[0.5A Release] ZRift - Chasm in Doom and Heretic

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HAL9000
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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/
Last edited by HAL9000 on Tue Jul 24, 2018 9:21 am, edited 1 time in total.
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Enjay
 
 
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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.
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HAL9000
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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
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armymen12002003
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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.
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Rayman The Hedgehog
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Re: [0.4 Release] ZRift - Chasm in Doom

Post by Rayman The Hedgehog »

Very cool,but it's there a way to make it runnable in D-touch?
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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.
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Rayman The Hedgehog
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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
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HAL9000
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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
Gorman Frebmane
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Re: [0.4 Release] ZRift - Chasm in Doom

Post by Gorman Frebmane »

this is turning into a full on sourceport of chasm.
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HAL9000
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Re: [0.4 Release] ZRift - Chasm in Doom

Post by HAL9000 »

New logo and new main menu interface is under construction
Quick teaser:

Image
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Captain J
 
 
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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
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Re: [0.4 Release] ZRift - Chasm in Doom

Post by Eagle1 »

Will megadestroyer shot as it was in orginal? Like grenade launcher.
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Re: [0.4 Release] ZRift - Chasm in Doom

Post 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.
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0.4A

Post by Pandut »

EDIT: Hotfix on page 9.
Last edited by Pandut on Thu Aug 02, 2018 8:29 pm, edited 1 time in total.
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HAL9000
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Re: 0.4A

Post 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
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