[Finished] The Russian Overkill - 3.0e
- Ctrl+Alt+Destroy
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Re: [Finished] The Russian Overkill
What about the title? What title? Could you post a screenshot? We can't really tell what's going on if we don't know what the error says.
- TheManOfMestaMen
- Posts: 11
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- Location: Fliping tables in spppppppppaaaace.
Re: [Finished] The Russian Overkill
Tell me witch one.
Im so sorry im new with this.
Report?
Minidump?
Im so sorry im new with this.
Report?
Minidump?
- TheManOfMestaMen
- Posts: 11
- Joined: Sat Jan 12, 2013 11:24 pm
- Location: Fliping tables in spppppppppaaaace.
Re: [Finished] The Russian Overkill
Im just going to try local.
Bad hex number: No
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R_Init: Init Doom refresh subsystem.
Brightmap 'CUBGX' not found in texture '(null)'
DecalLibrary: Load decals.
Adding dehacked patch RO_pb.pk3:dehacked.txt
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
FIRING WEEGEE CANNON! STARE FACTOR LOTSA SPAGETTI!!
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel 965/963 Graphics Media Accelerator
GL_VERSION: 1.5.0 - Build 7.14.10.1147
GL_SHADING_LANGUAGE_VERSION: (null)
Bad hex number: No
Bad hex number: No
Bad hex number: No
Bad hex number: No
Bad hex number: No
Bad hex number: No
Bad hex number: No
Bad hex number: No
R_Init: Init Doom refresh subsystem.
Brightmap 'CUBGX' not found in texture '(null)'
DecalLibrary: Load decals.
Adding dehacked patch RO_pb.pk3:dehacked.txt
Patch installed
M_Init: Init menus.
P_Init: Init Playloop state.
ParseSBarInfo: Loading default status bar definition.
ParseSBarInfo: Loading custom status bar definition.
FIRING WEEGEE CANNON! STARE FACTOR LOTSA SPAGETTI!!
D_CheckNetGame: Checking network game status.
player 1 of 1 (1 nodes)
I_InitInput
I_StartupMouse
I_StartupKeyboard
I_StartupXInput
I_StartupRawPS2
I_StartupDirectInputJoystick
GL_VENDOR: Intel
GL_RENDERER: Intel 965/963 Graphics Media Accelerator
GL_VERSION: 1.5.0 - Build 7.14.10.1147
GL_SHADING_LANGUAGE_VERSION: (null)
- Project Shadowcat
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- Contact:
Re: [Finished] The Russian Overkill
How about you tell us what version of ZDoom you're using? You need to use the most recent SVN (subversion) to properly use Russian Overkill.
- Ctrl+Alt+Destroy
- Posts: 511
- Joined: Tue Feb 05, 2013 9:31 pm
- Location: In the unknown void of all-surpassing emptiness
Re: [Finished] The Russian Overkill
Did GZDoom crash or something? When do you get the error? At start-up? While playing? When did it crash/give you the error?TheManOfMestaMen wrote:Report?
Minidump?
Re: [Finished] The Russian Overkill
Makes me feel amazing.
Re: [Finished] The Russian Overkill
Seems to have a tendency to crash when using the gun with the alt fire that shoots a shell that shoots hundreds of shells while playing an orchestrated track. (Which also happens to be my new favorite weapon of all time.)
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Re: [Finished] The Russian Overkill
I love the new weapons in the latest edition of Russian Overkill, although is there anyway that I could only the new weapons? Like, have the weapons be it's own pack similar to Moldova.
- Woolie Wool
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Re: [Finished] The Russian Overkill
OK, I'm going to be honest here: there are way too many guns in this latest version of Russian Overkill. Merging the original pack and Reinforcements from Moldova was bad enough, but then you had to introduce all these new guns and it's just a mess. Also I'm seeing a decline in the utility of the latest guns--weapons like the Sunstroke gun and the pan-magazine machine gun don't really do anything other weapons don't do better (even though the Sunstroke looks pretty cool). The original set of guns was far more focused--each gun had strengths, weaknesses, and a defined role. Picking up a new gun like the Erasus or Volgir felt important. Now they're all overlapping and half of them are useless because of something some other gun does better.
I'd suggest at this point splitting RO into three, maybe even four separate weapon packs and balance each pack so that they're nicely self-contained, with no more than two weapons to a slot. That would go along way towards "mash 6 over and over and over until I find the gun I want" syndrome or just relying on a single weapon because it kills everything and isn't buried under several others.
I'd suggest at this point splitting RO into three, maybe even four separate weapon packs and balance each pack so that they're nicely self-contained, with no more than two weapons to a slot. That would go along way towards "mash 6 over and over and over until I find the gun I want" syndrome or just relying on a single weapon because it kills everything and isn't buried under several others.
- zrrion the insect
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Re: [Finished] The Russian Overkill
You might be able to use menudef to let players select which set (classic, Moldova, or third) they want to play with.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: [Finished] The Russian Overkill
What if each class used guns from a different weapon set?
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- Joined: Tue Mar 05, 2013 11:34 pm
Re: [Finished] The Russian Overkill
I'm glad I'm not the only one who feels this way. You got to admit though, the new intro is fucking amazing.Woolie Wool wrote:OK, I'm going to be honest here: there are way too many guns in this latest version of Russian Overkill. Merging the original pack and Reinforcements from Moldova was bad enough, but then you had to introduce all these new guns and it's just a mess. Also I'm seeing a decline in the utility of the latest guns--weapons like the Sunstroke gun and the pan-magazine machine gun don't really do anything other weapons don't do better (even though the Sunstroke looks pretty cool). The original set of guns was far more focused--each gun had strengths, weaknesses, and a defined role. Picking up a new gun like the Erasus or Volgir felt important. Now they're all overlapping and half of them are useless because of something some other gun does better.
I'd suggest at this point splitting RO into three, maybe even four separate weapon packs and balance each pack so that they're nicely self-contained, with no more than two weapons to a slot. That would go along way towards "mash 6 over and over and over until I find the gun I want" syndrome or just relying on a single weapon because it kills everything and isn't buried under several others.

