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Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 24, 2018 9:17 am
by HAL9000
Yea, that is the latest version of QME with all updates,this is really hard to find online
(my package includes all versions+lite)

If you are eligible for it, you can get free Educational version of C4D.
More details here: https://www.maxon.net/en/training/educa ... /students/

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 24, 2018 9:21 am
by Enjay
I'll have to look into that. I'm away for a few days. I'm not a student but I am a teacher and sometimes these things extend to that.

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 24, 2018 9:24 am
by HAL9000
Enjay wrote:I'll have to look into that. I'm away for a few days. I'm not a student but I am a teacher and sometimes these things extend to that.

Ok, good luck with that :D
If you will need my C4D Export Scripts you know where to find me :P

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 24, 2018 3:51 pm
by armymen12002003
i feel bad i've never played chasm the rift but after playing abit of this with scythe 2 im going to half to buy the game.

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Wed Jul 25, 2018 9:50 am
by Rayman The Hedgehog
Very cool,but it's there a way to make it runnable in D-touch?

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Wed Jul 25, 2018 10:01 am
by wildweasel
Rayman The Hedgehog wrote:Very cool,but it's there a way to make it runnable in D-touch?

Delta Touch should have the most up to date stable GZDoom. I see no reason why it wouldn't work.

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Wed Jul 25, 2018 10:32 am
by Rayman The Hedgehog
wildweasel wrote:
Rayman The Hedgehog wrote:Very cool,but it's there a way to make it runnable in D-touch?

Delta Touch should have the most up to date stable GZDoom. I see no reason why it wouldn't work.

Yeah but Delta Touch it's extremely slow

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Sun Jul 29, 2018 4:30 pm
by HAL9000
Good news,Chasm maps can be replicated 1:1 in GZDB with ease!
Maps are easy to made/replicate. Original design can be improved and fixed (flaws)

Original Chasm map(with light):
Image

GZDB Starting area replica (after 10 min of work, no lights):
Image

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Mon Jul 30, 2018 8:12 am
by Gorman Frebmane
this is turning into a full on sourceport of chasm.

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 31, 2018 11:39 pm
by HAL9000
New logo and new main menu interface is under construction
Quick teaser:

Image

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Tue Jul 31, 2018 11:48 pm
by Captain J
Ooooooh that looks real new!! That executioner guy is real pain in game, and looks super threatening in this pic too. :P

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Wed Aug 01, 2018 8:29 am
by Eagle1
Will megadestroyer shot as it was in orginal? Like grenade launcher.

Re: [0.4 Release] ZRift - Chasm in Doom

PostPosted: Wed Aug 01, 2018 2:12 pm
by Pandut
Eagle1 wrote:Will megadestroyer shot as it was in orginal? Like grenade launcher.

Negatory. I didn't like the classic Megadestroyer's lack of oomph and the fact that you have to get close to an enemy to use an endgame BFG-esque superweapon. Plus it's firing arch was kinda awful too.

Also, slowly chipping away at an update. Nothing extremely major, but I'm reworking some weapon effects and monster attacks to make them more intimidating or easier to notice. Lord knows the Punisher's axe seems to blend in with everything aha.

0.4A

PostPosted: Thu Aug 02, 2018 2:05 pm
by Pandut
EDIT: Hotfix on page 9.

Re: 0.4A

PostPosted: Thu Aug 02, 2018 2:38 pm
by HAL9000
Pandut wrote:New version up and ready.
-New menu, credit to HAL9000.



Oh snap! menu is not finished :D ...I'm still working on the menu! :D
Don't worry all menu bugs will be fixed & new menu version will be compatible with all games (doom/doom2/Chex/hexen/heretic/strife...)
Updated menu version, probably in next ZRift release