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Re: Russian Mercenaries [V1.9]

PostPosted: Fri Sep 10, 2021 5:19 am
by Carrotear
This is also on that site from what I checked.

Re: Russian Mercenaries [V1.8]

PostPosted: Fri Sep 10, 2021 6:04 am
by RastaManGames
Spaceman333 wrote: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!


To be honest, i am already compressed all audio from various *wav files to *ogg with "Zero Quality Preset" in "AIMP Converter".
Quality itself not dropped very hard, but size of files getted really smaller (if we can compare it to original files).
So... Only way to decrease size of this crappy mod is finding new method of compressing ol' good OGG Vorbis, i guess.

Also, i have page on ModDB, but i don't know, if it's okay to post link here...

Re: Russian Mercenaries [V1.9]

PostPosted: Fri Sep 10, 2021 8:18 pm
by Spaceman333
Yeah true looking at the files, they're all already ogg, well organized and clean - so its already enough optimized as it is. It just simply has an adundance of good content, which is awesome. In this case its ok for the filesize to be big.

Yes, putting up a link to moddb as an alternative download location is always welcome! I didn't know you already had one and I never saw the file posted on Doom 2's files, since I have that game watched and always recieve updates when a new files for Doom 1/2 gets uploaded there.

Re: Russian Mercenaries [V1.9]

PostPosted: Sat Sep 11, 2021 7:43 am
by Nomakh
This is... Brilliant. I have been searching this kind of sprites a long ago! Can I use these sprites for my mods? This question also to origin's authors...)

Russian Mercenaries [V2.0]

PostPosted: Wed Sep 15, 2021 7:29 am
by RastaManGames
I am currently working at idea of something like "optimization" for my junkie mod that can decrease count of local functions from, as example, 30 to just 1. Something like "classification system" if you ask me.
Number of lines in code also gonna be drastically decreased because of that process.
How it can be good for gameplay in GZDoom? I hope that this idea is not pointless at all.

Small update on my life:
I am really do not want to bring politics to this forum, but if i (someday) just gonna be offline for more than month or even half of year...
Just be know, that our government (the shameful "RosKomNadzor") are gonna ban entire internet and create something like "Great China Firewall" (with one exception that we don't have good analogues in Russia for overseas web-resources).
In unforseen future i just can loose access to this great forum, but let me thank you all for playing in GZDoom with this junkie-cranky enemy pack. I hope, that your gameplay with it gonna be lukewarm and you will not experience any fatal bugs and/or crashes.

Re: Russian Mercenaries [V2.0]

PostPosted: Fri Sep 17, 2021 11:43 am
by Spaceman333
Finally cleared up my backlog to play this mod.

Overall I'm enjoying it! What surprised me is theres a neat "hidden" feature in this mod as some "enemies" are actually hostage characters!
I can save them by getting close to them, causing them to stop running in fear and now I can press [Use] and they will drop a random useful item in return.
If they die... well no useful item for me and also shame. :(

At first I was expecting to go in this mod just guns blazing and mowing down every enemy without care, but now I have to be careful not to accidently kill the civilians. Its quite tricky too, civilians do not have a clear visual clue that would quickly set them apart from a group of enemies, so I actually have to hold and check before firing my weapons. The civilians do scream and run away while enemies come at me, so there's that, but enemies/civilians do not have unified... uh I guess uniforms or markers, so it takes a while to verify who is who. I did laugh when one them yelled "Taxi!" when I came up to save them lmao. :mrgreen:

The voice lines are pretty good, there are no obnoxious ones at all, none that are too loud or too quiet. Very solid good work!

I'm still early into a playthrough, so I haven't fought the full roster yet, but early enemies are fair, good balance so far. They do drop a lot of pistols and ammo, so I constantly had my ammo refilled quickly. I'll post more thoughts once I finish a playthrough (32 maps!)

Its really cool unique mod, I like how its almost a bit like a tactical shooter against mean thugs that are holding civilians as hostages. Very different experience compared to any other monster mod out there. I'm really happy it was made and shared. :thumb:

Re: Russian Mercenaries [V2.0]

PostPosted: Sun Sep 19, 2021 6:51 pm
by Carrotear
When I load this with Black Warfare, Enemies don't show up in certain monster classes like Zombieman and Lost Soul spawns.

Re: Russian Mercenaries [V2.1]

PostPosted: Thu Oct 07, 2021 10:13 am
by Spaceman333
Completed my playthrough!

Very good mod! Later in the campaign I had rocketlauncher troops, toughened officers, dogs, drones, helicopters, tanks and power-armored bosses attacking me. The entire roster works really well and is definitely harder than regular doom enemies, but still fair and managable generally.

Especially units that shoot rockets can quickly and easily reduce my health with surprise attacks - I think giving them a slightly longer delay and warning before they shoot their rocket would be welcome.

Ammo drops are massive, I never ran out of ammo for my chaingun/shotgun slot weapons. Its a bit 50/50 situation - on one hand I don't need to rely on map placed ammo pickups which makes scarcity-based challenge gameplay not possible, but on the other hand the abundant ammo is excellent at balancing out the harder-than-vanilla difficulty of this monster replacer mod.

Some voicelines say some really funny things, I love it. :D Because I understand russian language, this mod is far more entertaining due to the various things the enemies/hostages will say and how they say them.

Third party addons like Nash gore, Critical Hits by mikk- and similar greatly enhance the fun too!

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On a sidenote, the update for the mod didn't appear in my moddb update feed, so I fear many people might not even know it got updated there.
When uploading a file, theres a section at the bottom to add Links that will cause moddb to send updates to people who are following a game, a mod, a group or engine. If you can make that section look like this (see below) it would add more visibility and discoverability to this awesome mod:

Image

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As a suggestion, can you add some sort of easily visible bright colored green icon hovering above the heads of Hostage characters?
Normally because I use Target Spy to see enemy names, I can identify hostages directly somewhat - but without that addon UI mod I'd have to let a potentially dangerous unknown human character move around freely for a bit, without shooting at them, to give time to identify if they're friend or enemy. Even then with that mod I still make mistakes and shoot them down, thinking they're an enemy in the critical second as I turn a corner and suddenly see them.

Having an icon above their heads (like a green double arrow pointing down or a green H or a green human icon) would greatly help saving hostages among enemy groups. I've already massacred a lot them by accident in numerous fight-or-flight moments, feeling regret and anger I fucked up.

Re: Russian Mercenaries [V2.3]

PostPosted: Sun Oct 17, 2021 9:31 pm
by thugsta
Loving this monster pack, adds a bit of tactical play into it.

Just 1 thing thought if you can add? They need to have a break and reload from time to time as some just go full ape shit unloading round after round.
The other thing which is not much a problem but just odd is the helicopters seems out of place for some reason personally, maybe we need replacements for something that fits even better for those, just a thought :)

Thanks for this.