[RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

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HAL9000
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[RELEASE] [v1.1.2] Zrift - Chasm in Doom - LE - [Page 1]

Post by HAL9000 »

Image

Hello Everyone,
Welcome to the official ZRIFT CHASM IN DOOM - LEGACY EDITION page

Quick update on the Zrift - Chasm in Doom - Legacy Edition

MODDB Download: https://www.moddb.com/mods/zrift-chasm- ... dition-v11
Zrift Spotlight Review by DavidN: viewtopic.php?f=282&t=65266
Old Zrift Zdoom Discussion: viewtopic.php?f=45&t=60811


If you are not familiar with this mod here is the gameplay video from older Build:

I Will add new screenshots and new gameplay videos later, i just wanted to start this discussion and provide download

Youtube Zrift Playthroughs by Tribalquake (older builds):
https://www.youtube.com/playlist?list=P ... _bI2LM8LHY

================================
Whats new:
-Chasm The Rift Music randomizer
-Retro Shader-Retro FPS movement
-Cosmetic Player Classes
-Cosmetic Classes Weapons
-New decor model placeholders (they will be replaced)
-Flashlight
-Zrift Menu
-Bugfixes
-HUD update
-Code Cleanup
-Misc Improvements
================================

Weapon Wheel:
Spoiler:
Planned goals for next update:
-Full Hexen/Heretic/Chex compatibility patch
-To replace placeholder decor models with new better ones (Chasm vanilla friendly)
-PBR textures and GLDEFS overhaul
-New Boss (Priest Bonifaciy and Time Judge) and their minion versions (Chasm vanilla friendly)
-New Class based Weapon skins (Chasm vanilla friendly)
-Doom Builder compatibility for map creators
===================================

Quick note:
-Don't forget to bind Weapon Wheel (Q) and Flashlight (F) in the Zrift Menu.
-Retro Shader can be disabled in the Zrift menu.
-Please use latest version of GZDoom to play this mod.

Critique and all suggestions are welcome!

Please report bugs, compatibility issues, or missing features down in the discussion.
Thank you
Last edited by HAL9000 on Thu Apr 30, 2020 1:55 am, edited 12 times in total.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by HAL9000 »

Weapons:
Spoiler:
Note: Some weapons are just class based skins

Planned for next update:
Spoiler:
Skins/Classes:
Spoiler:
Note: Classes and class based weapon are cosmetic only
Last edited by HAL9000 on Sat Apr 11, 2020 6:25 pm, edited 5 times in total.
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Enjay
 
 
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by Enjay »

Just had a quick play around with this on a few levels. It's really well done - much improved over the previous versions that I have played and far more is replaced than I expected there to be (in fact, I think only Commander Keen and Romero's head have not been replaced - fair enough).

It plays really well - it definitely makes things a bit tougher, but in a good way.

How does this relate to the original project? Is it a continuation, an alternative or ?


Just a few minor cosmetic points.

The big Doom tech pillar model can be walked into (i.e. the model is bigger than the collision box by enough for the players "eyes" to get inside the flanges that are about 1/4 of the way up). Indeed, the model is too big generally.

Here it is in a 128 tall sector with a base of 64x64 and a top of 64x32:



So it just needs scaled down a little to be the same size as the Doom object and doing so will probably cure the "eyes can go inside it" issue at the same time. It's always bothered me that the Doom pillar doesn't quite hit the ceiling in a 128 tall sector and it's meant to I think. (The sprite is actually 128 tall (as is the actor) but is only has a Y offset of 123 so it sits 5 pixels below the ceiling. Stoopid sprites with their feet in the floor. :P ) So adjusting the model to be exactly 128 tall would be good IMO.



The Doom coloured torch models are obviously suffering from being MD2 models (rather than MD3 or some other more precise model format) because their bases wobble around in a way that they shouldn't as the flame on top animates.

And, just a preference thing, I think it would be even better if the destroyed appearance of the gun turret was even more destroyed looking. As a minimum, it would be great if the bases could also look messed up after the top part gets destroyed (they don't look damaged at all right now) and, perhaps, the top part could be tilted or look even more distressed or something?
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by HAL9000 »

