3.0, Overture Finale
Posted: Tue Feb 04, 2020 2:46 pm
by PillowBlaster
Update 3.0! Ten years of Overkill! (Technically eleven but that'd be adding in the pre-forum topic development time~) It was a crazy ride and glad that me and me friends I made on the way took a part in it.
Why jumping straight to 3.0 from 2.5? Well, I had done everything I wanted for a final closure and more with this one, KeksDose putting an equal amount of polish into it. Consider this one as a master update that I was supposed to do in the first place, but the burnout got the best of me at the worst moment. There really isn't much of new content per-se, but sure lot of improvements in all fields of the mod!
The key features of this update from me and the extra helping hands I'll mention there are:
-Most of the decorate code portions of the mod got either hefty refinement or a complete rewrite from scratch. It should look faster, better, stronger, GABEN~
-KeksDose did a clean up too and there's many good changes about it - see his follow-up post for details!
-Speaking of that rewrite - the weapons use code offsets now instead of realigned frames, meaning I almost got myself killed in the process of doing so, but in layman speak, stuff should look much smoother. I also added recoil controls, therefore almost killing myself twice in the process.
-YURI IS BACK! Since Insightguy took initiative to contact Team Future regarding Yuri's sprites and they are okay with it, I have decided to slap them back in. I actually planned to make for him his own sprites, but considering my massive burnout last time... Well, that comes handy, and I was quite nostalgic of them.
-All-around widescreen support. Some things may still cut-off on some obscenely wide setups, but generally - that stuff should be much better now!... Bar Caber animation still looking [censored word], but hey, can't win 'em all.
-Also thanks to Zhs2 for finally getting some feedback whenever your shield suffers damage (it might sound like insignificant change, but it messed with me more than intended), Sgt. Shivers and Zrrion the Insect in tandem for their work giving Borsch a new, cool-ass look!
Also, things you wouldn't wanna miss from yours truly (especially if you didn't see the video):
-Class-patch is built-in, albeit working a little differently at that. Remember to start a new game for it to work proper!
-Heretic support; Hexen and Strife sux and I don't plan on making 'em work here, but Heretic deserves it, Heretic is muy bueno fiesta grande~
-Slightly streamlined melee; some combos should be easier to do and they are better highlighted in the combo table now.
-Beef Supreme has a new addition to its main firing mode to justify its reload time. Have fun!
-Extra firing mode to Master Obliterator, truly showcasing the true potential behind its name.
-Quad upgrade also affecting Violator and Erasus now, because that's something I should've done long ago, but only now had skills and ideas to do it without putting bullet through my skullcasen.
-Leviathan's got a new, Xaser-styled reload (How many more things I'll nick from ol' supercomputer? Too many I tell you). It fires slower, but it packs more wallop in exchange.
-Torchglow got a new extra firing mode. It's nothing too crazy behavior-wise, but it sure is addictive to me. (A little nod to what this gun was originally planned for Icytux's thing. #BringIcyBack)
Spoiler: changelog
V.3.0
-Controls menu can't be directly modified anymore, so I added a new thing in the main menu for that, namely "Driving under influence".
-Added pickup particle choker as I heard the Colorful Hell's health bonus pinatas can cause quite a slowdown.
-Added +MTHRUSPECIES to the rest of weapons. (Hopefully all projectiles and whatnot will go through Antonov's wall now.)
-Added +INVENTORY.AUTOACTIVATE in the Extremesphere's invul. Else it had led to a situation in which it got stored while you had another invulnerability going. (I wonder how that one got eaten, hmm.)
-Added a bog-standard edit (but an edit nonetheless) of Alosha's sprites, so they are more close to "source material".
-Added Zwerg Limiter. You can still overload it with backpack-extended clip, but it will always fire only 20 shells per shot to prevent lag overdose.
-Added GC keys and keysharing because yes.
-Added item bar while scrolling through items.
-Added indication when superweapon amplifiers are active on the inventory icons.
-Added new Master Obliterator firing mode! Reload\Tertiary fire to throw an Obliteration Marker. After four or so seconds, it summons a bunch of angry planes to shit fury over monsters in vicinity.
-Added a new alt-fire for mp40, it's!... interesting. Try it yourself.
-Added in-mod gldefs for rocket-based gldefs. They are their own entity so you don't need to load lights.pk3 to have them.
-Added recoil controls like in my other two mods. (Another gigantic asspain of humongous proportions, why do I keep doing this to myself~)
-Added a crapton of decals.
-Re-added a fans-favorite (Keks favorite) long-time-not-seen (never seen cause it didn't get in before official release) brand-new combo for Alosha (reskin of Rocket-Propelled Chainsaw as that's what it was before) - the TELEFONMAST! (Totally not a part of "reinstating filthy memes" programe.)
-Speaking of that, if you want to lose a couple more braincells - type "RO_FilthyMemes 1" in console and check the sounds accompanying the nuke or guru blast. (Gotta love those 'inside jokes\one other mod for another game' memes. Sigh.)
-Fixed the jumpjets reacting even if you are in forkgod mode; that actually got fixed before but... aaagh.
-Fixed the Warpocs not disappearing at times when undeploying.
-Fixed Stachanov reseting the burndown time while firing instead of adding to it.
-Fixed backpack fill for tank shells.
-Fixed Erasus not looping borscht attack for whatever reason.
-Fixed Dispenser being blastable.
-Fixed positioning on the Power Overwhelming's firing origin point.
