Total Chaos 1.0 Released! -- Retro Edition now available!

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Re: Total Chaos - Releasing on Halloween!

Postby TDG » Fri Oct 26, 2018 11:33 am

That is cool to hear that this mod will be out next month.

With all the modification that you must have done to the engine, does it even still somewhat resemble the original code? Especially if it could run even without using engine of the original Doom content.
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Mon Oct 29, 2018 8:50 pm

TDG wrote:That is cool to hear that this mod will be out next month.

With all the modification that you must have done to the engine, does it even still somewhat resemble the original code? Especially if it could run even without using engine of the original Doom content.


All the modifications are just whats been done with GZDoom, I personally haven't made any engine modifications.
I'm sure one of the devs could chime in, but I imagine the changes done from the original engine are more than significant.
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Mon Oct 29, 2018 8:50 pm

Some new gameplay:
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Re: Total Chaos - Releasing on Halloween!

Postby gramps » Mon Oct 29, 2018 10:23 pm

That looks incredible.

The only thing I wasn't totally feeling was that pipe weapon being two-handed. It looks short enough that holding it with two hands and hitting stuff with it would be awkward. Might look more natural in one hand, plus it might be fun backhanding stuff with it sometimes... or maybe extend pipe a little so it's closer to the length of a bat?
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Re: Total Chaos - Releasing on Halloween!

Postby Rachael » Mon Oct 29, 2018 10:23 pm

Wad'a'Holic wrote:I'm sure one of the devs could chime in, but I imagine the changes done from the original engine are more than significant.

I don't really know what you want us to chime in with, but I can say that ZScript and the shader system allow for a whole number of ways to make anything look not remotely like GZDoom, Doom, or anything at all from the two decades after Doom was released. It is possible to make a completely modern-looking game, sans a ragdoll engine, with GZDoom.
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Re: Total Chaos - Releasing on Halloween!

Postby Dwailing » Mon Oct 29, 2018 11:17 pm

I glanced over this section yesterday and when I saw this the first time it didn't quite process that this was what it is. Then I clicked on it and realized which mod this is and my excitement went through the roof. I can't believe Total Chaos is actually getting a full release after so long. Congratulations to all the devs who made this possible, y'all are amazing.
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Re: Total Chaos - Releasing on Halloween!

Postby Firebat » Mon Oct 29, 2018 11:27 pm

I honestly would believe you if you told me this was made using the Source engine, it looks to far removed from the classic graphics
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Re: Total Chaos - Releasing on Halloween!

Postby SamVision » Tue Oct 30, 2018 11:04 am

Oh man this is a long time coming.
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Re: Total Chaos - Releasing on Halloween!

Postby TDG » Tue Oct 30, 2018 1:27 pm

Wad'a'Holic wrote:All the modifications are just whats been done with GZDoom, I personally haven't made any engine modifications.
I'm sure one of the devs could chime in, but I imagine the changes done from the original engine are more than significant.


To ask something similar to what another poster wrote earlier, could you (if you wanted to) sell this as a commercial title if the reception is positive?

If things work out well with this mod I feel that you have a right to go commercial with it and earn some income for yourself and anyone who worked with you on this.
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Tue Oct 30, 2018 3:42 pm

TDG wrote:
Wad'a'Holic wrote:All the modifications are just whats been done with GZDoom, I personally haven't made any engine modifications.
I'm sure one of the devs could chime in, but I imagine the changes done from the original engine are more than significant.


To ask something similar to what another poster wrote earlier, could you (if you wanted to) sell this as a commercial title if the reception is positive?

If things work out well with this mod I feel that you have a right to go commercial with it and earn some income for yourself and anyone who worked with you on this.


Depends how the reception is. I definitely would like to do more.
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Tue Oct 30, 2018 3:44 pm

Released!
https://www.moddb.com/mods/total-chaos/ ... ll-release

Install Instructions
To play this build of Total Chaos, you will need:

- Doom 2 (and the doom2.wad file that comes with it)
- The latest version of GZDoom (which can be downloaded here: https://zdoom.org/downloads)

To play, after you have installed GZDOOM and dragged the DOOM2.WAD file into the same directory, simply drag totalchaos.pk3 onto the GZDoom.exe.
Don’t drag all the PK3 files onto GZDoom, as there is a custom load order that is needed…

Performance Tips
Got stutters? It is HIGHLY recommended you enable Precaching.
This will front load the assets when you load a level, which will increase load times, but ultimately is a better experience.

This can be done by enabling Precache GL Textures under Texture Options, or by using the console command gl_precache 1.
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Re: Total Chaos - Releasing on Halloween!

Postby Vostyok » Tue Oct 30, 2018 3:54 pm

Dowloading now!

Will give feedback as soon as I can.

Although, at 2.6 gig of data in this, I might be waiting awhile. :shock:
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Tue Oct 30, 2018 6:46 pm

I have bundled this with Freedoom and GZDoom and wrapped a launcher executable around it.
Turns out it was possible, much easier than I thought! Releasing shortly.
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Re: Total Chaos - Releasing on Halloween!

Postby Wad'a'Holic » Tue Oct 30, 2018 7:51 pm

Standalone version can be downloaded here:
https://www.moddb.com/mods/total-chaos/ ... ll-version
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Re: Total Chaos - Out Now!

Postby Amuscaria » Wed Oct 31, 2018 12:40 am

Thoroughly impressed with the atmosphere and ambiance; the sound effects are especially nice. I'm especially impressed that this is made in GZDoom. Combats is a bit stiff, but functional, and the horror elements are fantastic. Was a bit slow in the first level/act, but picks up quite nicely in the second.

The most frustration I had is with the inventory - mainly the keys. I've gotten to the second act, and I found sorting the keys especially difficult. They all look the same, and I think they stay in your inventory after being used. I'm really not sure if I have a key for a door or not, since their descriptions are pretty vague. The second complaint I have is with the navigation. The steel doors that teleports you to a different room look the same and have no indication if they are locked, just for decoration, or is actually the path forward. I have the same problem with the caged doors. Some open, some do nothing, some says it's locked but doesn't state if I can go into them with a key or not.

Found a possible oversight in the second act, at the door that houses the shotgun. The switch doesn't seem to have a locked cage over it, like the first act, but says it requires a key anyway. (See Screenshot)

Spoiler:


Haven't progressed far enough to give this a proper review due to school. Will test more when free-time allows. Fantastic work on this mod. :)
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