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

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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

I've ben watching some combat montages featuring rocket weapons,and In ROW 2.0, rockets will at last look like actual rockets when firing, releasing light and flames behind them when being fired, instead of that strange sprite smoke. Is this a good effect, or should I revert this back to the smoke? Or does it need some upgrades or changes?



(I'll propably change the RPG-7 back to smoke, because it's warhead doesn't fire up like that in real life, this was just a test)
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Dynamo
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by Dynamo »

You might want to have similar screenshots showcasing how it looks with the smoke, just so people can easily do a side-by-side comparison.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

Dynamo wrote: Mon Oct 14, 2024 10:49 am You might want to have similar screenshots showcasing how it looks with the smoke, just so people can easily do a side-by-side comparison.
Here's a video featuring both (and 2.0's new RPG-7):
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doomfighter66742278
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by doomfighter66742278 »

very cool weapon sprites wojti
ChristianAlan
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by ChristianAlan »

Playing the first map, there's an surprise attack from two normal soldiers + a gas mask wearing soldier.
I kill the three of them, but then when I get into the place, not only they respawn, but they're invincible now for some reason.

I even went through all the intro a second time to make sure that it was a reocurring thing (What the hell)
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

ChristianAlan wrote: Sat Nov 02, 2024 2:07 pm Playing the first map, there's an surprise attack from two normal soldiers + a gas mask wearing soldier.
I kill the three of them, but then when I get into the place, not only they respawn, but they're invincible now for some reason.

I even went through all the intro a second time to make sure that it was a reocurring thing (What the hell)
Oh this is just a bug caused by the script activating them. It's already fixed in 2.0, don't worry. If possible, I recommend waiting for version 2.0, which will be released in a month.
akinata
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by akinata »

i tried to play the mod with gzdoom and zandronum. there is a big issue with flora warping around when using opengl. i had to use gzdoom with vulakn option to fix that.

gameplay wise, we never know how much ammo there is left in one magazine. no such info on the hud.
weapons all shoot way below the crosshair. it is very unpleasant to the point of having to activate autoaim... but thats not really a good fix.

the maps looks good tho and i really want to continue the adventure. but the 2 issue above really kills my enjoyment.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

akinata wrote: Tue Nov 05, 2024 5:35 pm i tried to play the mod with gzdoom and zandronum. there is a big issue with flora warping around when using opengl. i had to use gzdoom with vulakn option to fix that.

gameplay wise, we never know how much ammo there is left in one magazine. no such info on the hud.
weapons all shoot way below the crosshair. it is very unpleasant to the point of having to activate autoaim... but thats not really a good fix.

the maps looks good tho and i really want to continue the adventure. but the 2 issue above really kills my enjoyment.

I'd suggest waiting for 2.0 then, as it will feature a visible magazine counter. As for the crosshair, Idk how to fix it. Perhaps the fact that I play without it, or don't really pay attention to it is to blame.
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Enjay
 
 
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by Enjay »

Even in standard GZDoom, there is a mismatch between crosshair height and where shots actually hit. There are parameters that can be used in a player class definition that allow you to tailor view height and the z-offset of attacks. Playing around with these can make the two things match but, if you do it, the fact that you have changed something as fundamental as this in an already mature project may then require further adjustment of other features to make things feel right.
akinata
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by akinata »

WojtTheDoomer2K wrote: Wed Nov 06, 2024 3:46 pm I'd suggest waiting for 2.0 then, as it will feature a visible magazine counter. As for the crosshair, Idk how to fix it. Perhaps the fact that I play without it, or don't really pay attention to it is to blame.
check D4T mod (death foretold) files. that mod was made with pretty good accuracy for the crosshair.
Enjay wrote: Thu Nov 07, 2024 6:19 am Even in standard GZDoom, there is a mismatch between crosshair height and where shots actually hit. There are parameters that can be used in a player class definition that allow you to tailor view height and the z-offset of attacks. Playing around with these can make the two things match but, if you do it, the fact that you have changed something as fundamental as this in an already mature project may then require further adjustment of other features to make things feel right.
i know that the aiming is also a little off in vanilla too but in this mod it is way too much off. it doesn't feel good. fixing this would just be a straight improvement of the mod. no further adjustement needed. it will not change autoaim users experience at all but will greatly enhance it for none autoaim users.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

Alright, so first, i need someone to explain to me how to fix the "weapons not firing at crosshair's level" thing, because I don't know how to fix it and it's something people would want to be fixed, so I can't just ignore it.

And second, should I add a tutorial level to the game, where the player can familiarize himself with the mod's way of shooting, planting bombs, etc. or various gameplay quirks such as unopenable doors and stuff?
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Enjay
 
 
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by Enjay »

WojtTheDoomer2K wrote: Fri Nov 08, 2024 3:28 am Alright, so first, i need someone to explain to me how to fix the "weapons not firing at crosshair's level" thing, because I don't know how to fix it and it's something people would want to be fixed, so I can't just ignore it.
The problem starts off with the player view height. By default (in Doom) it's actually quite low. The player's eyes are effectively in their chest. Then there is the height that the weapon shots originate from. Finally, there is the fact that the crosshairs are dead centre in the screen. These don't all match up. If you shoot at a wall from a distance, the decal appears pretty close to where the crosshair was pointing. If you shoot at a wall while standing close to it, there will be a bigger difference. (All comments relating to Doom, not specifically about Reds.)

One way to deal with it is to use the follwing options in your player definition:
Player.ViewHeight
Player.AttackZOffset

But, keep in mind, these do affect how the game looks and feels. Raising the viewheight, for example, makes the player feel taller.

For what it's worth, I have used the following values in some of my projects:
Player.ViewHeight 52
Player.AttackZOffset 24

(Defaults are 41 and 8 respectively.)

I find that works for me, but (as I said) it makes the player feel taller and moves where shots come from versus Doom.
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WojtTheDoomer2K
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by WojtTheDoomer2K »

Here's what I got. It's close enough for me, and I don't really wanna push it any further upwards because im worried it might make the weapons act weird. It's literally milimeters away from the crosshair so I think it's good enough for what it is?

(If I go beyond this height, the game crashes so it stays as of now)

akinata
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by akinata »

way better than what it was :)

in vanilla it is also hitting just below the crosshair.
akinata
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Re: REDS OVER WORLD - 30-level Cold War TC - 2.0 VERSION IN THE MAKING

Post by akinata »

when can we expect an update with this fix? :p

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