[ALPHA] Total Chaos - Open Alpha out now!

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The Zombie Killer
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[ALPHA] RE: Total Chaos - New gameplay footage!

#41

Post by The Zombie Killer » Wed Nov 28, 2012 5:41 am

@Ænima
That makes two of us...

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Luke
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[ALPHA] RE: Total Chaos - New gameplay footage!

#42

Post by Luke » Wed Nov 28, 2012 5:47 am

I was looking for this project a couple of days ago when I was showing a friend how doom can compete with the most recent fps. I Just sent him the video.
Besides, I guess I said the same on the old forum: I can't believe it's the doom engine.

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[ALPHA] RE: Total Chaos - New gameplay footage!

#43

Post by Wad'a'Holic » Thu Jan 03, 2013 5:00 am

Regarding the frame rate, the mod runs pretty good on a Intel Core 2 Duo, 3GHz processor with a GeForce 9800GTX card, that is the target platform at this stage, but there will be alternative versions for lower end machines that cut down on some of the special effects, mesh details etc.

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[ALPHA] RE: Total Chaos - New gameplay footage!

#44

Post by BloodyAcid » Thu Jan 03, 2013 5:12 am

How much content would need to be chopped to run on a 5-year old Integrated Intel Graphics card, with dual core @2GHz?

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[ALPHA] RE: Total Chaos - New gameplay footage!

#45

Post by Ænima » Thu Jan 03, 2013 5:49 am

BloodyAcid wrote: How much content would need to be chopped to run on a 5-year old Integrated Intel Graphics card, with dual core @2GHz?
This is approximately where I stand, as well.
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darkstar64
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[ALPHA] RE: Total Chaos - New gameplay footage!

#46

Post by darkstar64 » Thu Jan 03, 2013 5:51 am

Ænima wrote:
BloodyAcid wrote: How much content would need to be chopped to run on a 5-year old Integrated Intel Graphics card, with dual core @2GHz?
This is approximately where I stand, as well.
Looks like I'm not the only one.
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[ALPHA] RE: Total Chaos - New gameplay footage!

#47

Post by Catastrophe » Thu Jan 03, 2013 6:52 am

A lot of people forget that half the playerbase of this port only play this because they can't run anything else.

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[ALPHA] RE: Total Chaos - New gameplay footage!

#48

Post by Blade » Thu Jan 03, 2013 8:07 pm

Well how about a 6 year old computer with an outdated integrated graphics card running at 1.8 GHz? Scratch that, it can't even run Brutal Doom without some lag surprise party.
Last edited by Blade on Thu Jan 03, 2013 8:07 pm, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New gameplay footage!

#49

Post by Wad'a'Holic » Tue Feb 19, 2013 10:23 am


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[ALPHA] RE: Total Chaos - New gameplay footage!

#50

Post by ibm5155 » Tue Feb 19, 2013 11:21 am

:giraffezahl:
:eek: :eek: :eek: :eek: :eek: :eek: :eek: :eek:

This is the first mod I´ve seen that really used well the engine O_o (Now my mods sucks :s)
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[ALPHA] RE: Total Chaos - New gameplay footage!

#51

Post by Disguise » Tue Feb 19, 2013 11:55 am

Damn! Those are some really great (creepy) looking screenshots!
Image

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[ALPHA] RE: Total Chaos - New gameplay footage!

#52

Post by Cruduxy » Tue Feb 19, 2013 11:58 am

Whenever new screenies of this one come they even outshine the previous ones o_0
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Nothing to see here
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Strych6
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[ALPHA] RE: Total Chaos - New gameplay footage!

#53

Post by Strych6 » Tue Feb 19, 2013 6:01 pm

phenomenal demonstration here, I had no idea such a project was under way
Image

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[ALPHA] RE: Total Chaos - New gameplay footage!

#54

Post by Snakezz » Thu Mar 28, 2013 6:05 pm

BUMP! I believe new members of the community, as well as some of the old, need to take a gander at this project. This is a brilliant display of what COULD be accomplished with the engine. Not only that, I think people gain momentum when they realize how popular their work is. If there is any project on this site I want to see finished, it is this one, and that is why I give it this well deserved bump. I know it is against the rules to bump threads, but it is creativity like this, that changes the faces of organizations, and ushers in a new age next gen graphics displaying themselves through old programs.

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[ALPHA] RE: Total Chaos - New gameplay footage!

#55

Post by Dusk » Thu Mar 28, 2013 8:51 pm

and I thought there were updates on this

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agaures
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[ALPHA] RE: Total Chaos - New gameplay footage!

#56

Post by agaures » Thu Mar 28, 2013 10:38 pm

Dusk wrote: and I thought there were updates on this
A let down yes, i just wish a beta of this can come out soon, i really like the way it makes it look like it's not on the doom engine.
Last edited by agaures on Thu Mar 28, 2013 10:39 pm, edited 1 time in total.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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[ALPHA] RE: Total Chaos - New gameplay footage!

#57

Post by BloodyAcid » Fri Mar 29, 2013 9:05 pm

Dusk wrote: and I thought there were updates on this
^

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[ALPHA] RE: Total Chaos - New gameplay footage!

#58

Post by -Jes- » Fri Mar 29, 2013 9:17 pm

Wad wrote: New screens, I must confess, running on GZDoom, only to use that OpenGL modifier floating around
You will HAVE to include recommended settings for qeffectsgl whenever you end up releasing this.

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[ALPHA] RE: Total Chaos - New gameplay footage!

#59

Post by ibm5155 » Fri Mar 29, 2013 11:07 pm

This hacky method works fine with zandronum too :)
Well, if he´s going to create an IWAD with that, he could let the gl files with the port (like action doom 2, it came with the zdoom port, [then Total Chaos iwad could came with gzdoom or zandronum plus gleffect])...

Well, for some news look here:http://wadaholic.wordpress.com/
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porcelain echo
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[ALPHA] RE: Total Chaos - New gameplay footage!

#60

Post by porcelain echo » Sun Mar 31, 2013 4:05 am

That is great looking! How soon,please?
Last edited by porcelain echo on Sun Mar 31, 2013 4:06 am, edited 1 time in total.

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