[Finished] The Russian Overkill - 3.0e

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Zhs2
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Re: [Finished] The Russian Overkill

Post by Zhs2 »

I am using the latest official GZDoom, and I am having none of these problems (save things not displaying correctly in 16:9 or 16:10, but that's only an aesthetics issue.) Also keep in mind that the newest RO is not to be loaded alongside Moldova or even Sickle Pack as the newest contains all of the Moldova weapons and some new buggers to boot. I can't remember if Death's Head's secondary fire has ever crashed on me.
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PillowBlaster
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Re: [Finished] The Russian Overkill

Post by PillowBlaster »

Finally got round to respond!
Zhs2 wrote:Wall of text
-It's not that simple, as this weapon is coop-oriented; it heals not only you, but people around you, too. Odd to use in deathmatch, but it's more coop-oriented, anyways.
-I could propably make from it a separate mode, buuut I don't have a single idea how to make it built-in - unless with some custom difficulty magic. Shouldn't be a problem to make it as a separate addon.
Frozenwolf150 wrote:I've got it to work! Well, sort of.

In GZDoom, the title screen crashes with Doom 2 and TNT, but it works fine with Plutonia. It also crashes when I try to run Plutonia plus any other mod or wad. Not really sure what's causing this weirdness, but hopefully I can figure it out.
Odd. I'd rather expect it wouldn't work with Doom 1 and others, not Doom 2, as it was made mainly for it. Remove RO_titlemap inside PK3, if you want to get rid of the menu, simple as that.
Mr. Chris wrote:many of the slot 7 weapons cut off on the right side if you use a 16:9 resolution.
Can't help with that. At least, as of yet. It would require a lot of sprite working, on which I don't have any experience.
Saya-chan wrote:Secondary fire of Deathhead crashes the game instantly, which is a bit annoying. Other than that I had a lot of fun last night with this mod.

I will never be as great as you at weapon modding, but damn you really inspire me.
Never had an crash with it, so I wonder what would cause that. I can't help though, because it's mainly ACS sided. I'll try to look into it, if it will occur to more people, though.

But thanks for kind words!
Ribo Zurai wrote:The Fork Sphere's altfire almost always telefrags me. I don't know how or why, but it just happens.
Fix'd. Hopefully.
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

PillowBlaster wrote:Odd. I'd rather expect it wouldn't work with Doom 1 and others, not Doom 2, as it was made mainly for it. Remove RO_titlemap inside PK3, if you want to get rid of the menu, simple as that.
Thanks, it works perfectly now. Going to play around with this and experiment with compatibility with other mods. Also, I copy-pasted the contents of your OP into a txt file for reference.
Failure
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Re: [Finished] The Russian Overkill

Post by Failure »

This is such a funny wad and also with the Ketchup add from SGTMArk is more awesome.

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Armaetus
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Re: [Finished] The Russian Overkill

Post by Armaetus »

How would I cap my health at a certain amount, say 3,000-4,000?
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Gothic
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Re: [Finished] The Russian Overkill

Post by Gothic »

Ok, looks like i'm the only one with the problem of the Libra Cannon on Guardian Blaster mode shooting too much upwards
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Ethril
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Re: [Finished] The Russian Overkill

Post by Ethril »

Gothic wrote:Ok, looks like i'm the only one with the problem of the Libra Cannon on Guardian Blaster mode shooting too much upwards
It *does* launch the projectile slightly upwards (it has gravity so it comes back down). You can compensate by lowering your aim against nearby targets.
Unless your problem is that it launches it nearly vertical or something in which case I cannot help you. Might have something to do with autoaim.
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Armaetus
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Re: [Finished] The Russian Overkill

Post by Armaetus »



I am MAP08 right now and died only twice. MAP05 was a major pain in the ass because I chose to use Yuri and I kept falling down and using noclip to get back up.

Oh yea, the Wolgir assault rifle I can't seem to change to 1 or 2 shots again after changing to 3 shots per trigger pull.
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CorSair
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Re: [Finished] The Russian Overkill

Post by CorSair »

Mr. Chris wrote:Oh yea, the Wolgir assault rifle I can't seem to change to 1 or 2 shots again after changing to 3 shots per trigger pull.
Double-click right mouse to readjust Wolgir.
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

Saya-chan wrote:Secondary fire of Deathhead crashes the game instantly, which is a bit annoying.
I ran into a similar problem with the Deathhead, although instead of causing a crash, it shoved the camera window to the lower left quadrant of the screen, making it nearly impossible to steer the missile properly. (The camera is supposed to be in the center.) It works fine in ZDoom, e.g. plain software mode, but something in GZDoom is causing this anomaly. All other weapon scope functions work fine. I tried different texture modes, but those don't seem to be causing the problem. I think this has to do with how GZDoom scales the camera window.
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Marisa the Magician
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Re: [Finished] The Russian Overkill

Post by Marisa the Magician »

For me it works on ZDoom (r4207), but I get the crash on GZDoom (r1548). Real shame.
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seclongo
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Re: [Finished] The Russian Overkill

Post by seclongo »

This mod is both hilarious and tons of fun.

Every weapon is ludicrous, imaginative, and a total blast to use.
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TheManOfMestaMen
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Re: [Finished] The Russian Overkill

Post by TheManOfMestaMen »

I BE AUTOCRITING MOSTERS ALL DE WAYYYYYY!!!!
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

Saya-chan wrote:For me it works on ZDoom (r4207), but I get the crash on GZDoom (r1548). Real shame.
Well, the Deathhead is based on the UT1999 Redeemer, seen here using its secondary fire mode:
https://www.youtube.com/watch?v=K0eVKAVhU5s
This is how it's supposed to work, but for some reason, GZDoom draws the camera window incorrectly. I did some more testing, switching to fullscreen and playing around with different resolutions. The higher I went with the resolution, like say 1600x1200, the more of the window I could see, although I was never able to see 100% of the window. The lower I went, like with 400x300, the smaller the window got, to the point where everything but the lower left corner was blacked out. The Deathhead is still usable, but only as a direct fire weapon, which kind of ruins the fun.

While I'm still not sure of the cause, might I propose a possible solution? Make the Deathhead work more like the Ramjet sniper rifle, in that the alt-fire missile would be fully guided. As I said, I had no problems with any of the other weapon cameras or scopes. In addition to fixing the camera problem, this would also differentiate the Deathhead from the weapon it's based on and make it more unique. To balance it out, enemies would be able to shoot down the missile, making it explode harmlessly. Would this be feasible?


Edit: I think I found another glitch. If you fire the Shurricane or Chton's alt-fire towards the edge of a map, causing the decoy / beacon to fly off the map, it permanently breaks the weapon's alt-fire mode since the game still counts the previous one as "active" despite it having disappeared from the map. This can happen on any map with an open space on the map's border, or if you aim up in an outdoor area. Even if I quit the game and reload, or enter the next level, the weapons' alt-fire modes still refuse to work. Maybe this could be fixed by making them auto-destruct if they leave the map area?

Speaking of the Ramjet sniper rifle, I've noticed it doesn't expend any ammo when you fire it from guided mode. This essentially lets you pilot it around the level and wipe out enemies with impunity. Was this intended, or is it a glitch?
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Ghoul_RUS
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Re: [Finished] The Russian Overkill

Post by Ghoul_RUS »

ehm, I really sorry, but how I can launch this mod? What I need to use? GZdoom or Zandronum (I really hope Zandronum can laucnh this mod)
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