[Finished] The Russian Overkill - 3.0e

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Ribo Zurai
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Re: [Finished] The Russian Overkill

Post by Ribo Zurai »

Ghoul_RUS wrote: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)
Will only work on Zdoom/GZDoom (GZDoom is recomended), and you simply drag and drop the mod over gzdoom.exe.
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Armaetus
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Re: [Finished] The Russian Overkill

Post by Armaetus »


Some Sunder and Russian Overkill..

Weapons help a lot against groups of high level monsters.
Par9000
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Re: [Finished] The Russian Overkill

Post by Par9000 »

I think or here need a map pack(?)
And one: Its a beatifull wad what i am saw ever!
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

Par9000 wrote:I think or here need a map pack(?)
And one: Its a beatifull wad what i am saw ever!
Unfortunately, the OP said they don't have any plans to make a custom map pack for this mod. Fortunately, it does tend to work very well with existing megawads that have a high default difficulty and plenty of enemies, like Hell Revealed or Plutonia 2. (I'm still testing it with Alien Vendetta, and have found it makes things too easy due to the overabundance of ammo pickups.)
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Viscra Maelstrom
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Re: [Finished] The Russian Overkill

Post by Viscra Maelstrom »

Sunder is pretty much mandatory for this wad.
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

Viscra Maelstrom wrote:Sunder is pretty much mandatory for this wad.
I definitely plan on trying that next, as well as Hell Revealed 2. Which reminds me. What are some other ultra-hard wads that would go well with Russian Overkill?
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wildweasel
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Re: [Finished] The Russian Overkill

Post by wildweasel »

Equinox gets kinda slaughtery after the first few maps.
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Armaetus
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Re: [Finished] The Russian Overkill

Post by Armaetus »

The new megawad Dark Tartarus v2 is a must to use it with too:



Some of the maps get ridiculous, one good example is MAP08 where there is an arena where there are dozens of barons and demons tossed at you but you also have to dodge rockets from cyberdemons on a bunch of alcoves/towers surrounding the arena.
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

OK, thanks for the recommendations.


For the modding team, before I forget, I also wanted to suggest regarding the Shurricane weapon that--
Spoiler:
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Minigunner
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Re: [Finished] The Russian Overkill

Post by Minigunner »

I think there should be an addon that only allows two weapons per slot, barring the superweapons, which you can use all of. The twist? You actually keep all the weapons you pick up, but you must configure which ones you can select via a menu.
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amv2k9
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Re: [Finished] The Russian Overkill

Post by amv2k9 »

Minigunner wrote:I think there should be an addon that only allows two weapons per slot, barring the superweapons, which you can use all of. The twist? You actually keep all the weapons you pick up, but you must configure which ones you can select via a menu.
...Or just drop them, like AEoD did.
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Minigunner
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Re: [Finished] The Russian Overkill

Post by Minigunner »

Okay, so I made an addon, but not of the idea I posted above.
Russian Overkill: Ammo Pile-up
Essentially, it doubles the max non-backpack ammo and multiplies the backpack max ammo by 5. It also includes other changes, such as:
- The Beef Supreme turret takes 50 ammo, and it can only fire 50 times until it dry-fires. If it clicks, pick it up.
- The flying Ramjet does not give ammo back when unsummoned. I also fixed a problem that prevented it from using the player's ammo as intended (specifically, the A_TakeFromTarget line).
- Shell Casings max out at 12000, and Bullet Casings max out at 16000. Shell-related changes include:
-- Shell damage is boosted up from 6/12 to 10/20.
-- Erasus can fire up to a crowd-clearing wave of 4000 shells. You won't remember what the ground looks like.
-- Pantokrator alt-fire takes 500 shells, and the mega-shell spews out shells at twice the rate.
-- Violator alt-fire takes 125 shells, and the volcano-shells also spew out shells at twice the rate.
amv2k9 wrote:
Minigunner wrote:...Or just drop them, like AEoD did.
It's tough to explain, but I do not like dropping weapons (save for a few cases).
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Frozenwolf150
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Re: [Finished] The Russian Overkill

Post by Frozenwolf150 »

Was about to suggest most of those things. Sounds great, I'll try it out after I'm done with Sunder. (Rrrrgh, stupid jumping puzzles in map 05 are worse than Ultima 8.)
Edit: Cancel that, I can't run Sunder because it's too CPU intensive for my old system. Maybe after I upgrade I can revisit it.

