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 Forum index » Modding Central » Public Project Announcements
Apocalypse RA2YR mod is returning
Moderators: Generals Moderators, Global Moderators, OpenRA Moderators, Red Alert 2 Moderators, Tiberian Sun Moderators
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Mon Oct 10, 2022 6:11 am    Post subject:  Apocalypse RA2YR mod is returning
Subject description: New version just released
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I'm not gonna tell you the full story of Apocalypse and how it started. It's actual start is when YR was released. The latest version from a few years back although very good at its time, clearly could use many improvements, which are happening in the new version.

// Update 2022.10.17
The mod is officially released.

https://www.moddb.com/mods/apocalypse1/
//

The Apocalypse mod adds over 170 new units, structures and super weapons to the original RA2YR and will give you a completely new RA2YR experience while keeping the classic feeling alive.


The mod does not require other resources to run except the original RA2YR game v1.001.

Before anything I would like to thank the modding community in general and to all the artists that created extremely nice models of voxels and shps publicly available for use.
Although I created this mod myself, this would not of been possible without using many freely available art assets. All artists that did them deserve a medal !  

This is what the mod adds in general:
Total structures: 57
Total infantry: 37
Total naval: 16
Total air: 20
Total armor: 34
Total super-weapons: 7  - Translocation (unique), Storm Defense (unique), Anomaly Projector (unique) , Parabombs, Magnetic Crusher (unique), Airstrike Command (unique), Paradox (unique).
More details can be found on the ModDB forums section of my mod.

You can check the forums here:
https://www.moddb.com/mods/apocalypse1/forum

And maybe do some polls that influence some decisions regarding the development of the mod:

https://www.moddb.com/mods/apocalypse1/polls

Mod main features:

- New unique super-weapons have been added
- All units have their own unique sounds (except some upgraded versions of existing units).
- The music from original RA2 is included. HM3 is included.
- Many new weapons have their own visual and audio FX.
- Tech tree is based on the original RA2YR one and extended with higher tier structures, units and defenses.
- The maxed old tech tree is now somewhere in the middle of the new tech tree.  
- Base defenses can promote and have range indicators. Base defenses are added to complement the existing ones for each side.
- Countries have more specific units, advantages and tactics. There are plenty of options to fit any play-style.
- There are plenty of secret new units and structures that require stolen tech and can give you the edge in combat.
- All sides have air fields and specific related units.
- Single player missions are fully supported and improved, containing the new mod units. They also have some nice new secrets.
- All sides have improved ways of obtaining resources and/or reducing production costs.
- Multiple units from each side can garrison buildings.
- The multiplayer of the game is balanced, each faction having specific advantages. Learn to exploit and use them.
- There are art improvements of some units, including arctic versions of some infantry, some fixes of legacy items.
- There are a few stealth units in the game and sufficient units with stealth detection.
- There are multiple tiers of naval units for all sides. Yuri now has a full naval force at his disposal.
- New IFV modes
- A nice Yuri intro cinematic

A public release of the new version of the mod (probably v 4.8.000 if nothing goes totally wrong) is to be expected this weekend. After this point, there will be some more behind the scene improvements and maybe small changes and additions, but mostly this form will be the way it stays.

Youtube videos will also be enabled upon release. I will link them here.


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Last edited by Overmind on Wed Oct 19, 2022 4:11 pm; edited 1 time in total

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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Mon Oct 17, 2022 3:21 pm    Post subject: Reply with quote  Mark this post and the followings unread

I have added the download link.

If anyone is willing, please test the single player campaign on hard difficulty.

The only reported problem so far is the stuck with no error that happens on certain maps.

If anyone is willing to dig into this I'd appreciate it. I can provide a savegame prior to a stuck point and instructions on how to try to generate this problem.

Thanks everyone !

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Tue Oct 18, 2022 2:38 pm    Post subject: Reply with quote  Mark this post and the followings unread

I'm reminded how silly RA2 looks at low-res.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Wed Oct 19, 2022 4:12 pm    Post subject: Reply with quote  Mark this post and the followings unread

Filming at high-res shows things too small and makes files huge. I specially set that res just for the videos.

I also intent to make videos of the single player missions on hard mode.
If you guys consider they should be in high res I can definitely do that.

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G-E
Defense Minister


Joined: 09 Feb 2015

PostPosted: Wed Oct 19, 2022 10:43 pm    Post subject: Reply with quote  Mark this post and the followings unread

If you have enough ram, I suggest making a ramdrive like 4gb and use that as your recording destination. That actually frees up a lot of latency during recording. Likewise if your GPU is using 2D like I do without a DDRAW wrapper, you can use a GPU-accelerated x264 codec to record (AMD VCE, NVENC or something like it) or if you do use a DDRAW wrapper then a CPU-based codec might work slightly better.

Also you really have to play with bitrates and iframe/pframe interval details at the very least. Personally I record native to how I play, 1080p. I tried a dozen settings for my own recording, and I found something like 3200-3400kbit x264 has better performance than below 2500kbit and anything upwards 4000kbit. I even tried up to 8000kbit, which would be ridiculous, but it only made it worse. Once the recording performance is up to par, you can then re-encode it afterwards to reduce bitrate to something more reasonable, for distribution/upload.
_________________
http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai

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