Russian Overkill ported to Zan 2.0

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
HexaDoken
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Russian Overkill ported to Zan 2.0

#1

Post by HexaDoken » Sun Mar 16, 2014 10:57 am

Shit just got very serious.

With permission from PillowBlaster, I bring thou the RUSSIAN POWER on the planes of Zandronum, allowing us to play multiplayer with it with nice proper netcode and shits. Have fun.

If you are asking yourself right now "what the hell is a russian overkill", you honestly had no life.
Spoiler: what the hell is a russian overkill (Open)
It's a tale of three russian heroes, Yuri, Alosha and Marty(who isn't russian at all but Yuri and Alosha decided that he is crazy enough to fit in) fighting against endless hordes of demonspawn(sic), while being assisted by drunk russian scientists, who have developed a rich variety of weapons for our heroes to use. The basic premise of most of those weapons is very simple: EXPLOSIONS

Pretty much every single of the ~50 weapons(!) is either made of explodium, can be modified to be made of explodium, or is made of something equally awesome as explodium. As a side effect, you are overpowered as HELL, being able to easily rain death upon hordes and hordes of monsters. There is many ways to do so. Throroughly mind control them and have fun watching demons fight each other. Summon concrete donkeys above their heads. Hurl CRT monitors at them. Crush them with the power of a double barreled rocket launcher super shotgun. Spam missiles at them like there is no tomorrow. Wield a portable Obelisk. MIRV Nucclear missiles, black hole generators, massive ion charge airstrikes. Possibilities are endless.

If you still aren't sure what this is, I'd recommend visiting original zdoom thread
You need Zandronum 2.0 to run this. Please note that not everything has been properly tested, and while this generally works online, there may be bugs.

Note: if you are hosting this, compat_clientssendfullbuttoninfo MUST be set to True to enable combos and certain altfires.

Note: I did my best to optimise the weapons, but some of them just refuse to properly optimise. Most of them are okay, but some are laggy. Examples include Katuysha, Libra, Yamato, and a few others too. Please ensure you have more or less capable internet before hosting this.

Links: main file and the class patch

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Guardsoul
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RE: Russian Overkill ported to Zan 2.0

#2

Post by Guardsoul » Sun Mar 16, 2014 11:34 am

Aww yeah!! Its time to blow up a whole map of monsters!!
I dont care about how bad your maps are. Everything can be improved.
Banned for cheating at DoomBuilder.

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Combinebobnt
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RE: Russian Overkill ported to Zan 2.0

#3

Post by Combinebobnt » Sun Mar 16, 2014 3:50 pm

Was only a matter of time until someone did it properly

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Ænima
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RE: Russian Overkill ported to Zan 2.0

#4

Post by Ænima » Sun Mar 16, 2014 4:35 pm

HexaDoken wrote: Note: if you are hosting this, compat_clientssendfullbuttoninfo MUST be set to True to enable combos and certain altfires.
You can force it to true via ConsoleCommand, until the devs get rid of it.
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RE: Russian Overkill ported to Zan 2.0

#5

Post by Kara Kurt » Sun Mar 16, 2014 7:57 pm

I enjoyed the weapons, they are powerfuls. I like when enjecting shells out of their massive shotguns.

Though just disliked that Black Hole generator weapon and it's laggysucky effect : Unlike space black holes, it doesn't suck monsters into it... just kill anyone that is close enough to it.

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RE: Russian Overkill ported to Zan 2.0

#6

Post by Dusk » Sun Mar 16, 2014 9:44 pm

Finally the Soviet era is upon us. Let's see about that Sunder now...

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Medicris
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RE: Russian Overkill ported to Zan 2.0

#7

Post by Medicris » Mon Mar 17, 2014 9:31 am

You know what this means right

Now, we are legally obligated to organize the absolute biggest deathmatch we possibly can with this

FOR SCIENCE
Last edited by Medicris on Sun Mar 30, 2014 11:53 pm, edited 1 time in total.

CyborG
 
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RE: Russian Overkill ported to Zan 2.0

#8

Post by CyborG » Mon Mar 17, 2014 11:23 am

F... HELL YEAH!

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-Jes-
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RE: Russian Overkill ported to Zan 2.0

#9

Post by -Jes- » Mon Mar 17, 2014 12:07 pm

...I Yamato'd my pants. :wonk:

Dusk wrote: Finally the Soviet era is upon us. Let's see about that Sunder now...
Fuck Sunder get Tartarus

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Espio
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RE: Russian Overkill ported to Zan 2.0

#10

Post by Espio » Mon Mar 17, 2014 1:02 pm

I demand a server to host it. Right now. On the double.

Been waiting for this day to actually play it online.
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Ænima
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RE: Russian Overkill ported to Zan 2.0

#11

Post by Ænima » Mon Mar 17, 2014 2:39 pm

PUSHKA
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Catastrophe
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RE: Russian Overkill ported to Zan 2.0

#12

Post by Catastrophe » Mon Mar 17, 2014 11:05 pm

Normally I would have to aim... but with this weapon I don't have to

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RE: Russian Overkill ported to Zan 2.0

#13

Post by piratefinn » Sun Mar 30, 2014 5:23 pm

I may have wee'd myself a little.
This is gonna be GUUUUUUUUD.