Oh oh oh, I'm just now trying to get accommodated with Slade 3 (I installed it three days ago). Tell me, how would you do what you suggested?zrrion the insect wrote:You might be able to use menudef to let players select which set (classic, Moldova, or third) they want to play with.
- chronoteeth
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Re: [Finished] The Russian Overkill
Split the weapons among the 3 classes
- PillowBlaster
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Re: [Finished] The Russian Overkill
I know that 1st post is a bit messy, but when you check it...

Give me some time, guys. I have final exams soon, so I can't work on that for now. I need to study the shit out of my myself.There's... uh, pretty much weapons up here. Won't it be complicating to fight with such amount of weapons?
Indeed, there's more than plentiful of them. So far I've got pretty much three different gun sets. I am working now on the class-oriented version, where they are separated, buuuut I'm not sure if my patience will let me to finish that.

- Nems
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Re: [Finished] The Russian Overkill
As someone who only plays as one class/character out of the three offered, I really dislike this idea. I'd rather not run into the issue of finding out one of my favorite guns can only be used by switching to another class/character I don't care for.*chronoteeth wrote:Split the weapons among the 3 classes
I'd rather see something more akin to some kind of weapon loadout system before starting a new game to determine what weapons spawn, choosing between one of the three weapon sets (original RO guns, Reinforcements from Moldova guns, new guns from the current version) or simply restricting the number of weapons a player can have to two per slot so that they have to drop one if they want another weapon (i.e. you're carrying the Schwarzer Zwerg and Quadvolgue in slot 3, so if you want to pick up the Violator you have to drop the Schwarzer Zwerg or the Quadvolgue to obtain it).
I know it's ultimately up to Mr. PillowBlaster on how to tackle this issue. However, I felt like I needed to provide some input on the matter. I'm confident he'll have a solution that'll please (most) everyone.

*If by classes you mean weapon classes instead of the characters then disregard the first paragraph.
