Sure. But let's not forget that the texture upload problems won't really get solved by more RAM. You either have to deal with frequent stalls or with extremely long up-front load times and you can bet that this will draw complaints from paying customers.
Even worse, if that happens it will fall back on GZDoom, even though you cannot blame an engine that was never meant to handle this amount of data, but how are the customers supposed to know that?
Also, if you give such high minimum requirements you just make yourself look bad. You'd get the top 10% of the market and be ridiculed for making something so inefficient that it requires dedicated gamer hardware to run.
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Tue Nov 06, 2018 5:38 pm
by Rachael
Caligari87 wrote: I can't remember ever hearing about Steam pulling games for bad performance (at least not in recent memory).
This is all implying Steam even pulls things.
Have you seam the hot steaming pile of sewer garbage they've been letting up onto their storefronts over the past 3 years? That alone makes this a moot point.
By the way - most of it has stayed up since then. Very few titles have EVER gotten pulled.
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Tue Nov 06, 2018 8:51 pm
by ate0ate
Not to drag the topic out, but since it came up, I'm fairly certain that steam changed their policy for acceptable software to something along the lines of, and I'm paraphrasing a bit here, "if it isn't malware or blatantly illegal then we'll sell it." I remember it coming up in the steam forums over the summer when censorship was an issue. Here's an article... https://www.cnet.com/news/steam-says-it ... -trolling/
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Tue Nov 06, 2018 11:34 pm
by Nash
Caligari87 wrote:And that's fair, but there's no reason wadaholic couldn't list the minimums as a 3.5GHz quadcore with 12GB RAM and a GTX1070Ti, or whatever.
No offense to wadaholic and team, as an artist myself I can appreciate the work that went into this game's visuals, and IMO I think the aesthetics are pretty on point, but listing such high requirements for a game that looks currently like this is going to piss off a lot of average joe customers.
For all the technological hiccups, TC's store page might get a big fat orange "mixed" review. At worst, a big fat red "mostly negative" review. All because of "lol @ system requirements", "wtf are these outdated graphics" etc
Games that look much better technologically (real-time shadows, physically based rendering, ragdoll physics, etc etc etc) have much lower requirements and even when cranked to high, can still maintain solid 60 FPS.
I'll use my own system as an example. Doom 2016 at Very High preset, I get 60 FPS. GTA 5 with most stuff at High and some stuff at Very High, 60 FPS. Dying Light at High, 60 FPS.
Total Chaos? I am getting 45 - 50 FPS with all post processing turned off.
Again, do not misinterpret what I said. TC is amazing art-wise but Graf already said it - the engine currently isn't equipped to handle such high amounts of data. And this will affect customer feedback and reviews in a negative way.
TC as a GAME in itself is more than worthy to be on Steam. However, for projects with such high fidelity art like TC, GZDoom still needs a lot of work before it can be acceptable to release to a completely different level of audience.
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Wed Nov 07, 2018 1:11 am
by Graf Zahl
Nash wrote:
Total Chaos? I am getting 45 - 50 FPS with all post processing turned off.
Now THIS I don't understand. As long as it isn't busy uploading textures I can maintain stable 200 fps - and my system surely isn't that much better than yours.
The maps themselves aren't really taxing the engine, it's solely the large textures.
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Wed Nov 07, 2018 4:23 am
by Wad'a'Holic
As much as I would love seeing this thing on Steam (even for free), I do have to agree with most of the points.
I've always intended TC to be free. This one is on me.......... the next project however, hopefully that will make it to Steam, but we'll see how its going a few years from now
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Wed Nov 07, 2018 3:32 pm
by Enjay
I'll be honest, this style of game is not really my cup of tea (I usually prefer more action and less horror/suspense) but this is a very impressive game (it's not really a mod, it's a full game). The care and attention to detail that has gone into its production is stunning and the atmosphere is pretty amazing throughout. I love the originality of the models/enemies and the completeness and cohesiveness of the setting/story. The internal environments are miserable, decaying and claustrophobic and very much feel authentically like abandoned buildings that I have explored (but with far more radiation and tumorous incursions). So you'd think that when you get out side it would be better but the outside areas are equally oppressive in their own way. I thought that the graveyard area was really good. When it gets surreal, the misery just doesn't let up there either (and I mean that in a good way).
