Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
Posted: Tue Jul 17, 2018 9:06 pm
by Pandut
4shot wrote:Pretty impressive for a mod still early on in development, and it's great to see Chasm isn't entirely forgotten either.
After playing it on the scythe2 wad, I decided to mess around with a few things.
Those enemy concepts are pretty cool. Also I am currently working on a plasma-throwing weapon to act as a flamethrower, aha.
elCreyo wrote:Hey. This is awesome. Never played the original game but it seems to be really cool.
The only thing I don't understand is the pistol that shoots gibs. Lol. What's up with that?
Ahaha, I forgot to remove that. That weapon was purely for testing monster gibs XD.
I am slowly chipping away at the next release, currently working on a few new enemies, alt-fire modes for various weapons and improving FX as well as sounds.
Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
Posted: Tue Jul 17, 2018 11:28 pm
by 4shot
I have a file containing the new enemies and weapon, alongside a few minor other modifications, namely, modifying weapon performance and enemy spawners (The scorpion in the original Chasm was a low-end enemy alongside the Mong grunt, so I swapped it's spot with the viking, and in turn, filling the viking's initial spot with the goblin. The scorpion now has a chance of spawning alongside the mong grunt.) I suggest trying it with scyte2 so you can experience the xero and brigadier boss enemies.
Also forgot to mention that I also whipped up a new variant of the Mong grunt and two new Turrets.
Re: [0.3a Release] ZRift - Chasm in Doom (DL link in OP)
Posted: Wed Jul 18, 2018 7:09 am
by Gideon020
Gibs don't respect moving platforms and just float there.
4.0 release
Posted: Sun Jul 22, 2018 4:36 pm
by Pandut
EDIT: Newest version on op
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Sun Jul 22, 2018 5:08 pm
by Hipnotic Rogue
I'm glad there's another release and one with so much work done on it. I have a request, though. Could you make an add-on WAD or mutator kind of thing so that weapons will re-centre after their kick back, please? I play on keyboard only a lot of the time and it's a bit of a pain having to hit the centre view key after every shot fired.
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Mon Jul 23, 2018 4:18 am
by RUNSABER
Let me know when you guys decide to start a community project for custom Chasm maps. I've been playing this mod with some cool maps and would love to make something Quake II-styled for this
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Mon Jul 23, 2018 1:36 pm
by HAL9000
Hi Pandut! Great Update, I have a minor suggestion:
-Setting up the Species/+DONTHARMSPECIES Actor Flag, so that enemies wont attack each other (at least same type of monsters)
I will sent the rest of the suggestions/bugfixes and ideas on PM
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Mon Jul 23, 2018 1:38 pm
by HAL9000
RUNSABER wrote:Let me know when you guys decide to start a community project for custom Chasm maps. I've been playing this mod with some cool maps and would love to make something Quake II-styled for this
Redesigned/Overhauled Original maps would be cool to have, but first all enemies , decor, actors must be completed.
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Mon Jul 23, 2018 4:11 pm
by Enjay
Great update. Some really nice changes.
Love the raptor.
Am I right in saying that the dismemberment system isn't in this mod? It would be nice to have if at all possible.
I noticed that the plasma rifle primary fire isn't leaving decals.
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Mon Jul 23, 2018 4:25 pm
by HAL9000
Enjay wrote:Great update. Some really nice changes.
Am I right in saying that the dismemberment system isn't in this mod? It would be nice to have if at all possible.
I'm working on dismemberment system,iirc since 0.1 or 0.2 release. Chasm models use unique dismemberment system,
and I have to redone all chasm models and adjust them to MD2 frames/groups.
If the dism. system will be working correctly Pandut will probably add it in future versions
Example of Cleaned up and Edited MD2 Version of Chasm Monster ready for use in GZDoom
Spoiler:
Original unedited Chasm Monster Model, containing Chasm GIBS with the model, no frame groups, or body parts.
(notice the gibs on the floor,not for use in GZdoom)
Spoiler:
Enjay wrote:Love the raptor.
Raptor was cut from the game early in the alpha stage of Chasm development,
I've managed to restore model and create new animations.
Pandut created actor for the monster, I really like what he did with the monster, great job on the raptor.
Restored Raptor (Don't worry, it still have fangs, I created several raptor variations):
Spoiler:
Original model with no animations:
(original model was in really bad shape, I had to give it a total overhaul)
-Maxon Cinema 4d for everything else, modeling, animations...
I used Cinema 4d + Noesis + Q3 Model tool 1.6.2 workflow to create all new MD3 models/decor/animations for this mod.
MY workflow:
C4d--->NewAnimatedmodel--->ExportOBJSequence--->Noesis: batch convert OBJ sequence to md3 sequence--->Q3Model tool: Merge Md3 sequence into single animated MD3 file--->MODELDEF, Ready for GZDOOM
PM me for C4D Script, tools and Workflow for animated MD3 if you are interested
Re: [0.4 Release] ZRift - Chasm in Doom
Posted: Tue Jul 24, 2018 9:09 am
by Enjay
Thanks for the info. I have Noesis already but that's a much newer version of QME than I have managed to get hold of in the past. I've also downloaded Q3MT which I haven't used at all in the past.
I believe that C4D is very good and I know that Sitters uses it for his models. However, the price tag is way too steep for me seeing as how most model work I do is just a bit of casual stuff now and again. I guess that I could try the demo but saving is time limited IIRC so, if I liked it, I'd have to buy sooner or later and it is big money for what would, I suspect, be minimal use.