[Released] Brutal Russian Overkill

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Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

Valken wrote:Hi Redem,

I've enjoyed your previous version of BROK, so was wondering if you had updated it to the new PB 3.0 content as well? Hopefully there will be an update.
Hi Valken.

Frankly, I started doubting that this mix of mods was of any interest to the public, so the enthusiasm diminished big time, but apparently at least some players ( :wink: ) do enjoy it, which is good to know :).
As for the update: you see, there're basically two options here: go for RO + Brutal DooM21 (for now, 21 beta) or for RO + PB (vesrion 3.0 is still the latest as I peeked and also a beta).
Pros of going for Brutal Doom 21:
1. Superior gibbing.
2. Superior particle effects, terrain effects, decals.
3. Better suited for deathmatch at a glance, having separate mode for it.

Pros of going for Project Brutality 3.0:
1. ~3x the amount of monsters.
2. Voxel-based vehicles (note that RO has its own Warpoc vehicle that is also voxel based, so they should fit nicely).
3. More damagetypes (electrical, ice), potentially allowing more RO weapons to fit their damage in existing PB damage types.

I'm inclined to go for Project Brutality mix, since it is more familiar to me and has less features, that will be overridden by RO. By overridden I mean features, that will become useless, such as original mod's weapons. I plan not to change original mod at all, be it BD or PB, like I did with PB 2.05, but as a result it's native weapons have become rudimentary, without any use compared to RO weaponry.

All in all, I was hesitating partially because PB and BD have become separate branches (with release of BD21), rather than PB superceding BD and partially because of lack of interest and feedback. Now that I got one, and if you're fine with RO + PB mix, I will get to work, although it will take a couple of months.
Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: [Released] Brutal Russian Overkill

Post by Valken »

Hi Redem,

I'm a PB man myself so go for that and I do look forward to it!

Thank you for keeping up the great work!
el armadillo2
Posts: 148
Joined: Fri Nov 11, 2016 9:45 am

Re: [Released] Brutal Russian Overkill

Post by el armadillo2 »

Sorry, sir. But you're being arrested for the rape of thousands of computers.
Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

Ok, couple of months was a bit of exaggeration. The mod is now fully functional as beta. The links at the title page have been updated.
Couple of major points:
1. Both RO and PB are now completely independent, there was literally nothing ripped from either of mods. If played separately, you won't notice any difference in PB except that there is now a "Marine"
player class in player selection menu when playing PB alone. Do not use it. It's there because currently there is no way to remove a specific player class, only all of them before introducing new ones. Thus one of the mods had to forego the "clearplayerclasses" function (for those familiar with decorate) and that is PB. With RO, however, it will be gone, since RO does clear playerclasses before PB.
2. Presently, apart from a couple of weapons, I did not change or rebalance the damage of RO weapons. However, there are clearly some weapons, that are less useful than others, having much lower damage output, without significant advantages. I plan to do rebalancing stuff next as I did with a previous version of the mod.
3. In addition to rebalancing I plan to cut the overall damage of all RO weapons by ~2 times and also cut the monster health modifiers that are applied at higher difficulties (so the maximum will be ~4x health instead of 10x). The reason for this is that I want to make PB weapons less useless. They will still be vastly inferior to RO weaponry, but I beleive that is one of the points of RO.

Lastly, don't forget about feedback. I have removed several noticeable bugs from RO but I am sure there are more less obvious ones. Don't hesitate to report them If you find them.
Have fun.

P.S. el armadillo2, I have no Idea what your phrase meant :)
Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: [Released] Brutal Russian Overkill

Post by Valken »

Glorious!!! D/L in between my project and will get on it after I do some real work. Thank you Redem!

So I'm running through it now via a custom wadsmooshed with continuous levels for all episodes and its crazy... there are some conflicts so far such as:
  • Tons of spam in the console upon loading but all in yellow so not critical (yet)...
    The character classes limits what can be picked up and
    Since the monsters don't drop their equivalent ROK weapons, it gets even tougher to use fisticuffs! Good thing random melee is ON.
    The shotgun sprite does not show up after picking it up from the Zombie Sargent. Weapon is there, but it shows the fist frame and fires an empty shotgun.
    Can you make a new difficulty and set it at 7 -8x? 6x is a little OK but 9x is tough due to not being able to pickup weapons as Yuri for example. I think it get better through level progression but I haven't made it that far in 9x yet.
I PM you something to see if you can look into it but will continue to do some more "testing".
Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

