[Finished] The Russian Overkill - 3.0e

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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby Captain J » Sun Feb 09, 2020 11:31 am

Try download the new version of GZDoom. Version G4.3.3 welcomes such true agenda of the mod.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby wildweasel » Sun Feb 09, 2020 1:00 pm

Those functions are fairly recent additions to GZDoom. You may need to update to a newer GZDoom.

[edit] Ninja'd by the new page. :?
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby 789. » Mon Feb 10, 2020 2:51 am

hi, idk if i found a bug , but in the cheaty menu whatever value u put in deathnukes (toggles going out with a superweapon blast(the description)) dont change if u will die for superweapons shots, if this is not a bug ,can some1 explain me what this deathnukes cheat do ? thanks for the attention :D

edit: and this doesnt affect the orb that dont allow super weapons do damage to u
Last edited by 789. on Mon Feb 10, 2020 9:48 pm, edited 1 time in total.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby MasterCactus » Mon Feb 10, 2020 2:08 pm

I got this error while trying to load up the mod in GZDoom:
Script error, "RO.pk3:moonspeak/enhanced_vm_abort.txt" line 74:
Unknown function S_StartSound
Any tips?
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby wildweasel » Mon Feb 10, 2020 2:53 pm

MasterCactus wrote:I got this error while trying to load up the mod in GZDoom:
Script error, "RO.pk3:moonspeak/enhanced_vm_abort.txt" line 74:
Unknown function S_StartSound
Any tips?

As said above, you need a new version of gzdoom.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby cs89 » Tue Feb 11, 2020 1:16 am

I really glad this mod got an update for newer GzDoom version. :D
I remember I tried out RO when there was a separate addon which contained additional weapons (which weapons are now in the main pk3 file).
I will play a regular size megawad with the crazy firepower the mod offer. :)
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby Rowsol » Tue Feb 11, 2020 9:11 pm

The replaced monster projectiles are missing their GLdefs.
Keys are showing up twice on the standard HUD.
Stuffed barrels are bypassing the class restrictions.
Tepesh is causing things to bleed that shouldn't be able to, such as barrels and the robots of the Rampancy mod.
The dispenser is tanking my framerate. It wasn't an issue in the previous version. The red light is much brighter now. edit: simply changing 'secondarySize' from 256 to 128 fixed it completely and it still looks good.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby w4defish » Fri Feb 14, 2020 7:46 pm

When I try to run russian overkill on GZdoom I get this error
Script error, "RO.pk3:moonspeak/enhanced_vm_abort.txt" line 74:
Unknown function S_StartSound
Anyone know how I would fix this?
I think im on the most recent version of GZdoom so now im confused.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby wildweasel » Fri Feb 14, 2020 9:37 pm

w4defish wrote:I think im on the most recent version of GZdoom so now im confused.

It can't hurt to double check; the most recent is 4.3.3, last I recall, and S_StartSound is a VERY recent addition.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby PillowBlaster » Sat Feb 15, 2020 3:33 am

789. wrote:hi, idk if i found a bug , but in the cheaty menu whatever value u put in deathnukes (toggles going out with a superweapon blast(the description)) dont change if u will die for superweapons shots, if this is not a bug ,can some1 explain me what this deathnukes cheat do ? thanks for the attention :D

edit: and this doesnt affect the orb that dont allow super weapons do damage to u


I am not sure if I understand your inclinations, but deathnukes option makes you explode with a superweapon blast when you die like in old RO versions, no more, no less. It will not make you immune from superweapons. They are not affected by amplifiers either.

Rowsol wrote:The replaced monster projectiles are missing their GLdefs.
Keys are showing up twice on the standard HUD.
Stuffed barrels are bypassing the class restrictions.
Tepesh is causing things to bleed that shouldn't be able to, such as barrels and the robots of the Rampancy mod.
The dispenser is tanking my framerate. It wasn't an issue in the previous version. The red light is much brighter now. edit: simply changing 'secondarySize' from 256 to 128 fixed it completely and it still looks good.


