[Finished] The Russian Overkill - 3.0e

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PillowBlaster
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Re: [Finished] The Russian Overkill - 3.0b

Post by PillowBlaster »

• I didn't spot anything odd here, works as usual (maybe I fixed it on my side already).
• Fixed that zoom issue.
• I can add a little screen waggle there.
• Copy-pasting bug; I used wrong cvars there, fixed.
• Yup. This is intentional alright.
• Whoops, pretty sure the recoil was there all the time... musta have missed re-adding it after I rewrote the damn thing. Fixed.
• Added that recoil.
• Fixed that reflect.
• I've fixed that a while back.
• Nah, it wasn't nerfed - after I was fixing the mess I forgot to uncomment a vital part of the self-propelling shots, therefore producing another issue of them not working as intended. Fixed.

• No. This will produce its own slew of issues, I bet; I'd rather this be offset by a monster pack and damage sliders.
• Because it's fun to put yourself into funny suicidal positions (that sounds a little wrong) and I added non-lethal options so you are not stuck with only lethal ones that cannot get you out of sticky situations.
• Gets boring real quick? Absolutely. I get it too. But this is beside the point - you control the situation, so you can fire whatever strikes you fancy.
• Yes.
• Grossly incandescently overpowered, in fact. Infrared was always so useless for me that I decided to make it a highly coveted powerup for lulz.
• Imagine that I wanted to go route of making both radsuit and that powerup one and same. Not that it'd make things much worse at this point, but food for thought there. I feel it's okay as-is, otherwise it's hard to go ham by newbies or clueless people with Superweapons without dying.
• Nah.
• Tank loves you, therefore pop-up in the face (jokes aside, I feel if I tried to make it teleport behind or in front of you, it could very easily end up out of map bounds, since I didn't figure out a good way to make it teleport with that in mind).
• Yes.

• I'll see what I can do.
• That's 8 shots with backpack on max ammo. Every other Superweapon has 10 shots, I think it's a-okay.
• It's an area denial gun to keep horde off your back now - if you want monsters die from it more, pop a shell or two and start firing some other guns that may throw them into it. I generally find it amusing enough to keep as-is.
• Haha Gopnik go Blyaaaat~ I can make the ammo use a bit less lenient there.
• I can see what I can do here.
• Same here, sure. I felt Cracker still does the room cleaning service on instant better.
• I am fairly certain now that its explosions go through walls too, its even more lethal, really. Just gotta fire it up not anywhere close oneself.
• But it takes away from all it's quad-shotgun'ness if you do so, so I'll have to sadly say "Nah".
• I can see what I can do here.
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Rowsol
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Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

Alright man, thanks for the response.
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PillowBlaster
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Re: [Finished] The Russian Overkill - 3.0b

Post by PillowBlaster »

Rowsol wrote:Alright man, thanks for the response.
No worries, feedback is still deeply appreciated there. I know what you're after for. It's weird spot to be in, but I think the moment I start doing changes of such nature, it would end up with me noticing one thing needing a tweak... and another, and another bunch of things requiring rewiring, until I'd realize I'd have to essentially rebuild whole damn thing from scratch, given the base of it is still my young me, happily and haphazardly slapping big numbers in places and see dem things go kablooey.

I am quite aware that the mod has its issues - adding more health to monsters with such ridiculous damage output ends up with a lot of them flung across the world without much of actual damage done. I just don't have the time and will to do the necessary work there. Plus, I'd be afraid of losing the touch what of made this mod what it is in the first place - an entertaining shitshow. I'll keep punching bugs and doing tweaks though!
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Rowsol
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Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

That one problem in particular would be an easy fix. KickbackFactor in Mapinfo.
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comet1337
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Re: [Finished] The Russian Overkill - 3.0b

Post by comet1337 »

Rowsol wrote: • Removing the reload from the Quadshot makes it feel much better to use. The altfire already doesn't reload, may as well. Admittedly, after writing this I saw that it has a point blank damage bonus. That certainly makes it better than I previously thought.
PillowBlaster wrote: • But it takes away from all it's quad-shotgun'ness if you do so, so I'll have to sadly say "Nah".
im seeing the potential compromise of increasing the reload speed
faster opening and closing, less time on the recoil animation, slap all 4 shells in at once
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Rowsol
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Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

I just realized the health pickups don't have the Bright keyword. I turned off dynamic lights to gain some fps and the pickups looked rather dim. Soulsphere and Megasphere are also missing it.
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PillowBlaster
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Re: [Finished] The Russian Overkill - 3.0b

Post by PillowBlaster »

