[ALPHA] Total Chaos - Open Alpha out now!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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[ALPHA] RE: Total Chaos - New teaser released

#121

Post by AkumaKing » Thu May 22, 2014 7:16 pm

If you think about it, though, Zandronum and ZDoom are modified engines since they have so many features that the original DooM engine didn't. They've evolved past the original engine while keeping the game alive.

Then again, a few Iwads changed the engine and were still considered to run on the same engine.

I guess source ports being new engines based off DooM, or just the DooM engine, is up for debate.
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[ALPHA] RE: Total Chaos - New teaser released

#122

Post by -Jes- » Thu May 22, 2014 7:38 pm

tl;dr, Kotaku posters are retarded.

In other news, the sky is blue.

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[ALPHA] RE: Total Chaos - New teaser released

#123

Post by Wad'a'Holic » Sat May 24, 2014 5:43 am

Dynamic fires, one of the many ways to defend yourself :twisted:
Spoiler: Screens (Open)
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Blog post
Last edited by Wad'a'Holic on Sat May 24, 2014 5:44 am, edited 1 time in total.

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[ALPHA] RE: Total Chaos - New teaser released

#124

Post by Hypnotoad » Wed May 28, 2014 9:37 pm

SyKoTiC wrote: http://kotaku.com/doom-mod-makes-the-ga ... 1579283798

Looks like this is gonna get a lot more attention!
Great work so far! Looking forward to this, as are many!
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[ALPHA] RE: Total Chaos - New teaser released

#125

Post by Snakezz » Tue Jun 10, 2014 10:18 pm

Looking better every update man. This is like the sum of years worth of effort on the source port, from the developers and your behalf. Very good work indeed.

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[ALPHA] RE: Total Chaos - New teaser released

#126

Post by Wad'a'Holic » Thu Jul 24, 2014 9:09 am

Cheers for the feedback everyone. We'll be putting out another video teaser sometime next month with more of the combat mechanics on display. For now, heres a few images of whats coming :D
Spoiler: Larger Pictures (Open)
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Dev images

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Last edited by Wad'a'Holic on Thu Jul 24, 2014 9:13 am, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New teaser released

#127

Post by SyKoTiC » Thu Jul 24, 2014 9:39 am

Spoiler: MFW you release something new and epic (Open)
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This stuff is just so epic. Is there not a test build for us to help you? Because I and I'm sure others would love to help in anyway.
Last edited by SyKoTiC on Thu Jul 24, 2014 9:41 am, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New teaser released

#128

Post by Wad'a'Holic » Thu Jul 24, 2014 11:15 am

SyKoTiC wrote:
Spoiler: MFW you release something new and epic (Open)
Image
This stuff is just so epic. Is there not a test build for us to help you? Because I and I'm sure others would love to help in anyway.
Cheers! Nothing yet, we'll probably be looking for a few extra hands when we get a solid asset collection made up. A lot of levels need to be designed ;)
Last edited by Wad'a'Holic on Thu Jul 24, 2014 11:18 am, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New teaser released

#129

Post by Wad'a'Holic » Mon Sep 08, 2014 3:35 am

Some new media,
Spoiler: Inventory management! (Open)
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Spoiler: Oh hai there (Open)
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Spoiler: Asset preview, of another miner variant, from lead artist Ravencode (Open)
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Spoiler: Sewer environment (Open)
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Blog post: http://wadaholic.wordpress.com/2014/09/ ... -update-1/
Last edited by Wad'a'Holic on Mon Sep 08, 2014 12:53 pm, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New teaser released

#130

Post by MrSetharoo » Mon Sep 08, 2014 3:42 am

Wad wrote: Some new media,
Spoiler: Inventory management! (Open)
Image
Spoiler: Oh hai there (Open)
Image
Spoiler: Asset preview, of another miner variant, from lead artist Ravencode (Open)
Image
Spoiler: Sewer environment (Open)
Image
Blog post: http://wadaholic.wordpress.com/2014/09/ ... -update-1/
Glad to see this is not dead. I still can't believe this is going to be run on Doom.

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[ALPHA] RE: Total Chaos - New teaser released

#131

Post by CloudFlash » Mon Sep 08, 2014 5:36 am

Wad wrote: Some new media
Image
Last edited by CloudFlash on Mon Sep 08, 2014 5:37 am, edited 1 time in total.
https://i.imgflip.com/i5tpe.jpg
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[ALPHA] RE: Total Chaos

#132

Post by Wad'a'Holic » Mon Oct 27, 2014 3:25 am

Couple screenshots of melee combat :D Many pickaxes will be broken!

http://wadaholic.wordpress.com/2014/10/ ... most-here/
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Image
Last edited by Wad'a'Holic on Mon Oct 27, 2014 3:26 am, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#133

Post by Wad'a'Holic » Mon Nov 17, 2014 2:49 pm

New combat mechanics gameplay :)
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#134

Post by agaures » Mon Nov 17, 2014 5:58 pm

Every update makes it that much harder to believe it's still the doom engine.

Awesome work!
<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 Combat Gameplay

#135

Post by CloudFlash » Mon Nov 17, 2014 6:53 pm

Can't you just relase it already instead of doing those 'hey guys look at this cool sweetie, guess who aint gonna play that awesome mod this year :D!' videos ;-;
Last edited by CloudFlash on Mon Nov 17, 2014 6:54 pm, edited 1 time in total.
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#136

Post by Slim » Mon Nov 17, 2014 7:51 pm

It's like almost every time you release another teaser or screenshot, I get more amazed and a tad bit more skeptical that this is even possible in GZDoom, I mean look at that camera tilt when he swung the weapon; I've never seen a lean/tilt in this engine. Or the motion blurring (might be the Youtube player's fault? But I swear I saw motion blurring). Anyways hopefully this comes out soon enough.
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Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#137

Post by ibm5155 » Mon Nov 17, 2014 10:18 pm

Nop, he's using that opengl hack for motion burr if I remember (or maybe not since the latest gzdoom doesn't support it anymore)
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#138

Post by Tux » Mon Nov 17, 2014 11:26 pm

Spoiler: every time i see new content (Open)
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dear diary, tux today was a faggot again[/size]

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[ALPHA] RE: Total Chaos - New Combat Gameplay

#139

Post by Wad'a'Holic » Mon Nov 17, 2014 11:59 pm

ibm5155 wrote: Nop, he's using that opengl hack for motion burr if I remember (or maybe not since the latest gzdoom doesn't support it anymore)
Its more of a hack using CamTextures.
The external OpenGL stuff is more used for bloom and DOF fx, but the motion blur is just multiple stacked CamTextures on a floor. The player is constantly looking at the floor. The sway effect, which currently is impossible with conventional methods, is achieved by moving the angle of this actor.
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[ALPHA] RE: Total Chaos - New Combat Gameplay

#140

Post by Jwarrier » Tue Nov 18, 2014 12:15 am

That is just pure sexy. Nice job!

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