[Finished] The Russian Overkill - 3.0e

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KeksDose
 
 
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by KeksDose »

Yesssss it's time for Russian Overkill 3.0! If you clicked "show last post", read above for the update from the man pillowblaster himself if you haven't done so already!

Aight, now I'm here taking this opportunity to show you some work I've done on this bombastic mod! It's not quite like pillow redoing a billion weapon sprites and animations, but you still wouldn't wanna miss it! (The download is below!)

Guided Warhead
Image

Deathhead's guided nuclear missile altfire now controls more smoothly and can steer overhead as well. I've also updated the camera effects on it a great deal, including a little shader reminiscent of a vhs tape artefact. You think it makes no sense? Sense is lost in RO anyway. You may brake with altfire, and detonate with fire.

Guided Ramjet
Image
Image

Similarly, Ramjet's altfire, the remote controlled sniper rifle, can now go overhead as well, and comes with a cooler camera effect to boot. The greatest buff though? You can now open doors and use switches with it by pressing use.

Mode change effect
Image

From now on, if you hold altfire with Rasputin or Gopnik, a menu pops up showing you which direction to press to access the different modes.

DOWNLOAD RUSSIAN OVERKILL 3.0: Click, for Armageddon is here!

And as a note for modders: You can find everything I did in the moonspeak directory and it's free to use in gzd mods except for commercial usage. You might be particularly interested in my quaternions, angle to rotation and backwards conversions, and what makes the alternate firing pictured above tick. See the readme in there for more info. Have fun!

Have fun and here's to another good run, hehe!
jablon1000
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by jablon1000 »

Yeah!!! Finally dope for me baby!
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Beed28
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Beed28 »

Definitely gonna play around with this!
Darkrune
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Darkrune »

UM. It appears the dual Leviathan refuses to use ammo. It's infinite dual triple shotgun shenanigans and I have no idea if it's suppose to do that or not.
retronutcase
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by retronutcase »

Darkrune wrote:UM. It appears the dual Leviathan refuses to use ammo. It's infinite dual triple shotgun shenanigans and I have no idea if it's suppose to do that or not.
I'm gonna assume no. Ran into the same issue.
Solaela
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Solaela »

KeksDose wrote:
Similarly, Ramjet's altfire, the remote controlled sniper rifle, can now go overhead as well, and comes with a cooler camera effect to boot. The greatest buff though? You can now open doors and use switches with it by pressing use.
*looks at the bolded* ....as if I didn't have any MORE reason to stick this on something like Planisphere 2 and cut loose with it from the safety of the start room.... I mean I guess it doesn't pick up keys but that's what idkfa is for. lol
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Beed28
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Beed28 »

Gonna report a few problems so far:

- Switching away from the Berseker Fist forces its music on instead of resuming the level theme.
- Instafuneral is still performance killing on certain Sunder maps.
- When classes mode is off, weapon drops from enemies are not treated as 'dropped', and as such will respawn if the items respawn cvar is enabled.
- When classes mode is enabled, the inverse happens; most weapons and certain ammo types that are map placed will be treated as 'dropped' and won't respawn.
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Finder153
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Finder153 »

Long time, no Doom. Guess it's time to rock n' roll one more time...
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Captain J
 
 
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Captain J »

Russian Overkill gets newer than ever when it aged a lot. Now that means something!
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Edward-The-Hazardous
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Edward-The-Hazardous »

Now THIS is the type of shit I love waking up to.

Will start a playthrough on all iWADS soon, will report issues if I come across any!
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Alptraum
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Alptraum »

Oi Blin, here we go again.
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Alamo985
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Alamo985 »

BLYATIFUL! JUST BLYATIFUL!
I've had a blast playing with SF2012 and Sycthe 2. It was one HELL of experience!
Stupid, yet brilliant idea executed in a fashionable way. It just can't get enough of this stuff.
It's a sad thing that all good things must come to an end.
WHAT A TEAM!
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Spaceman333
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Spaceman333 »

A new big update to Russian Overkill, one of my favorite mods of all time?

*excited incoherent screaming of pure joy*
KeksDose wrote: Guided Ramjet

Similarly, Ramjet's altfire, the remote controlled sniper rifle, can now go overhead as well, and comes with a cooler camera effect to boot. The greatest buff though? You can now open doors and use switches with it by pressing use.
Image

lmao, just kick back at spawn and let a flying gun do all the work. :D
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Mister Copper
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Mister Copper »

Hey, so this happened while I was playing Slaughterfest 2012:


This has happened with the Beef Supreme's primary fire in that instance, but I should note that this has also happened when I used the Yamato's secondary fire in MAP04.
This is more of an annoyance, but it's still worth reporting.

Just to make sure:
Spoiler: mod order
EDIT: forgot to mention that I used GZDoom 4.3.3.
Also,
Spoiler: for a mod that's about explosions, this game doesn't like me using explosive weapons
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Beed28
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Re: [Finished] The Russian Overkill - 3.0, Overture Finale

Post by Beed28 »

The Channeler's altfire probably shouldn't use teleporter linedefs:


Also, the class loadouts option doesn't seem to work in Heretic.

EDIT: Also, the Hotrod's smoke sprite is messed up in Heretic:

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