Total Chaos article on GiantBomb

For those who didn’t see it, we were featured on GiantBomb yesterday! It has been over a month since the last video was released. Ravencode and I are working hard on getting a new one up sometime soon with some awesome new content! We’re hoping to show off some more of the city structure as a whole and the combat and AI system.

Here is a screenshot of what we’ve been working on!

5 thoughts on “Total Chaos article on GiantBomb

  1. Good to see this mod/TC gain some popularity! Keep up the excellent work, guys! On a side note, I assume your GL modifiers use QeffectsGL? From what I can tell, the attempted Linux build does not function.

    • Cheers for the feedback!
      We’re using QeffectsGL for mainly bloom. it seems the SSAO and Depth of Field effects don’t work too well on top of the motion blur unfortunately.
      Haven’t tested this under Linux, but that could be the case :/

      • Find Martins Upitis. He has an intimate knowledge of OpenGL. He may be able to assist in editing the source and making it Linux friendly. Also, take note that Linux uses the .so format, not .dll. You’ll need to include QeffectsGL.so with the release if people wish to see the special effects. It’s not *needed* per-se, but would be nice, regardless.

        Lemme know if you need anything at all. I’ve been watching development of this game since it’s inception all those years ago. :3

      • Wouldn’t it be possible to use GLshaders for the camera texture to make bloom effect? But as far I know, Zandronum doesn’t have any custom shader support.

  2. I do trust all the concepts you have offered in your post.
    They’re really convincing and can definitely work.
    Still, the posts are too quick for starters. Could you please extend them a bit from next time?

    Thanks for the post.

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