-That oughta be ez fix. I even forgot I modified those, but I guess for the sake of that one sphere working proper... I should figure out a better way to handle that.
-There's a specific reason why this happens - citing: "You get stock keys alongside custom RO ones because!... some maps are real funny with their locks/scripts and only respect default keys. It's a preventive measure for such case and it was around for a long while, but I made the key list lately display all keys to save myself headache of displaying the custom keys people add to their things and as a side effect, that made them both appear at once."
-Of course I had to forget about something, will fix.
-Hmmmm... I don't think that's on me then. I did make the stakes blood shower only react to bleeding enemies, so there's not much I can do here without some explicit checks, and not sure if I wanna delve into that.
-Odd. 256 should still be well within reason regarding gldef lights. I know anything past that number can act funky, but... guess I'll see if I'll wanna tweak it or not, given it works fine here, but performance comes first. Probably all the extra particles are messing it up.

wildweasel wrote:
w4defish wrote:I think im on the most recent version of GZdoom so now im confused.

It can't hurt to double check; the most recent is 4.3.3, last I recall, and S_StartSound is a VERY recent addition.


Yeah, I can confirm, you need to get an updated gzdoom for that.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby Rowsol » Sat Feb 15, 2020 3:37 pm

Technical problem here. I was just playing and I hit a level where the Vindicator primary fire was killing my framerate. I saved the game there and tested the other super weapons. None had the same problem. I'm commenting out code and it has something to do with "VindicatorExplodiumBlast", in particularly the "A_SuperExplode" of it. If I comment those out I get no lag. I can't find any documentation on A_SuperExplode so I have no idea what the parameters are. If need be here's the info if you want to check yourself.
DyingCamel's Demons, map12, in the final area where the cyberdemon shows up in front of you and you are in a circular room. Fire the primary fire of the Vindicator and the game practically locks up for a few seconds. The secondary fire does as well but not until it's explosion. If I replace it with A_Explode the problem goes away.
I just realized Vindicator no longer hurts you with it's primary fire. Neat?
I am unable to leave forkgod mode. I thought it was reload? I tried zoom too. I ended up having to finish the level in order to change back.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby chaoseclipse01 » Sun Feb 16, 2020 8:57 am

Rowsol wrote:I am unable to leave forkgod mode. I thought it was reload? I tried zoom too. I ended up having to finish the level in order to change back.


I'm having the same problem with Fork Sphere. Once entered, it seems like neither Reload or Zoom gets you out of it. Only way I've been able to get out of it is through changing maps. Also, shields still take damage in Forkgod mode. Not sure if that's intentional or not since you're supposed to be in a invulnerable state once in Forkgod mode, or as far as I know anyway.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby PillowBlaster » Sun Feb 16, 2020 9:33 am

Rowsol wrote:Forkgod stuff


Answer's in the attachment. I wonder if there's some better way to deliver this info without being intrusive since this is in the tooltips but most folks probably have that off by now, but I am kinda at wit's end regarding that (plus, if it needs explanations like that it's kinda bad design by default, but sometimes you need perspective of time to see what works and what doesn't). Also updated the info in OP regarding that.

Rowsol wrote:Technical problem here. I was just playing and I hit a level where the Vindicator primary fire was killing my framerate. I saved the game there and tested the other super weapons. None had the same problem. I'm commenting out code and it has something to do with "VindicatorExplodiumBlast", in particularly the "A_SuperExplode" of it. If I comment those out I get no lag. I can't find any documentation on A_SuperExplode so I have no idea what the parameters are. If need be here's the info if you want to check yourself.


I am a dumbass and should've used this function better, that is all. Will work better next time, but might affect the firepower as I am not sure how to gauge damage ratio on something this obscene. SuperExplode is basically KeksDose's brainchild made for the explosions go through walls, and while Vindicator did do that already - I figured it might be better to call it once per frame and just increase range/decrease damage output per tic instead of making it called ten billion times per one explosive actor like it used to. I'll pump it up in case it'll feel too weak after nearest update.

(Oh yeah and it'll start killing you again hu~)
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby chaoseclipse01 » Sun Feb 16, 2020 12:48 pm

PillowBlaster wrote:Answer's in the attachment. I wonder if there's some better way to deliver this info without being intrusive since this is in the tooltips but most folks probably have that off by now, but I am kinda at wit's end regarding that (plus, if it needs explanations like that it's kinda bad design by default, but sometimes you need perspective of time to see what works and what doesn't). Also updated the info in OP regarding that.


Is there any way to set it up to where using weapon next/previous will also back you out of Forkgod? I was about to post saying trying to switch weapons still wasn't working for me until I decided to go back one last time and try using the 1-0 keys to switch weapons to find out that's how its done lol.
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Re: [Finished] The Russian Overkill - 3.0a, Reprise

Postby Rowsol » Sun Feb 16, 2020 2:11 pm

SchwarzerZwerg altfire and Borsch don't respect recoil settings.
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