The mod has been updated again.
1. As planned, monster hp per difficulty has been reduced from 1x-10x hp (easiest-hardest) to 1x-4x as well as increasing monster damage on higher difficulties to provide a bit of challenge.
2. RO weapons damage has been nerfed and weapons have been rebalanced. It turned out the damage of some weapons did not need to be changed at all, because those have been weaker to start with, while some more powerful ones got cut down to 1/2 of their former damage.
3. Fixed an anti-boss capacity of some weapons (Violator, Hotrod, Tepesch) as these have been very weak against monsters that stop piercing projectiles, namely PB cyberdemons and spiderdemons.
4. Reduced recoil (the one that pushes you back while firing) and knockback power on most weapons for more comfortable and realistic game.
5. Fixed a couple more bugs.
gothicpanda
Posts: 3
Joined: Sat Aug 25, 2018 8:01 pm

Re: [Released] Brutal Russian Overkill

Post by gothicpanda »

I can't seem to get BROK to work right.

The PB mod seems to interfere with the RO mod. All of the weapon and ammo drops are from Project Brutality its frustrating in maps where most weapon drops come from dead enemies.

I also get a huge error text that I will attach to hear once I learn to extract it.

I don't know what I'm doing wrong.

So far I'm using I'm using the following:
Rocket Launcher 2.0
GZDoom 3.5
doom2.Wad (IWAD)

Loaded in Rocket Launcer Common Resources are the following:
Project Brutality 3.0 Light test
RO_pb_2.5

I'm quite new to the modding scene, but I'll be happy to provide additional info.
Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

I've checked that the problem you described is caused by reversing the order in which RO and PB files are loaded in GZDoom.
In your GZDoom shortcut's "target" line you need to load PB first and RO next. I've updated a download link to include the shortcut (forgot it for previous update). Just modify path to your GZDoom folder, assuming RO and PB files are there along with GZDoom executable.
I'm not sure if another weapon mod may interfere with these though, but if it does not replace weapon spawns than it's ok.
Last thing, monsters drop their own weapons, not RO ones. RO weapons you get from map pickups. This way you don't get most of your slot 3 - slot 5 weapons too early and monsters don't look weird dropping weapons they don't use.
gothicpanda
Posts: 3
Joined: Sat Aug 25, 2018 8:01 pm

Re: [Released] Brutal Russian Overkill

Post by gothicpanda »

Thanks Redem.

I've used the shortcut you provided in the download link and it starts doom. The only issue is that it only loads Russian Overkill. Even when Project Brutality is specified in the target line. The monsters are default monsters and not the Project Brutality ones.

This is currently what is specified in the target line:

C:\Games\GZDOOM\gzdoom.exe "Project Brutality 3.0 Test 1-21-18.pk3" RO_pb_2.5.pk3
gothicpanda
Posts: 3
Joined: Sat Aug 25, 2018 8:01 pm

Re: [Released] Brutal Russian Overkill

Post by gothicpanda »

Here's the error messages on loading:
https://imgur.com/a/vJ2q6gf
Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

Ok, that's weird. The screenshot of warnings you provided actually tells that PB has been loaded and working properly. Those warnings are intentional and I have those exactly on each startup.
Alright, we'll try to fish it out step by step.
First, can you confirm that your menus look like mine on screenshots below?
Spoiler:
Pay attention to:
1. The menu indicator (red triangle to the left of the list entry instead of usual skull indicator).
2. "Project brutality settings" menu on second screenshot at the bottom of the list.
If all those look like yours, than take a look in "Project brutality settings". Maybe all advanced monster spawns are disabled there, so you end up with vanilla doom monsters. If so, enable them all.
Also, I played RO playerclasses and "Project brutality" playerclass. I did not play "Purist" or "Traditional" since, technically, they should prevent extra enemy varieties. So if you did play either of these 2, just try the others.
Finally check that GZDoom is of 3.5+ version. This is the one I'm using.

Thanks for reporting this problem. I Hope the above stuff will lead to the solution.
Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: [Released] Brutal Russian Overkill

Post by Valken »

I just wanted to report some more testing observations:

Sometimes there is a huge robot or whatever popping up in liquids... its like someone dumped a mannequin into a pool so it just half floats. I have no idea what that is.. might be one of the robots from PB randomly being spawned as a decoration but it doesn't do anything... you can walk through it and its not solid.

