Russian Mercenaries [V2.0]

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Re: Russian Mercenaries [V1.5]

Postby Yebudoom » Wed Aug 25, 2021 3:48 am

RastaManGames wrote:After several tries of brainstorm i just not invented anything useful and working.
Get this feature work is one of my primary objectives in the nearest future, but for now it's just not work at all.

Look into other mods for inspiration. Doom EXP and Colourful Hell have working menus like that.

Two other things I'd suggest for your mod (a matter of personal preference, though):
1. Making the mercs' attacs non-hitscan. When ALL of the enemies use hitscan, it's overkill. Look into mods like BulletZ or Less Frustrating Doom. Or, again, Doom EXP.
2. I miss the flying enemies. I think some flying drones would fit the mod. Just my two cents.
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Re: Russian Mercenaries [V1.5]

Postby Armolitskiy » Wed Aug 25, 2021 10:44 am

Fix it and balance it, please. But, tovarish, mod idea is good.
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Re: Russian Mercenaries [V1.5]

Postby BradmanX » Wed Aug 25, 2021 4:15 pm

Yebudoom wrote:Two other things I'd suggest for your mod (a matter of personal preference, though):
1. Making the mercs' attacs non-hitscan. When ALL of the enemies use hitscan, it's overkill. Look into mods like BulletZ or Less Frustrating Doom. Or, again, Doom EXP.


I definitely agree about the projectiles, that seems like a good idea with a mod that has so many enemies with ballistic weaponry, and especially in this instance, since slow motion mods are recommended, and those are more honestly effective with projectiles, since hitscan attacks are instantaneous.
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Re: Russian Mercenaries [V1.5]

Postby RastaManGames » Wed Aug 25, 2021 8:32 pm

I am 120% agree with hitscan attacks critique, `cause these dudes are kicking my arse very hard even while playing with some powerful guns.
Gotta change their behavior to fast projectiles (i have something good as example, that inspiring me very good).
When i get this done, V1.6 is gonna out very soon. I just need more time for implementation and some balancing.
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Re: Russian Mercenaries [V1.6]

Postby Spaceman333 » Thu Aug 26, 2021 1:37 pm

Awesome no more hitscanners, I love this change! :thumb:

V1.6:
but completely deleted replacements of Cacodemon, Lost Soul and Pain Elemental


Completely deleted? Would be a shame to lose some cool enemies entirely - maybe relocate them to spawn among hellknights, arachnotron, revenants and mancubi instead?
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Re: Russian Mercenaries [V1.6]

Postby RastaManGames » Thu Aug 26, 2021 4:47 pm

Spaceman333 wrote:Completely deleted? Would be a shame to lose some cool enemies entirely - maybe relocate them to spawn among hellknights, arachnotron, revenants and mancubi instead?


No worries! Nobody from new enemies gets deleted for the present time.
My spawner works like a big barrel full of toy monkeys.
There is 92 enemies and 10 civilians, so i want them all to participate in various journeys.
All of them have different chances to appear in the spots of almost every enemy on the map.
Thing is, that spots of these three vanilla monsters will be just blank for now, 'cause i do not want them to appear along with my enemies and i also do not want human-like mercenaries just running somewhere, where flying enemies must exist (deep pit behind window is just one example of this).
I hope that this will not break some maps (as E1M8 or MAP07), but i am really sorry for broken immersion on some maps (where these enemies exist in a big numbers).
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Re: Russian Mercenaries [V1.6]

Postby Yebudoom » Fri Aug 27, 2021 4:33 am

That's why I suggested drones instead of flying demons. Or maybe mercs on jetpacks. Would be cool!

For some examples of mods that have this: Xim's Star Wars Doom, Rampancy (IIRC) and Cyberpack (an old mod, it's here in these forums).
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Re: Russian Mercenaries [V1.6]

Postby RastaManGames » Fri Aug 27, 2021 7:03 am

I think i have one sprite sheet of enemy with jetpack, but i don't have any Russian voiceover, that can fit him perfectly.
Most enemies are just humanoids from old FPS, like S.T.A.L.K.E.R., Delta Force 2, Far Cry or even Project I.G.I., so for this moment i just can't even barely think about fitting enemy, that is humanoid and has Russian voiceover.
It can be original enemy (like Psycho or Assasin) and i have some unused Russian voice lines from F.E.A.R., but i need to think about it in the future...

