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

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Ihavequestions
Posts: 180
Joined: Mon Jul 12, 2021 1:45 pm
Graphics Processor: nVidia with Vulkan support

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

Post by Ihavequestions »

I've actually figured out it was some sort of graphics settings regarding bit depth and HDR which for whatever reason did not affect any other games or mods. Not quite sure what settings those were exactly, though, because I eventually returned to my previous settings without experiencing that big performance hit again.

So, I am sticking to a certain combination of bit depth (12 bpc), HDR on for both desktop and GZD, and a monitor user profile where the chosen mode setting is kept rather to succumb to Windows' HDR/SDR quirks.
akinata
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by akinata »

!!! Warning, potential spoilers of act 1 !!!

a quick feedback after completing the first russian act.

first of all, it is beautifull. there isn't enough realistic level design in doom out there and anything that mimic blade of agony or asches is always welcome.
+1 for the 3d vehicles.
+1 again for the foliage. very good looking bushes and trees.
the game does feel like an old medal of honor game but in a good way.
i liked the wall boss. very original and the music felt like a boss music from metroid prime.
overall, i liked the level musics too.

however there is some glaring (yes, glaring) level design issues.
■ useable doors and unuseable doors have the same texture. having to check every doors or look at the minimap all the time ti figure out where i have to go i a problem.
■ some doors doesn't have any key color representations so you don't know you need one before coming close to it and trying to open them. in some case there is a visual representation but imbued into a hole on the wall which is not visible at at unless you come near the door and see it.
■ some switches does things that doesn't make sense. it's like we are back ito tomb raider 1 but without the cinematic that shows you what it did. an example of that is the little switch under a desk in a different building just to open a roof door in another building...
■ in afganistan, when you kill most of the US soldiers you arrive at a little tank hangar. when you open the door it lead you to the rocky desert again. i thought i had to cross it back but couldn't come back due to a sealed door. i had to roam around multiple times to realise i had to come back instead and retake the same route just because i didn't opened one of the identical doors that led to the end of the level.

all those made me roam around wondering what to do and where i have to go at some point, in every level.

the gunplay is fine tho most of the weapons feel a bit too similar but it's alright. the ennemies however feels very generic. they act like doom soldiers. they just wait to see you then roam and shoot. (only after walking a few steps... except for the "turret" ennemies). all have the same AI. no dodging, no grenade, no roaming around to look for me. all of them (excluding the gatling guys since they are meant to be turrets ^^) just wait to see me to do anything. if i kill a soldier right in front of his friend, if he doesn't see me he wont bulge. it's fine in some cases because you need the ennemeis to surprise attack you in some corridors but it's like that every single time. i wonder why we have a gun with a silencer if whatever i do is like silenced anyway.

the boss fights were fine overall. some were cool. however one was a bit wierd to me. the american super soldier that shoot miniguns and rockets is too far away to do any meaningfull damage to you while the game give you a ... grenade launcher to try and kill it from afar. the sad part was when he got stuck on the tanks and couldn't shoot back at me. but that's a minor issue.

the added lore is cool and the communication from HQ giving you orders or immersive info is cool too. the best would be to have a quest log of the current mission objective when looking at minimap (or add a sort of journal.) so we can keep track of what we have to do. but it is not critical.
one thing i disliked tho is how i had to wait for all the lore to finish writing between levels which cannot be skipped or accelerated. :/


i'm not stopping there however and will continue playing your mod. :)
Last edited by akinata on Sat Feb 08, 2025 7:35 pm, edited 1 time in total.
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Ihavequestions
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Graphics Processor: nVidia with Vulkan support

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

Post by Ihavequestions »

akinata wrote: Thu Feb 06, 2025 10:17 amone thing i disliked tho is how i had to wait for all the lore to finish writing between levels which cannot be skipped or accelerated. :/
I second that, and would like to add that I would like the dialogs/subtitles to stay longer, also during the video sequences, because they currently disappear way too fast.
They could be stacked in pairs of two so not to elongate it all.
Yhe100
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Yhe100 »

Are there still patches in the works? Thanks!
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by WojtTheDoomer2K »

I mean I should release a new patch but I must admit, I am getting kinda tired of fixing this mod.