The player takes a hard ass kicking at 4x/2x mode... the monsters just chew up the PB ammo fast, so when you find a ROK weapon, its like a blessing... great for masochists especially with monsters from Pinkie and faster.

No PB melee or kicking with ROK weapons in hand... I think a patch is in order because sometimes the monsters get real close and you need to kick them them back...

I didn't try ROK melee modes because most combos are crazy hard when you have 4x OP PB monsters hunting you down... Would be cool to make single bind keys for this.

So far, it is super-hard and a lot of fun... Once you find any ROK weapon, the game begins to reward but the journey is hard... It is incredibly challenging with this combo.
Redem
Posts: 16
Joined: Wed Jun 22, 2016 5:07 am

Re: [Released] Brutal Russian Overkill

Post by Redem »

Huge robot, hm? :lol: Could you take a screenshot of it one time?
About melee with weapons in hand, it is actually a lot of work to implement, that is partially why I decided to leave RO playerclasses with their own weapons, excluding PB ones.
This way it does not look weird, kicking with one weapons, and not being able to with others, and then there those PB legs visible and different hand sprites when carrying PB guns.
I do agree that RO combos need less keys to perform, and that I can do in reasonable time, unlike weapon melee. However, even without RO melee combos, pure melee attacks are powerful enough that pinkies and smaller should die very swiftly.
In fact, starting weapons are the ones that did not get nerfed at all, while monster hp did.

I'm a little busy for a next couple of days, so won't be able to do a lot of patching and updating but I am happy to answer questions here (does not take as much time :)). Of course I appreciate all the feedback too.
Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: [Released] Brutal Russian Overkill

Post by Valken »

Hi Redem,

I have updated 2 screeshots for your review.

First one was actually with the public beta test build of PB 3.0 beta where this robot shows up.
Screenshot_Doom_20180829_084509.jpg
I think it affect future builds as well but it is harmless. It is just a floating/bobbing decoration yet kinda annoying.

Map was sewers remake by Sgt Mark.

Second screenshot shows a huge issue that I found with certain maps: Memorial and Dawn of Reality.

http://prboom-plus.sourceforge.net/memorial.zip
https://www.doomworld.com/idgames/level ... ts/d-f/dor

Both maps are huge and yet work OK with either PB, BD OR ROK. If I combine PB with ROK, the FPS goes down super hard. With one mod only, it hovers between 20-60 depending on monster activity.

You can see I get 8 FPS at game start... I didn't shoot or trigger the monsters yet.
Screenshot_Doom_20180829_073520.jpg
One thing I noticed... if I press ESC and goto the menu, or drop the console, FPS goes back up to ~ 35. I checked the player setup screen and the picture of the Doom Marine was cycling through Yuri, Alosha and Marty for some reason.

Also, as it was doing that, I noticed the response time in MS was cycling between +/- 50 ms intervals... I am not sure if that is because of the sprites changing, glowing or character class check or what else.

With normal doom maps and even Doomone, it works mostly fine. You can see the first screen shot was ~ 77 FPS but it drops down to low 30s when a lot of entities fly across the screen.

Would be nice to have a debug version of GZDoom telling us where all the activity is coming from.
Valken
Posts: 281
Joined: Mon Jun 08, 2015 7:32 am

Re: [Released] Brutal Russian Overkill

Post by Valken »

Some more feedback:

Reverted back to PB Beta 3 and it seems to remove the robot but I found a new issue:

Monsters would STOP attacking the player or stop being triggered by the flashlight or on sight after ~ 1100-1150 kills.

Using PB, ROK and Doomone map, https://www.moddb.com/mods/doomone , the monsters just sit there.

Only when I shoot it would it trigger it to come after me again, but the rest of the gang would wait until it gets shot or hit by shrapnels.

I did use an HD texture mod, nicewallblood, universal gibs and UDV 2.12 (to get the flashlight).

It takes while and does slow down due to all the entities but I am unsure if there is a GZDoom entity limit or not.

I will try it again with basic doom maps cycling through instead of one huge wad but it takes the fun out of accumulating all the ROK weapons and leaving a huge trail of dead demons.
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