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.wildweasel wrote:What specifically is it telling you? Can you try using a newer release of GZDoom?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
[Finished] The Russian Overkill - 3.0e
- Doomguy5th
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
- Doomguy5th
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
Wait never mind. Here's something better S_Andrew_S.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
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
- Silentdarkness12
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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.
- DoomKrakken
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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.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.
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Untitled
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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.
EDIT: After checking the source, it appears that Named Script "MusicStop" doesn't exist. Might wanna fix that.
EDIT #2: Also breaks hindenburg beacon.
- chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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?
- PillowBlaster
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
Yup, that's a recent change, I should've noted that, my bad.DoomKrakken wrote: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.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 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!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.
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...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?
- chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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
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.
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. 
- zrrion the insect
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
Go right ahead.
- chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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

mayb u can find some use of it?? idk

- Carbine Dioxide
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
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.
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.chronoteeth wrote:well hey if we're goin on weird stuff, heres that sorta modern version of a duckfoot pistol i was talkin about
- chronoteeth
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Re: [Finished] The Russian Overkill - 2.3? 2.3.
the actual pistol is small, but thats the thing, pistol's are small, besides its just a lil dingy thing