BRING ON THE WAVES FOR INVASION. FOR I FEAR NOTHING.
"This sorta situation gettin' kinda bad." "Kinda bad? This here's horrible we're gonna DIE!" "Yeah but I ain't worried." "How is you ain't worried?" "'Cus you can smack 'em all with yo dang-a-lang." "Oh snap, you're right." *whips out BFG*
I'm in game as CubedSoul.
Also we need a BFG similar to beta Doom, other words a Christmas gun.

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RE: Russian Overkill ported to Zan 2.0

#14

Post by Untitled » Mon Mar 31, 2014 12:49 pm

Finally, a way to host Chillax without the wait of the longer levels.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
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fr blood
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RE: Russian Overkill ported to Zan 2.0

#15

Post by fr blood » Mon Mar 31, 2014 2:46 pm

It's time for a big mega giga BBQ !

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RE: Russian Overkill ported to Zan 2.0

#16

Post by Untitled » Mon Mar 31, 2014 5:22 pm

[spoiler="The Real Russian Overkill]*FZZZZZZT*
Begin Operation: Framerate Killer.


...

*Server Explodes because Zandronum*

...

Dammit!
*FZZZZZZT*
[/spoiler]
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

HexaDoken
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RE: Russian Overkill ported to Zan 2.0

#17

Post by HexaDoken » Tue Apr 01, 2014 8:17 am

The fact that the only maps which you can properly play Russian Overkill on tend to have thousands upon thousands of monsters active ALL AT ONCE(the lag generated by this exceeds lag generated by actual RO weapons by two or three orders of magnitude) probably has something to do with this.

A way to reduce network lag would be to play more tame maps on higher skill levels(to ensure that things don't die in five seconds). RO redefines skill levels a bit - skill 4(which normally would be Nightmare) is perfectly playable here.

Skill 5 is where things start to get a little silly.

Skills 6 and 7 is where things start to get really silly.

Other than not playing on incredibly nuts-like maps, the only real solution is to get devs to optimise the monsters netcode. Depending on how exactly it is built right now, this may prove to be considerably difficult and time consuming.


Oh, and if you meant FPS lag, then you just need to get a better machine. My PC is older than Doom 3 and it does not have considerable difficulties running this(until I shoot the for some reason ridiculously laggy Vindicator, that is).

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RE: Russian Overkill ported to Zan 2.0

#18

Post by Untitled » Tue Apr 01, 2014 12:59 pm

HexaDoken wrote: The fact that the only maps which you can properly play Russian Overkill on tend to have thousands upon thousands of monsters active ALL AT ONCE(the lag generated by this exceeds lag generated by actual RO weapons by two or three orders of magnitude) probably has something to do with this.

A way to reduce network lag would be to play more tame maps on higher skill levels(to ensure that things don't die in five seconds). RO redefines skill levels a bit - skill 4(which normally would be Nightmare) is perfectly playable here.

Skill 5 is where things start to get a little silly.

Skills 6 and 7 is where things start to get really silly.

Other than not playing on incredibly nuts-like maps, the only real solution is to get devs to optimise the monsters netcode. Depending on how exactly it is built right now, this may prove to be considerably difficult and time consuming.


Oh, and if you meant FPS lag, then you just need to get a better machine. My PC is older than Doom 3 and it does not have considerable difficulties running this(until I shoot the for some reason ridiculously laggy Vindicator, that is).
My post was a joke. I run RO just fine :V

I'm just making fun of how many things crash servers for no apparent reasons because Zandronum

We need to put this up for the FNF/SNS when Zandronum 2.0 comes out.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

HexaDoken
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RE: Russian Overkill ported to Zan 2.0

#19

Post by HexaDoken » Tue Apr 01, 2014 2:15 pm

Untitled wrote:I'm just making fun of how many things crash servers for no apparent reasons because Zandronum
Well, my post explained that there is, in fact, an apparent reason. It's less "because Zandronum" and more "because internets are imperfect".

The fact that this is essentially a clash of not really perfect PillowBlaster-code with incredibly horrible HexaDoken Industries code might also be a contributing factor.

If you host it on FNF, I request it to be hosted with a version of ZDoom Wars maps modified by that script from doomworld which makes maps 4 times bigger.

With a few adjustments this could be very well epic.

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RE: Russian Overkill ported to Zan 2.0

#20

Post by Untitled » Tue Apr 01, 2014 8:48 pm

HexaDoken wrote:
Untitled wrote:I'm just making fun of how many things crash servers for no apparent reasons because Zandronum
Well, my post explained that there is, in fact, an apparent reason.
I was referring to more in general than to RO-specific stuff
(I still want to know how samsarahold segfaulted two servers, for example.)

Anyways, RO for FNF/SNS as soon as Zandro 2.0 comes out.
Last edited by Untitled on Tue Apr 01, 2014 8:49 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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