Enjay wrote:Just had a quick play around with this on a few levels. It's really well done - much improved over the previous versions that I have played and far more is replaced than I expected there to be (in fact, I think only Commander Keen and Romero's head have not been replaced - fair enough).
I already have ideas for replacing Keen and Romero's head... It will be done in next update. I will try to stay faithful to the originals but in 3D
Enjay wrote:It plays really well - it definitely makes things a bit tougher, but in a good way.
Yes this mod will punish you....but in a good way :)
Enjay wrote:How does this relate to the original project? Is it a continuation, an alternative or ?
It's the next version/continuation of the original Zrift project Pandut and I started. I will try to make it more polished with every update.
This is not "Zrift Beyond", this is still good old Zrift Chasm in Doom project. Beyond will use Quake1 engine. ...spoilers
Enjay wrote:Just a few minor cosmetic points.
The big Doom tech pillar model can be walked into (i.e. the model is bigger than the collision box by enough for the players "eyes" to get inside the flanges that are about 1/4 of the way up). Indeed, the model is too big generally.
I will fix that in next update
Enjay wrote:The Doom coloured torch models are obviously suffering from being MD2 models (rather than MD3 or some other more precise model format) because their bases wobble around in a way that they shouldn't as the flame on top animates.
Most of the Decoration models are just placeholders, I added them to remove sprites. I will completely rework Doom decor, and some of the Chasm decor....
Enjay wrote:And, just a preference thing, I think it would be even better if the destroyed appearance of the gun turret was even more destroyed looking. As a minimum, it would be great if the bases could also look messed up after the top part gets destroyed (they don't look damaged at all right now) and, perhaps, the top part could be tilted or look even more distressed or something?
I had in mind to add destructibility to certain objects. Good point on the turret. I will try to make a new model based on vanilla one.
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Enjay
 
 
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by Enjay »

Cool, thanks for the replies. The mod is really good. I just got through playing episode 1 with it - good fun. Those scorpions made things interesting in a few places.

I noticed that barrels are pushable. This made me wonder about two things.

First, when I pushed one up against a wall, it made me notice that the model is also bigger than its underlying actor. Here's one pushed right against a wall and you can see that part of the model is sitting in the wall.



and also, I was wondering if having pushable barrels might break some maps? Sometimes their placement is critical to how the map plays. Honestly though, I'm not sure on that one because having pushable barrels is cool.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by HAL9000 »

Enjay wrote: I was wondering if having pushable barrels might break some maps? Sometimes their placement is critical to how the map plays. Honestly though, I'm not sure on that one because having pushable barrels is cool.
Barrels and Tech Pillar are fixed, i will add it to the next update.(you can still push barrels tho)
I will fix bugs as I notice them or get feedback from users.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by HAL9000 »

Confirmed Update:
New Chainfist Model (Rift Agent Classs) will be available in the next update (v1.2.0)

New/Old Comparison:
Image

Image Image
Last edited by HAL9000 on Tue Apr 14, 2020 2:29 pm, edited 1 time in total.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1]

Post by HAL9000 »

Confirmed Update:
New Axe Model (Ranger Class - cosmetic item replaces fists) will be available in the next update (v1.2.0)
Image
Image
Last edited by HAL9000 on Wed Apr 15, 2020 12:14 pm, edited 1 time in total.
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by HAL9000 »

Confirmed Update:
New Lasergun model (Ranger Class - cosmetic item replaces Laser Crossbow) will be available in the next update (v1.2.0)
Image
Image
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Cherno
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by Cherno »

This is very nice stuff. Your recreation ofthe style is spot on.

Have you thought about making the model-based enemies move and turn smoother? It would require giving them a ZScript base class but looks very nice in game (I started implementing it in all my model-based mods).
Also, maybe SimSun would be an option, at least for the hud weapons?
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by HAL9000 »

Cherno wrote:Have you thought about making the model-based enemies move and turn smoother? It would require giving them a ZScript base class but looks very nice in game
I have some smooth model rotation zscript code, I will try to implement it in future updates.
Can you send me an example on pm, so that i could examine it?
Cherno wrote:Also, maybe SimSun would be an option, at least for the hud weapons?
SimSun?
Last edited by HAL9000 on Wed Apr 15, 2020 12:47 pm, edited 3 times in total.
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Enjay
 
 
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by Enjay »

I really like what you are doing with these models. They look so much better but are absolutely in keeping with the feel of the originals. Great job.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by HAL9000 »

Enjay wrote:I really like what you are doing with these models. They look so much better but are absolutely in keeping with the feel of the originals. Great job.
I will try to be as much as possible faithful to original art style.
There are a lot of stuff to overhaul, edit and change/tweak, all models \ textures must look similar and have the same graphical fidelity.
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by Kagur »

Excellent work Hal9000. I look forward to how you progress with this.
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HAL9000
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Re: [RELEASE] ZRift - Chasm in Doom - Legacy Edition [v1.1.2

Post by HAL9000 »

Did anyone found DOOT Easter egg? :D
Spoiler:

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