Rowsol wrote:That one problem in particular would be an easy fix. KickbackFactor in Mapinfo.
Then probably every other weapon would have trouble having any knockback at all. Well, guess I could give it a shot nonetheless.
comet1337 wrote:im seeing the potential compromise of increasing the reload speed
faster opening and closing, less time on the recoil animation, slap all 4 shells in at once
The animation on it was already substantially shirked and feels weird to me - I'm afraid that going any further, it's gonna lose the last bit of heftiness that's left there. I have another idea to make it work, however. Gonna move the recoil suppresion to zoom, give it a mag with four shots and add reload, keep alt-fire as-is. I think that'll make everyone happy.
Rowsol wrote:I just realized the health pickups don't have the Bright keyword. I turned off dynamic lights to gain some fps and the pickups looked rather dim. Soulsphere and Megasphere are also missing it.
Whoops, will fix that too then.
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Rowsol
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Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

The kamikaze guys sometimes walk on the sky. It's funny enough to not bother me but I thought you should know all the same.
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PillowBlaster
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Re: [Finished] The Russian Overkill - 3.0b

Post by PillowBlaster »

Rowsol wrote:The kamikaze guys sometimes walk on the sky. It's funny enough to not bother me but I thought you should know all the same.
Quite aware of that issue, I just keep forgetting about it... Hmm. Incidentally, I have a really bad (read as: great) fix that has come to life through sheer shitposting with KeksDose.

Also I've tried the KickbackFactor - regardless if I put 0.0, -10.0 or NaN in it, the Ion Cannon still ends up sending ol' Cyberdemon into stratosphere. And I think... in the end, I am okay with that. I should let Russian Overkill be Russian Overkill, really.
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Rowsol
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Re: [Finished] The Russian Overkill - 3.0b

Post by Rowsol »

Huh. Did you know the Hindenburg doesn't hurt the player?

Edit: So I'm trying to add some self damage to it and no matter what I do I can't get the bomb to do any damage to me. I add A_Explode to both MegaNuke and MegaNukeBlastRadius and nothing. I'm stumped.
This is weird. I got it to work, sorta. There's a huge dead zone near the bomb where I won't get hurt.

Hellknight projectiles got 'stuck' in my antov shield. I was also playing with Corruption Cards and they gained the ability to bounce once, so maybe it's related to that. It didn't always happen but it did seem to happen more often when struck at an angle.

Caber smoke isn't removed by the cvar.

Leviathan can continue to shoot without ammo while zoomed.
Also I've tried the KickbackFactor - regardless if I put 0.0, -10.0 or NaN in it, the Ion Cannon still ends up sending ol' Cyberdemon into stratosphere
I just realized what you meant here. There's a setting in compatibility options "No upward thrust from explosions". I've been using for quite some time. Stops all sorts of shenanigans.

Union and Comrade expel smoke with the choker on.
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PillowBlaster
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Re: [Finished] The Russian Overkill - 3.0c

Post by PillowBlaster »

Urrrrraaaaa, update time now, comradeees~

Mostly just bugfixes, but it has a fun tweak or two as well, go check out the changelog. Special praise to KeksDose for partaking in making this mod as good and silly as it can be!
Spoiler: changelog
Valken
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Re: [Finished] The Russian Overkill - 3.0c

Post by Valken »

Glorious...
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Aleasdf
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Graphics Processor: Intel (Legacy GZDoom)

Re: [Finished] The Russian Overkill - 3.0c

Post by Aleasdf »

In the latest update I tried to run the mod using the latest LZDoom build, which is 3.87c.
The mod loads, but for some reason whenever I try to play a level it gives me this error in the console (also it can't even show the TITLEMAP map cause of this):

Screenshot: https://prnt.sc/101b4d7

Code: Select all

MAP01 - ENTRYWAY

VM execution aborted: division by zero.
Called from Ro_ShowMeYourMoves. ResetDrawInfo at RO.pk3:moonspeak/combo_display.txt, line 161
Called from Ro_ShowMeYourMoves. ScreenReset at RO.pk3:moonspeak/combo_display.txt, line 148
Called from Ro_ShowMeYourMoves. OnRegister at RO.pk3:moonspeak/combo_display.txt, line 152
3.0b version of the mod loaded correctly and never gave me any problems playing it with LZDoom 3.87c.
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NovaRain
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Re: [Finished] The Russian Overkill - 3.0c

Post by NovaRain »

Thanks for buffing Union (and its ROF seems a bit faster?), but Gopnik's nuke mine still costs 60 rawkets in Launch mode.
And now I can't call off the Warpocalypse manually, it only returns on level exit, is it intended?
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Doctrine Gamer
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Re: [Finished] The Russian Overkill - 3.0c

Post by Doctrine Gamer »

This is one of the most fun mods but I haven't seen it in a long time. :cry:

Do still have that performance problems of nuclear weapons with Potato PC's? :shrug:

I had a problem so serious years ago that Yamato still haunts me. :lol:

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