[Finished] The Russian Overkill - 3.0e

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Doomguy5th
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Doomguy5th »

wildweasel wrote:
S_Andrew_S wrote:I have no clue if this was already in the comments but I'm using beta 1.9 and this still doesn't work
What specifically is it telling you? Can you try using a newer release of GZDoom?
I get the same problem too, it's this A_SetSpeed Parameter. Plus, this other dude probably has the same problem with the "I can't run GZDoom 2.1" like me. I couldn't update my OpenGL stuff, bc I'm lazy.
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Doomguy5th
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Doomguy5th »

S_Andrew_S wrote:I have no clue if this was already in the comments but I'm using beta 1.9 and this still doesn't work
Wait never mind. Here's something better S_Andrew_S.
I didn't even know about this until now. It works perfectly with RO 2.3, and no OpenGL Errors.

http://forum.drdteam.org/download/file.php?id=2700
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Silentdarkness12
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Silentdarkness12 »

There seems to be a bug with the Beef Supreme where the move to deploy it into turret mode just makes it permanently drain all it's ammo. Slowly.
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by DoomKrakken »

Silentdarkness12 wrote:There seems to be a bug with the Beef Supreme where the move to deploy it into turret mode just makes it permanently drain all it's ammo. Slowly.
I'm not sure that's a bug... just like with maintaining the repulsor fields for the Pushka and Vindicator. Unless your saying that it continues to drain ammo even after you pack up the Beef Turret.
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Untitled »

Found another bug: The 10-barrled shotgun (Dectuple?)'s 1812 altfire is slightly broked now - it still plays the 1812 overture, but it doesn't stop the music anymore, which is bad.

EDIT: After checking the source, it appears that Named Script "MusicStop" doesn't exist. Might wanna fix that.

EDIT #2: Also breaks hindenburg beacon.
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chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by chronoteeth »

This is a weird thing, but with so many weapons on every key, why not some overpowered pistols too? me too be damned in a mod like this where overzealousness is key, so why not flesh it out and give that key a few extra stuff?
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by PillowBlaster »

DoomKrakken wrote:
Silentdarkness12 wrote:There seems to be a bug with the Beef Supreme where the move to deploy it into turret mode just makes it permanently drain all it's ammo. Slowly.
I'm not sure that's a bug... just like with maintaining the repulsor fields for the Pushka and Vindicator. Unless your saying that it continues to drain ammo even after you pack up the Beef Turret.
Yup, that's a recent change, I should've noted that, my bad.
Untitled wrote:Found another bug: The 10-barrled shotgun (Dectuple?)'s 1812 altfire is slightly broked now - it still plays the 1812 overture, but it doesn't stop the music anymore, which is bad.

EDIT: After checking the source, it appears that Named Script "MusicStop" doesn't exist. Might wanna fix that.

EDIT #2: Also breaks hindenburg beacon.
I ninja-edited the link right after uploading new version in hopes that no one would get the version in which that was broken, whoops. Might want to redownload it, that should get it fixed!
chronoteeth wrote:This is a weird thing, but with so many weapons on every key, why not some overpowered pistols too? me too be damned in a mod like this where overzealousness is key, so why not flesh it out and give that key a few extra stuff?
Doesn't sound like a half bad idea... been pondering to replace one of those derpy machineguns from time to time, if you have some sprite suggestions (especially if it's gonna be some large or weird-ass revolver, or some less generic looking pistol), I'm in! I'll try to look for something in the spare time myself. Albeit that GuitAR's been orbiting my head for quite a time... :P
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chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by chronoteeth »

well i know this would fit for sure

or some other stuff like a revolver that shoots sticky explosive bullets that explode from a trigger or even crazier stuff like a duck foot pistol shooting a big spread of bullets

just things that would keep in touch with the stylings of overzealousness
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by PillowBlaster »

Ohh, that looks stellar, definitely right in my jimmies. I'll see what I can do with this pup. Been in touch with Zrrion from time to time (newest chaingun is his work!), so I can tell that must be his thing. Hope he won't hamstring me for like snatching up everything he does. :P
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by zrrion the insect »

Go right ahead.
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chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by chronoteeth »

well hey if we're goin on weird stuff, heres that sorta modern version of a duckfoot pistol i was talkin about

mayb u can find some use of it?? idk

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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by amv2k9 »

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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Carbine Dioxide »

Blox made fancied up D3 plasma gun sprites one time, maybe you could use it as the Petrovec rework.
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Captain J
 
 
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by Captain J »

chronoteeth wrote:well hey if we're goin on weird stuff, heres that sorta modern version of a duckfoot pistol i was talkin about
Image
but too bad it's kinda smaller than any of weapons from this mod. it would be work as a pistol, but the size is so short.
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chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.

Post by chronoteeth »

the actual pistol is small, but thats the thing, pistol's are small, besides its just a lil dingy thing
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