At this point i've ben working on it for nearly five years and I think it's understandable I am getting really tired of working on one thing for half a decade, especially after hoping I fixed everything several times only to realize it's a long way until it's over. I kinda wanna take a development break from Reds Over World for now, other than maybe updating/fix something on the wiki every once in a while. I've got plenty of other projects im working on, both DOOM and non-DOOM. That, and I just wanna sit back and watch people enjoy my - so far :wink: - biggest DOOM project.

For now, here's a small patch that just fixes the E6M4 bug with the bunker door not opening (I have NO reason why that bug appeared because I vividly remember the door working, me and my friends are joking around that there's some paranormal entity corrupting the game lol), simply open up the game's .pk3, find the E6M4 level in Propy.wad and replace it with the E6M4 from this .wad:
https://www.mediafire.com/file/xqfwp3hf ... d.wad/file

Thank you all for the words of support and all the positive feedback my mod is receiving from y'all!
Yhe100
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Yhe100 »

Sorry, do I have to manually open the wad in slade and manually replace the files? Thanks!
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by WojtTheDoomer2K »

Yhe100 wrote: Sat Feb 08, 2025 6:20 pm Sorry, do I have to manually open the wad in slade and manually replace the files? Thanks!
Yes.
Yhe100
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Yhe100 »

Sorry, kind of new to this type of thing, so I extracted the files out of the patched wad, then drag the files back info the main wad, then save the changes. Is that the correct way? All the files will be automatically replaced? I ask because many files seem to have the same names. Thank you!
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Ihavequestions
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Ihavequestions »

You can also just take the patch file and load it after the main ROW2 file:

Code: Select all

gzdoom -file ROW2.pk3 ROWRagnarokPatched.wad
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ChozoGhost89
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by ChozoGhost89 »

Sadly, I'm experiencing nonstop crashes while playing this in E1M2. Specifically, I'm at the first dog encounter when you drop into the neighborhood area, and that's where it keeps happening.

I upgraded to the most current build, and still no luck. Any ideas?
Yhe100
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Joined: Mon Mar 09, 2020 10:14 pm

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

Post by Yhe100 »

cool, thanks
Grey Rook
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Grey Rook »

I picked up this mod recently and have been playing the first two levels of the Soviet campaign. Very impressive work, well done outdoors environments... the amount of invisible walls scattered around is less impressive, but I understand why you use them.

I unfortunately have to agree with Akinata, above; the level design is often less than intuitive and what switches do doesn't always make sense. I have a poor sense of direction in games to begin with and I've ended up wandering around wondering what I'm supposed to do on more than one occasion.

A bigger problem is that for some reason the HUD isn't rendering; the space it's supposed to occupy is just blank and transparent. Obviously, this is something of a problem since it means that I can't tell what my status is, and also what keys I have on hand. I'm pretty sure that I have the latest version, if that's the one linked in the opening post. I'm on a pretty standard Win10 install, if that's relevant. If there's a patch I'm supposed to use, I'd appreciate a link as I seem to have missed it. Thanks.
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ZikShadow
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by ZikShadow »

If it looks like:


That's because you're using the statusbar. ROW uses the fullscreen HUD by the default. Hit the + and - key to adjust HUD modes.
Grey Rook
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Grey Rook »

ZikShadow wrote: Mon Feb 10, 2025 12:05 pm If it looks like:


That's because you're using the statusbar. ROW uses the fullscreen HUD by the default. Hit the + and - key to adjust HUD modes.
...huh. That might well be the case. Thank you.
Yhe100
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION AVAILABLE!

Post by Yhe100 »

ChozoGhost89 wrote: Sun Feb 09, 2025 10:45 am Sadly, I'm experiencing nonstop crashes while playing this in E1M2. Specifically, I'm at the first dog encounter when you drop into the neighborhood area, and that's where it keeps happening.

I upgraded to the most current build, and still no luck. Any ideas?
you tried both vulkan and opengl?

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