P.S.: Even if i can use jetpack dude for cacodemon and (probably) helicopter for pain elemental, i still don't have any drones yet for lost soul and i need to do something about it's sounds. Usual noise of flying drone is ok too, i guess, but... IDK. Just give me few days and i can do something about it.
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Re: Russian Mercenaries [V1.6]

Postby openroadracer » Fri Aug 27, 2021 10:04 am

Maybe, for Cacodemon, instead of just another guy on foot, maybe some kind of light helicopter? Maybe something similar to the Russian Mafia MD-530s from Mercenaries: Playground of Destruction?

And perhaps a kind of transport helicopter to replace the Pain Elemental, like the Mi-17?

And of course, the replacement for the Lost Soul should be a small UAV(something you could hold in your hand) that's loaded with a small explosive charge, similar to the recon drones from Frontlines: Fuel of War.
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Re: Russian Mercenaries [V1.6]

Postby RastaManGames » Sat Aug 28, 2021 11:17 am

I prepared few new enemies to fill empty gaps for flying enemies and mini-bosses.

Lost Soul will become an scary drone, Cacodemon gonna transform into dude with jetpack and Pain Elemental is something like helicopter now.
Archvile now have proper equivalent in a form of annoying humanoid (i found nice Russian voice lines for that).
For slots of Cyberdemon and Spiderdemon now gonna fight three though enemies with dangerous arsenal.

That was really hard and damned job to make them as for me, but sooner or later more people gonna notice lacking of flying enemies and though buddies (like Cyberdemon, Spiderdemon and Archvile).
I still need to implement few things and debug another ones. These new enemies all gonna be in upcoming V1.7 for sure.
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Re: Russian Mercenaries [V1.8]

Postby undeadmonk354 » Wed Sep 08, 2021 8:07 pm

Will there be any Russian Mercenaries with English voicelines?
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Re: Russian Mercenaries [V1.8]

Postby Spaceman333 » Thu Sep 09, 2021 4:12 am

undeadmonk354 wrote:Will there be any Russian Mercenaries with English voicelines?


That makes no sense, it'd have to be british/canadian/australian/american/other mercenaries mod.
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Re: Russian Mercenaries [V1.8]

Postby Carrotear » Thu Sep 09, 2021 5:25 am

I guess he's talking about something like how Stalker has Russian Voices but they sometimes speak English with a Russian accent?
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Re: Russian Mercenaries [V1.8]

Postby Enjay » Thu Sep 09, 2021 5:41 am

I guess that's OK in a somewhat cheesy game (no offence intended) but, for me, the film Child 44 was almost ruined by the English-speaking actors putting on what I considered to be comical "Russian" accents. I thought cinema was beyond that by now (or even by 2015).



Whether it's true or not, I don't know, but Tom Hardy has certainly been quoted as claiming to have learned the accent that he used by watching The Count from Sesame Street.

Speaking at the film’s UK premiere at the Vue West End cinema in London’s Leicester Square, the Dark Knight Rises star said: β€œI watched Sesame Street. The Count (Von Count) speaks just like it and that’s what I based it on.

β€œI couldn’t get it off the ground at any point and thought that’s the best I can do.”
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Re: Russian Mercenaries [V1.8]

Postby Spaceman333 » Thu Sep 09, 2021 10:24 pm

Enjay wrote:Whether it's true or not, I don't know, but Tom Hardy has certainly been quoted as claiming to have learned the accent that he used by watching The Count from Sesame Street.

Speaking at the film’s UK premiere at the Vue West End cinema in London’s Leicester Square, the Dark Knight Rises star said: β€œI watched Sesame Street. The Count (Von Count) speaks just like it and that’s what I based it on.

β€œI couldn’t get it off the ground at any point and thought that’s the best I can do.”


lmao :lol:

I can't stand those english spoken fake russian accents, they're horribly cringe for sure.

--

The mod itself has grown quite massively (+250MB). I can still download it easily with a fast internet so its not a problem, but for sake of curiosity would it be possible to reduce the filesize without losing audio quality?

Also an awesome mod like this would be great to share in other places too, like ModDB.com - plenty of doomers in there would appreciate this mod!
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