On the subject of the ending...
Spoiler:
I've never been a fan of endings that screw over the player or leave the player feeling like they may have completed the game but, somehow, they still lost. I'm not saying an ending has to be happy for me to like it, but I do prefer my endings to leave me feeling as it I made a difference or that I won somehow. So, I was really surprised when I got forced suicide and swamped with unbeatable enemies ending because that was the second time that I played. The first time I got a much more upbeat ending and was able to walk out into the sunshine of what looked like a nice spring morning!
I don't know what it is that triggers the endings because, the first time I played I was very methodical and did things as carefully as possible but the second time was much more of a blast-through. Clearly I did something important on game 1 that I didn't on game 2 but I'm not sure what (I also cheated on #2 a couple of times so maybe that was it?). Anyway, it's really cool that there are two endings and that the player's actions do make a difference. It's just a shame that I was too unobservant to realise what was (or were) the trigger(s).
This also leaves me wondering, are there more than two endings?
As for running it, I had no problems whatsoever: good, fast frame rate throughout, no major stutters when loading new resources and the only very minor annoyance was the (perfectly understandable) relatively long loading times at the start. My computer is reasonably well-specced though.
Thanks for all your work on this Wad'a'Holic.
Re: Total Chaos - Hotfix 0.97.1 Available!
Posted: Wed Nov 07, 2018 3:41 pm
by Wad'a'Holic
Enjay wrote:I'll be honest, this style of game is not really my cup of tea (I usually prefer more action and less horror/suspense) but this is a very impressive game (it's not really a mod, it's a full game). The care and attention to detail that has gone into its production is stunning and the atmosphere is pretty amazing throughout. I love the originality of the models/enemies and the completeness and cohesiveness of the setting/story. The internal environments are miserable, decaying and claustrophobic and very much feel authentically like abandoned buildings that I have explored (but with far more radiation and tumorous incursions). So you'd think that when you get out side it would be better but the outside areas are equally oppressive in their own way. I thought that the graveyard area was really good. When it gets surreal, the misery just doesn't let up there either (and I mean that in a good way).
On the subject of the ending...
Spoiler:
I've never been a fan of endings that screw over the player or leave the player feeling like they may have completed the game but, somehow, they still lost. I'm not saying an ending has to be happy for me to like it, but I do prefer my endings to leave me feeling as it I made a difference or that I won somehow. So, I was really surprised when I got forced suicide and swamped with unbeatable enemies ending because that was the second time that I played. The first time I got a much more upbeat ending and was able to walk out into the sunshine of what looked like a nice spring morning!
I don't know what it is that triggers the endings because, the first time I played I was very methodical and did things as carefully as possible but the second time was much more of a blast-through. Clearly I did something important on game 1 that I didn't on game 2 but I'm not sure what (I also cheated on #2 a couple of times so maybe that was it?). Anyway, it's really cool that there are two endings and that the player's actions do make a difference. It's just a shame that I was too unobservant to realise what was (or were) the trigger(s).
This also leaves me wondering, are there more than two endings?
As for running it, I had no problems whatsoever: good, fast frame rate throughout, no major stutters when loading new resources and the only very minor annoyance was the (perfectly understandable) relatively long loading times at the start. My computer is reasonably well-specced though.
Thanks for all your work on this Wad'a'Holic.
Thanks for playing!
Hope it lived up to the years and years of waiting.
In regards to the ending... I'll send you a PM.
