REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

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Dynamo
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by Dynamo »

Looking forward to seeing it released :)
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

So, i've ben playtesting the game and...




...what the...?

Im suprised and clueless as to what just happened. Out of nowhere, all props in a certain section of the map just float in the air, and sometimes flicker/disappear when I get closer. This is especially bizzare, as this is first time in two years this happened - i've ben playtesting and improving this map for two years, and only now does this happen.

Any clue what's going on here?
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Tyrannotitan Fan
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by Tyrannotitan Fan »

Something with your GZDoom version or else?
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

Good news - chapter 1 is 100% bug-free, and beta-testing and bug-fixing is on for the remaining five chapters. It usually takes me roughly 1-3 days to patch up a chapter, so the release might be sooner than I thought!
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Dynamo
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by Dynamo »

Were you able to fix the bug in the screenshot in the end? Curious what caused it.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

Dynamo wrote: Tue Dec 26, 2023 2:28 pm Were you able to fix the bug in the screenshot in the end? Curious what caused it.
Yes, it was apparently caused by several errorous linedefs, caused by me copy-and-pasting several pre-made rock structures.
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morse2179
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by morse2179 »

Tesla troopers? Cannot wait for this. Getting some red alert 1 vibes.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

morse2179 wrote: Tue Jan 02, 2024 5:26 pm Tesla troopers? Cannot wait for this. Getting some red alert 1 vibes.

I also had plans for Desolators for some time, but they never materialized, because after a while, I had making new sprites coming out of my ears, heh. But the player is still able to use a Desolator cannon in-game as the game's equivalent to the BFG-9000.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

Great news. Reds Over World is starting to slooowly leave the beta-testing phase and entering the "compiling the whole thing into single PK3 executable" phase.

In a matter of weeks or days, it should be playable!
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Dynamo
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by Dynamo »

Exciting! How many bugs did you end up finding, out of curiosity?
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC

Post by WojtTheDoomer2K »

Dynamo wrote: Thu Jan 18, 2024 10:57 am Exciting! How many bugs did you end up finding, out of curiosity?
A lot, but mostly minor stuff such as placeholder sounds and text, no polyobject doors, no "locked door" sounds, and lack of quality-of-life improvements such as medikits. This was an issue a lot of people complained about in MOTI - too little items - so here I made sure to include plenty of ammo and medikits for people.

The release date is 1st february, gonna post a rather unique teaser trailer tomorrow...
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - RELEASE DATE: 1ST FEBRUARY

Post by WojtTheDoomer2K »

Behold, a new teaser trailer:
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by WojtTheDoomer2K »

Realized that there's no reason to prolong the wait - Reds Over World is out! Let's go!

https://www.shorturl.at/esDLP
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RastaManGames
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by RastaManGames »

I've succesfully compressed your mod from ~900 Mb to straight ~450 Mb just by converting all the audio to *.ogg (via convertation tool from "AIMP4" audio player software) and by coverting some really fat textures to 8-bit *.png images...

Also, this isn't really a good idea to store *.wad files that aren't maps inside of *.pk3 archive. Here is why, though.

For development handiness you can use several *.pk3 archives, like one for textures, one for decorations, one for enemies and one for weapons. And on release you can easily merge all of these archives with maps and then ship a single resulting archive to the public.
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armymen12002003
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Re: REDS OVER WORLD - 30-level Cold War TC - OUT NOW, RELEASED, READY FOR PLAYING!

Post by armymen12002003 »

I just played through a couple of levels of this and as much as I like that this has been released however, I have some nitpicks for one after I booted up and killed my first baddie GZDoom crashed and would be nice to have a manual reload with this there was a few times where i died only to run out of ammo an empty mag also I noticed some glitches mainly with doors not being aligned.
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