Total Chaos - Open alpha out now!

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Nash
 
 
Posts: 17296
Joined: Mon Oct 27, 2003 12:07 am
Location: Kuala Lumpur, Malaysia

Re: Total Chaos - Open alpha out now!

Post by Nash »

Error trying to load the latest TC open alpha with the latest devbuilds for GZDoom:
Execution could not continue.

Script error, "tc_super_alpha02b.pk3:actors/leaves/actions.txt" line 1:
Tried to register class 'LeafSpawner' more than once.
GZDoom 2.3.2 (official build) https://gzdoom.drdteam.org/page.php?page=download does not have this error... players should use GZDoom 2.3.2 to play the open alpha for now
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Wad'a'Holic
Posts: 174
Joined: Tue Mar 01, 2005 8:55 pm
Location: New Zealand

Re: Total Chaos - Open alpha out now!

Post by Wad'a'Holic »

Cheers for the kind words Nash.

I'll be hotfixing that leafspawner bug sometime this evening.
Hope you guys have fun!
Nash wrote:(Wad'a'holic you really need to hang out here more with us XD)
I really do!
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Kappes Buur
 
 
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Joined: Thu Jul 17, 2003 12:19 am
Location: British Columbia, Canada

Re: Total Chaos - Open alpha out now!

Post by Kappes Buur »

Speaking of TC alpha

Topping out at a bit over 1GB this may be too much of a file size for some. Here is what I experienced with it.
When loading into 2.3.2 I get these logfiles, one telling me which files are loaded and one telling me what happens with GZDoom
Spoiler:
but the game will play.

When loading into gzdoom-x64-g2.4pre-593 I get this logfile
Spoiler:
and no dice.

I have to say though that the visuals are almost out of this world and present an eerie presence. However, I hope that there will be more variety to lighting and architecture than just grey tunnels, and that the gameplay in the final version will be more than just searching for a key which opens so many electrical panels or doors.
(Epilepsy warning! – Less flashy lights, but still a couple here and there)
That one really bothered me, not that the lights flashed but that the lamp did not flash in sync with the light. :)

Yea, I know the game still is in it's infancy, so keep up the good work. :thumb:
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Nash
 
 
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Location: Kuala Lumpur, Malaysia

Re: Total Chaos - Open alpha out now!

Post by Nash »

MODELDEF flags must not have the + prefix. Just PITCHFROMMOMENTUM will do.

As a result of that wrong syntax, probably most of the impact visual FX don't look correct in-game.

I strongly urge you go through every warning until the game starts up with a clean console log. :D
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Wad'a'Holic
Posts: 174
Joined: Tue Mar 01, 2005 8:55 pm
Location: New Zealand

Re: Total Chaos - Open alpha out now!

Post by Wad'a'Holic »

Will have all that log spam fixed up before the final release :mrgreen:
Kappes Buur wrote:I have to say though that the visuals are almost out of this world and present an eerie presence. However, I hope that there will be more variety to lighting and architecture than just grey tunnels, and that the gameplay in the final version will be more than just searching for a key which opens so many electrical panels or doors.
Cheers for the feedback! I've saved the best for later. The next two maps resemble nothing like the first two :wink:
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protox
Posts: 39
Joined: Sat Mar 22, 2014 6:40 pm

Re: Total Chaos - Open alpha out now!

Post by protox »

Extremely impressive, I could easily see this being a commercial title if it was fully finished, all the bugs are fixed and running standalone.

Speaking of bugs, the only real issue I had is that your mouse controls are also inverted in inventory if you also use inverse.

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