Sounds like you got the good ending first try :O
Inventory switched to a weight based system
Items can be stacked, some items are not stackable. Right click unstacks, clicking on top of same item stacks
Weapons now take up 4 slots instead of 6
New items recently added or stacked in the inventory will be highlighted white
Weapons now do more damage in the 3 hit combo strike
Increased Screamer damage but reduced the damage rate
Screamers can now be killed
Screamers become visible when taking damage
Enemy attacks are more clear if they are going to hit you or not
Sizes of some items reduced so they appear less comical
A shortcut key can be used to swap selected items into the combine window
Larger fonts can be used in the inventory via the options menu
Ammo can now be combined by dropping it on another clip/shellbox
Balance
Reduced knife damage from 70 to 60
Scissors and Shivs now deal significantly more damage, at the cost of been very weak with durability
Wrench and Hammer damage increased slightly
Increased Shotgun damage from 15 to 28
Increased Pistol damage from 50 to 58
Bug Fixes
Fixed several texture alignment issues
Fixed repeating voice message in Chaos
Lighter Fluid and Molotovs can no longer be duplicated via bug
Dropping small explosives no longer makes them disappear
Bug causing inventory to not be pickupable after a certain time is resolved
Fixed missing collision on chairs in the courtyard in Surface
Fixed ramp collision bug on Surface
Improvements to inventory highlight shader
Flares wont stay active when going between levels
Quality of Life Changes
Added FOV slider to Total Chaos Options
Tidied up the customize controls page
Increased Autosave frequency in Arrival and Decay
Weapon damage has now been added to the weapon description in the inventory
Crates are now more fruitful if you break them open
Removed quake effects from last level
Keys have different icons and improved descriptions
Glitch effects are no longer constant when they don't need to be
Keys are now removed when they are no longer needed
Pulling a switch will stop it from glowing blue
Removed barred door near the brute falling sting in Arrival
Fixed mouse sensitivity difference between X/Y in the inventory, can also adjust sensitivity in the options menu
Misc
Classic Doom screen wipe FX are now off by default
Fixed various spelling mistakes on the letters (thanks Stormwalker!)
Made a certain ridge on Regression accessable, also added a rail to prevent confusion
Added some debris in Surface to try and guide the players better
Changed Desaturation values on some areas in Surface
Swapped side of the 'Dont look it in the eyes' text in Surface for visibility
Added switch doors to Millers door and the Blue Block door in Decay
Added a door to the first flare section in Arrival
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 9:53 am
by Tormentor667
With the latest version of Total Chaos and the latest SVN version of GZDoom, I get an error when launching:
Unable to load shader env:
Init Shader 'env':
Fragment shader:
0(12) : error C1008: undefined variable "texture7"
Linking:
Fragment info
-------------
0(12) : error C1008: undefined variable "texture7"
(0) : error C2003: incompatible options for link
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 11:52 am
by DooDGuG
What did just happen?
Spoiler:
I got plasmagun as my pickaxe broke.
I am playing 0.97.4 in 3.6.0 release. Should I have used an included gzdoom?
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 12:38 pm
by Wad'a'Holic
Tormentor667 wrote:With the latest version of Total Chaos and the latest SVN version of GZDoom, I get an error when launching:
Unable to load shader env:
Init Shader 'env':
Fragment shader:
0(12) : error C1008: undefined variable "texture7"
Linking:
Fragment info
-------------
0(12) : error C1008: undefined variable "texture7"
(0) : error C2003: incompatible options for link
Just drag totalchaos.pk3 onto Gzdoom. It will load the other packs with it.
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 12:41 pm
by Wad'a'Holic
DooDGuG wrote:What did just happen?
Spoiler:
I got plasmagun as my pickaxe broke.
I am playing 0.97.4 in 3.6.0 release. Should I have used an included gzdoom?
Woah. I have seen this happen a couple of times. I've never been able to reproduce the bug myself though.
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 12:50 pm
by DooDGuG
Wad'a'Holic wrote:
DooDGuG wrote:What did just happen?
Spoiler:
I got plasmagun as my pickaxe broke.
I am playing 0.97.4 in 3.6.0 release. Should I have used an included gzdoom?
Woah. I have seen this happen a couple of times. I've never been able to reproduce the bug myself though.
I have an autosave right before it happens.
Here, hope it helps.
It happens right after smashing that ghost thingy with a pickaxe. It breaks and is instead replaced with a plasmagun.
Re: Total Chaos - Update 0.97.4 Available!
Posted: Thu Nov 08, 2018 2:52 pm
by DOOMERO-21
make a script for prevent that bug something like takeinventory("plasmarifle",1) with restart.