[Finished] The Russian Overkill - 3.0e

Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Finished] The Russian Overkill - 3.0b

Post by Captain J »

Itschristian wrote:
Shadelight wrote:Why is it called Russian Overkill?
This mod is pure Overkill combine with Russian stuff,with sacrificing your fps to oblivion.
Talk about gold digging... I've never seen something like this before.

Anyway in my theory, Russia in fiction, especially the Soviet part had some over-technology going on and it was quite a trend(See Goldeneye and Red Alert Series). So Pillow took the good and wacky part of it and made the gameplay mod out of it!

A Cliche, but with an extreme twist.
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

Did something happen to the extremesphere? I've been playing recently and I haven't come upon a single one through a number of maps. Granted, both playthroughs were using New Gothic movement 2 and Maps of Chaos; could that be the reason? Really, I miss hearing that thee pop up while I'm playing.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Finished] The Russian Overkill - 3.0b

Post by Captain J »

just played the test map and it turns out, the Extremespehere is still in the game. But the spawn late is quite rare.
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

That would explain it; is there a way to improve the spawn rate? Something I can alter in an .ini or the like? I wouldn't want to boost it too high but at least enough to see it once a level or every two levels.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Finished] The Russian Overkill - 3.0b

Post by Captain J »

Open RO.pk3 with SLADE, go to Decorate folder and locate Spawners.txt. You'll see the Invulnerability sphere replacer.

Code: Select all

actor InvuSphereSpawner : RandomSpawner replaces Invulnerabilitysphere
{
    DropItem "ShieldSphere" 256 2
    DropItem "ExtremeSphere" 256 1
    DropItem "ForkSphere" 256 1
}
Copy and paste extra extremesphere code to the replacer then we are done!
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

Hm, what do you mean extra extremesphere code? Do you mean repeating the extremesphere code under the same invuln sphere replacer section? Replace the other sphere replacers with extreme sphere? Or should I just increase the 1 to a higher number?
User avatar
Rowsol
Posts: 982
Joined: Wed Mar 06, 2013 5:31 am

Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

You can just change the 1 to a higher number. That number at the end is the odds of said item spawning. 1/4 in this case.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Finished] The Russian Overkill - 3.0b

Post by Captain J »

I was about to say that you should add another DropItem "ExtremeSphere" 256 1 to the randomspawner, but Rowsol's solution might work too.
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

I'm making the changes, but they don't seem to be applying. I keep starting a new game and going to a point where I know one of the spheres I changed the spawning of exists (Doom 2's Map 3, a blursphere) just so I can test it out, and it still spawns as one of the other spheres the blursphere is normally replaced with.
User avatar
Rowsol
Posts: 982
Joined: Wed Mar 06, 2013 5:31 am

Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

What does your blursphere replacer look like? Can't help if you don't provide the code. And if you're asking coding questions you should be in the scripting sub, not bumping this thread.
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

It looks like this

Code: Select all

actor BlursphereSpawner : RandomSpawner replaces Blursphere
{
   // DropItem "Screamersphere" 256 1
   // DropItem "REDsphere" 256 1
    //DropItem "BLUsphere" 256 1
    DropItem "ExtremeSphere" 256 4

}
Though I don't know if this is a coding question per se, the blursphere replacement despite this change still spawned as a Screamersphere.
User avatar
Rowsol
Posts: 982
Joined: Wed Mar 06, 2013 5:31 am

Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

If that's the case there are a few things to look out for.

Did you reload the map after making this change? Meaning, not load a save.
Is the difficulty you're playing modifying the actors? Check in zmapinfo.

If those aren't it then I don't know. The code looks fine if you only want extemespheres to show up.
User avatar
TheCeron
Posts: 10
Joined: Sat May 26, 2018 6:00 pm

Re: [Finished] The Russian Overkill - 3.0b

Post by TheCeron »

Hm, it's working now. I think loading the saves was the big issue, I've tried twice on both standard maps and on Sunder maps and both came up with the orbs. So now I just have to tweak the values. I certainly don't just want those spheres but it's nice to see them sometimes instead of never. Thank you both for the help.
User avatar
Captain J
 
 
Posts: 16891
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: [Finished] The Russian Overkill - 3.0b

Post by Captain J »

If you load the game after you edited the mod file itself, you'll probably have to restart the game because it's possible for some edited or removed assets corrupting your save file. And you're welcome!
User avatar
Tesculpture
Posts: 195
Joined: Sun Feb 07, 2016 3:22 am

Re: [Finished] The Russian Overkill - 3.0b

Post by Tesculpture »

Small bug I've noticed with the Tepesch; with the Alt-fire, the recoil occurs before the shot is actually fired. Meaning your shot never goes where you were aiming, but where your aim ends up as a result of recoil.

Return to “Abandoned/Dead Projects”