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Old 16 November 2018, 22:38   #21
Viceroy
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Brilliant!
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Old 17 November 2018, 01:58   #22
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Old 17 November 2018, 01:58   #23
AMIGASYSTEM
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@Nobby_UK
You need to have ZDoom minimum v3.3.0 (latest v3.6.0) -> https://zdoom.org/downloads

Now it would take a porting ZDoom 3.6.0 for OS3

Last edited by AMIGASYSTEM; 17 November 2018 at 02:29.
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Old 17 November 2018, 02:48   #24
Devlin
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Quote:
Originally Posted by Nobby_UK View Post
I got the same error trying to launch it in Zandronum - I will probably install (G)ZDoom to try this though.

Great work, looks pretty sweet from the screenshots!
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Old 17 November 2018, 05:08   #25
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It won't work in Zandronum. As stated in the OP, you need the newest GZDoom version
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Old 17 November 2018, 10:43   #26
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Originally Posted by AMIGASYSTEM View Post
@Nobby_UK
You need to have ZDoom minimum v3.3.0 (latest v3.6.0) -> https://zdoom.org/downloads

Now it would take a porting ZDoom 3.6.0 for OS3
as said, it works from the beginning of the version 3.3.x

Last edited by AMIGASYSTEM; 31 December 2018 at 10:44.
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Old 17 November 2018, 17:10   #27
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Looks like the character portraits are not visible in some resolutions It could also have something to do with the HUD scaling options.

Also, if you are new to GZDoom, tinker with the graphic settings. I like the distance shadow set to "radial", for example.
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Old 17 November 2018, 17:30   #28
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Tried GZDoom but it failed with:
R_OPENGL: OpenGL driver not accelerated!
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Old 17 November 2018, 18:11   #29
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Could you remap Doom characters to Chaos Engine ?
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Old 17 November 2018, 18:48   #30
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Quote:
Originally Posted by Nobby_UK View Post
Tried GZDoom but it failed with:
R_OPENGL: OpenGL driver not accelerated!
https://forum.zdoom.org/viewtopic.php?t=55041

Quote:
Originally Posted by jotd View Post
Could you remap Doom characters to Chaos Engine ?
Not sure what you mean by that?
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Old 17 November 2018, 20:08   #31
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Very cool Cherno,

Will you be expanding this mod to include the other levels, e.g. Workshops?

I was recently wondering myself whether it would be difficult to remake Chaos (or any classic isometric/overhead shooter) in GZDoom by doing it as 3rd person with the camera slightly elevated and behind, or even overhead perhaps with very high ceilings and an overhead viewpoint, that art by Antto Koponen certainly gives you food for thought.

Other games that transitioned well to Doom are Hocus Pocus and Castlevania for those who aren't too familiar - https://forum.zdoom.org/viewtopic.php?t=45804 and https://forum.zdoom.org/viewtopic.php?f=19&t=57800.

Anyway, keep up the good work!

:-)
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Old 17 November 2018, 20:25   #32
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I meant that as a joke. Playing 2D Chaos Engine with characters of Doom.
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Old 17 November 2018, 20:39   #33
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Originally Posted by qube View Post
very cool cherno,

will you be expanding this mod to include the other levels, e.g. Workshops?

I was recently wondering myself whether it would be difficult to remake chaos (or any classic isometric/overhead shooter) in gzdoom by doing it as 3rd person with the camera slightly elevated and behind, or even overhead perhaps with very high ceilings and an overhead viewpoint, that art by antto koponen certainly gives you food for thought.

Other games that transitioned well to doom are hocus pocus and castlevania for those who aren't too familiar - https://forum.zdoom.org/viewtopic.php?t=45804 and https://forum.zdoom.org/viewtopic.php?f=19&t=57800.

Anyway, keep up the good work!

:-)
Quote:
making new levels is probably easier than before because i know a good workflow, but it would also mean having to create all the props like the stone pillars with faces on them and new monsters, and i don't even dare to think of the work that preparing the second world would mean which is a shame since the second world in paticular has great aesthetics with all the steampunk machinery, walkways and buildings.
Quote:
I'm not sure if I will ever sit down and create more levels, mostly because of the heavy work involved in scripting all the ambushes and puzzle elements.
In short, I don't know. part of the reason I released this mod after not working on it for weeks was because I wanted to move on to other projects.
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Old 17 November 2018, 20:45   #34
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Sounds like a lot of work. Always did like the Workshops levels, I guess they felt like a true fit for that Victorian England feel and era.


Shame the BB's never wanted to make a new CE using a modern game engine, e.g. UE4, but I guess the original team is no longer together these days.


Good stuff!
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Old 17 November 2018, 21:30   #35
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shame that BB didn't release new level packs like they did with Cadaver, for other games like CE or Gods...
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Old 17 November 2018, 21:44   #36
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Yep and these games were popular, so they would have sold those quite well I'm sure.


They could have also put out an Xmas special edition level via a magazine or something, those were always kind of fun for gamers at the end of a busy year.


Good times!
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Old 17 November 2018, 21:59   #37
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We were really spoiled with Cadaver: 1 main game, 3 cover disks with 1 level each, and 4 new payoff levels.

Then ... Chaos Engine 2
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Old 18 November 2018, 12:14   #38
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Quote:
Originally Posted by Nobby_UK View Post
Tried GZDoom but it failed with:
R_OPENGL: OpenGL driver not accelerated!
It could be a compatibility problem Video Card, try to download OpenGL drivers from the manufacturer's website

[ Show youtube player ]
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Old 19 November 2018, 11:39   #39
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Quote:
Originally Posted by jotd View Post
We were really spoiled with Cadaver: 1 main game, 3 cover disks with 1 level each, and 4 new payoff levels.

Then ... Chaos Engine 2
I guess they had enough material for all the levels lying around that went unused for the main game? I found it a clever thing to not use material from the actual game for coverdisks, at least then the game you buy is 100% fresh and new. I don't know about other people but I used to replay coverdisks to bits...
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Old 19 November 2018, 12:51   #40
Muzkat
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You've fused two of my favourite games together! Love your work!
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