-Increased distance between Stachanov rail's pieces for better performance.
-Fixed Deathhead's main projectile trail.
-Equalized the ammo usage between superweapons.
-Domination combo has been severely improved with an indicator which monsters got dominated. They should also be less prone for friendly fire but not 100% disabled from doing so, as the turned monsters turn their species to the player - meaning you can shoot through them and not harm each other.
-Increased the window frame in which you can still keep firing with Power Overwhelming without having to rev it back up.
-Fixed Alosha's melee a little. Machinegun had disappearing frames, and one of the revolvers had wrong frame handling.
-Added Concrete Stalin variation to Concrete Donkey combo for Alosha.
-Simplified some of the combos.
-Fixed MissileHeight on a ton of fastprojectiles.
-Removed a slight jitter on the intermission music loop.
-Added widescreen support to Berserker Pack and made it generally more fun to use.
-Violator received SEVERE improvements in handling via new guidance system and it generally is probably the best SW to pick if you really wanna rake in those kills.
-Improved Beef Supreme graphics-wise (and that was painful I tell you). You can also cancel out the select animation while switching weapons around.
-Improved Leviathan. It works the same way, just made the animation more engaging, and as a trade-off for slower fire rate - higher damage.
-Improved C4\ammo satchel handling (can go for detonation faster and easier, even with a projectile in mid-air) and added widescreen-friendly throwing hand.
-Fixed the Satcheler slot on the class patch to be on 2 as intended.
-Mutilator received a small insides rehaul, giving it smoother animation and responsiveness upgrade.
-Matryoshka's chaingun rockets can now aim up and down according to your firing pitch. And fixed the upward pitch randomisation being broken.
-Perestroika received a slight rehaul - it has much higher range, even if that doesn't make sense, and the discs by themselves don't home in if you aim at something, but they are bouncing around, causing mayhem. Could say older method was better, but I didn't feel it had particularly fit the gun. It should also be slightly more responsive with things. (I generally feel dissatisfied with that gun, so don't be surprised if I'll replace it~)
-Instafuneral has a different indicator for alt-fire being ready on the weapon itself, also refined the gldefs and animation on it a little.
-Channeler got mostly slight improvements like smoothened out movement, smaller delay between shots, and repositioned\smaller visually projectiles so you see what the heck you doing. (Also causes less lag cause I removed gldefs on every single ring in primary fire, oof.)
-Improved Pantokrator's pickup.
-Pretty'fied the Deathhead's ammo pickups, too.
-Planet Cracker, other than being extended and refurbished - it lost the fanciness of its old loading animation, but it fires its super payload much faster, helping to keep up with the rest of the superweapons. It also got something extra on top of it as well~
-Vindicator also got a much, much needed extension plus spiffying. Also new reload animation.
-Speaking of that one - ion cannon blast has a new surprise; the prep times damages now, so you'd better keep your ass away while it goes off.
-Modified the way the dual wield is handled across the board; now you don't need to stretch your fingers to fire both of your guns at once in some cases like Yuri or Marty's pistols.
-Speaking of those - starting pistols get slightly less [censored word] recoil animation. (Still mostly rotation + moving frames around cuz I'm lazybum~)
-Satchels got slightly refined - better animation, can detonate them right after throwing, you name it~
-Deathnukes are back on the plate! Off by default, but you can reinstate them in the cheats menu or by typing in RO_Deathnukes 1 in console.
-Erasus and Violator finally get affected by quad upgrade (that was such a pain in the ass, oh my god.)
-Erasus also stopped hitting you as I thought it made it kinda useless. Too easy to blow yourself up. It might not matter once you get some shields\health, but for being a starter weapon - you couldn't really make much use of it during beginnings.
-Yuri's melee charge attack (you know, the fartblast) now gives you a substantial damage reduction while it charges.
-Added some rudimentary sprites for Warpocalypse in case you play with r_drawvoxels 0. It is generally recommended you play with it on, as otherwise it looks like arse. Still better than having a still shot of its side at all times!
-Took the gldefs out of Antonov's shield; it looks mega with them, but the lag... oh lord, the lag.
-Gopnik can lay down mines faster.
-Probably a ton of crap I forgot to note down here, but you'll figure it out~
-Steamroller gets a more demoman'ish detonation ability, given you can do it at any given moment of using the weapon now.
-Rudimentary Heretic support. It might be rough around the edges, but it's there. I dunno about Hexen, maybe another day.
-Added more ammo highlights in HUD with certain weapons.
-Beef Supreme now has a funky addition to its projectile's behavior.
-Added info about Excalibat's SPEEEEN and rolling stone firing.
-Fixed Vindicator's repulsion field ammo use being way too faster than intended.
-Added some moar wepon tips here and there.
-Corrected the selected mode text color in Erasus to white.
-Fixed Stachanov missing fade in 3rd stage charge.
-Fixed zooming-in weapons being weird with the fade to black (and also made it faster).
-Fixed gldefs on Erasus blasts.
-Fixed Rocket-Propelled Chainsaw having some problems mowing through enemies.
-Fixed Rasputin causing a severe performance drop.
-Fixed putting RO_BarrelParts on 0 not actually zero'ing out the barrel fragments.
So what's gonna be left for the mod? I dunno, I think it's essentially finished, bar incoming bugfixes, but that's what I said last time. Keep your eyeballs peeled, and if something's gonna be up, you'll probably know about it, we'll be yabbering about it on sohshul media for sure.