Might I also suggest removing the beacon / decoy limit for the alt-fire of the Chton and Shurricane? This would resolve the glitch I ran into before, where if the beacon / decoy flies off the map, it prevents you from ever firing another one, even if you advance to the next map. This would also solve another problem with the Chton, which is that sometimes the beacon just conks out and the meteor strike never comes. It's especially frustrating if you've taken cover after firing it into a crowd of monsters, since you can't always tell if the beacon is a dud. (I don't think this would make the game unbalanced, given that weapons like the Gopnik can lay an unlimited number of nuclear mines.)
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Viscra Maelstrom
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Re: [Finished] The Russian Overkill

Post by Viscra Maelstrom »

GZDoom 1576 crashes when it tries to run this. i can't even get to the titlemap of it. anyone know what that's about?
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PillowBlaster
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Re: [Finished] The Russian Overkill

Post by PillowBlaster »

Finally got moment for a response, I guess.
Princess Viscra Maelstrom wrote:GZDoom 1576 crashes when it tries to run this. i can't even get to the titlemap of it. anyone know what that's about?
I suggest checking with noautoload, if something isn't colliding with the mod. If that ain't the case, I have no idea.
Frozenwolf150 wrote:Might I also suggest removing the beacon / decoy limit for the alt-fire of the Chton and Shurricane? This would resolve the glitch I ran into before, where if the beacon / decoy flies off the map, it prevents you from ever firing another one, even if you advance to the next map. This would also solve another problem with the Chton, which is that sometimes the beacon just conks out and the meteor strike never comes. It's especially frustrating if you've taken cover after firing it into a crowd of monsters, since you can't always tell if the beacon is a dud. (I don't think this would make the game unbalanced, given that weapons like the Gopnik can lay an unlimited number of nuclear mines.)
I could remove the limit on Chton, but I think that fixing it with +SKYEXPLODE should be enough for now. I'll consider that.
Minigunner wrote:Okay, so I made an addon, but not of the idea I posted above.
Russian Overkill: Ammo Pile-up
Essentially, it doubles the max non-backpack ammo and multiplies the backpack max ammo by 5. It also includes other changes, such as:
- The Beef Supreme turret takes 50 ammo, and it can only fire 50 times until it dry-fires. If it clicks, pick it up.
- The flying Ramjet does not give ammo back when unsummoned. I also fixed a problem that prevented it from using the player's ammo as intended (specifically, the A_TakeFromTarget line).
- Shell Casings max out at 12000, and Bullet Casings max out at 16000. Shell-related changes include:
-- Shell damage is boosted up from 6/12 to 10/20.
-- Erasus can fire up to a crowd-clearing wave of 4000 shells. You won't remember what the ground looks like.
-- Pantokrator alt-fire takes 500 shells, and the mega-shell spews out shells at twice the rate.
-- Violator alt-fire takes 125 shells, and the volcano-shells also spew out shells at twice the rate.
amv2k9 wrote:
Minigunner wrote:...Or just drop them, like AEoD did.
It's tough to explain, but I do not like dropping weapons (save for a few cases).
Now that's something I want to see!
-I thought that there is more than plentiful of munnition in this mod?
-Smells like a nerf to me, and the word "nerf" is not in my dictionary. Beef stays as it is, unless I'd add him unlimited attack range, for exchange. Or I'll add him that unlimited range, just like that. :wink:
-Hmm, Ramjet wasn't supposed to work like that, no worries. Fixed in a new version, and yeah - I made a typo there.
-Uhhh... I think I'll leave casings as they are. I always thought that I had more than plentiful of them, but if the crowd feels different to that matter, I could always change it, as it's probably more of a matter of the taste...
-Funnily enough, I boosted the casings damage to that exact amounts myself, recently.
-I don't have NASA computer to have such stress on it, and yes, I realise that SWs are lagging - but they are SWs, so they need to lag, for being pretty. And I still want to go nuts, tapping the alt-fire with Erasus on Communism Powerful Force. That'd kinda make unable to do so. I could still buff up the violator's shell casing fire, or change it completely, as it's pretty dull. :P

As of the gun holding system... I won't hide that me and friend of mine didn't try to tackle that idea. It was insanely hard to make, but he somehow got a prototype (not sure if it worked). But I'll be honest with you - to make it also work properly in multi, that'd be insanely super hard task. I mentioned few posts ago I have something in the works. It still won't satisfy everyone, I bet, but better than no approach at all, and it should work just right in multiplayer. The only problem is that it needs shitiful ton of work, which I doubt I will ever have enough will to pick it up, but... time will tell.
Frozenwolf150 wrote:For the modding team, before I forget, I also wanted to suggest regarding the Shurricane weapon that--
Spoiler:
Nope. Definitely won't happen. Why not? Go figure.
Frozenwolf150 wrote:
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.
I won't make Deathhead work like Ramjet - it's a Redeemer after all. And even if so, it wouldn't help at all, as it uses the same display system. It works fine for me, works fine for my friends, or other people too, it seems, as I've seen videos with people shooting nukes, and it worked fine. I tested it on very varied graphic cards (ATIs, Nvidias... Radeon HD5650, Geforce9600GT here, Geforce9400GT there, if somebody is in for more technical detail.) on different versions of gzdoom/zdoom (tried r1578, recently), and different resolutions (1360x768, tried it also on 1024x768, 1280x800 or 1920x1080). I seriously have no idea what could cause that. Can't fix it, if the problem lies probably behind the rig, not the code.
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