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Chasm_quake_devkit
I read a lot of toppics about the possibillity of making a chasm quake convertion. As with the discusion about beez it often ends up whith a lot of whisfull thinking.
Here my intention to do make a chasm.quake devkit.

So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.

To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons and attack.
- adjusting the sound files.
- making maps for it with the chasm.wad
- extracting the cieling/floor parts.

Here's the first part of The Sewer map I'm making to try out the first three monsters Stratos - Faust and Spider.

chasm_quake_dev02

sewer1
sewer2
sewer3

I know it is a rather big chunk of work.
I just do it for fun and have no commercial intrest.
Just my urge to see that bastards run in Quake.
:P
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Don't worry about that, such "cannonmeat" monsters are commonplace, The Doom Pinky, the Quake knight. Just give him a lot of Health.

When you are done converting all the chasm monsters, you need to rebalance them. Right now, your chasm monsters only do about 15 damage per hit range or melee. That is far too low. In reality, the high end monsters should do about 35 damage ranged and around 45 dmg melee. The mincer does close to 50 in one strike. It also needs much more health, around the same as a quake fiend. 
 
I couldn't defeat the end monster at the second chasm level. Is it an Uber Monster or something? 
 
Aded the ChasBbat, also made the melee attacks larger t_damage.

dev2.13 
 
Now the chasm monsters are much more dangerous, good.

I think you mixed up the attack of the gross and the lion man, the lionman is melee only, while the gross throw a rock, right now the gross doesn't throw anything.

There are clear walking animation problems with the gross and the dead guy. 
 
You cannot kill this guy?

https://www.moddb.com/games/chasm-the-rift/images/chasm-the-rift31

Chasm's boss monsters requires tricks to kill, like chthon, but don't do that in your mod, instead, base the bosses 1st and 2nd boss on Armagon from Mission pack 1, and 3rd boss on Overlord from Mission pack 2. They are similar. 
 
Orc is pretty good, but damage could still be improved.

The Alien warrior still do 15 damage. No good.

I personally feel that the Alien captain should be a shambler class enemy, given that Chasm doesn't have a mini boss. But figure out the double shot first. And use the correct sounds for the alien warrior and captain. 
 
The Orc spear only doing 15 damage? Compare that with the orge's grenade. At least 30 damage.

I feel like you should do test maps like this:

https://www.youtube.com/watch?v=je1-7_fDUO0

Where Chasm monsters and quake monsters fight, so that they can be balanced correctly. 
 
You have to realize that the Quake enforcer fires 2 lasers, that is already 30 damage. Your alien warrior, Orc, and mong only fires one, so they are really only as effective at ranged combat as a quake grunt. 
 
something is wrong with the pig's bounding box, Mong and goblin does not infight with pig. 
 
The lionman's rock throw looks really bad, it looks like a rock is coming out of his club, which makes no sense.

Don't give range attacks to melee monsters. There's no animation for them and they look really bad. Instead, just give the lionman more health. 
Bur 
the Chasm Bat is alright? 
 
The Chasm bat is from the Phantom's fireball? 
 
I have no idea, can be if you say so. Just decided to make the one frame model to monster enemy.
Lots of the models have only one sided vertexes. 
 
Did you go to Chasm level 12 to fight the Phantom yet?

When you are finished fixing the pig's bounding box, can you do a test map where a fiend fights a pig? 
 
madfox, some tip from me. In Noesis put -mdlskinscl in "Advanced option". This should fix skins higher then 200 pixels. For bounding boxes use qME. Go to View->Model Proerties->Bounds. I tab All frames copy Lower Limit and Upper limit vectors to setsize() in QuakeC 
 
Right.., thanks for the advice. Thing is I spent out some time finding a way to get the UV skinfile compatible to quake.
First versions all crashed the 300x'' border in other engines then quakespasm. 
So 
@_SixShoota: Maybe I have another version of noesis, I couldn't find the readme. That option is a secret to me.

@_yeh1: here's your pig and fiend fight. I saw the goblin and mong fight piggy, the chasm monsters just have a long melee attack that doesn't change fast.

chasm_quake_dev2.14 
 
Congrats, the double shot is working. I think you should give double missiles to the stratos, as the ringed projectile is not worth the hassle.

The walking animation for the Gross and the deadguy is still not complete, they seem to kind of slide.

I don't understand why you keep giving the Lionman a ranged attack. His running animation is very good is the original chasm (same with gross), but you can't see it here, because he always tries to slam his club in the distance. Just give the Lionman rottweiler code without jumping. The range attack is pointless, and also not accurate. 
 
After you fixed the Gross' walking animation, can you do a Gross vs Ogre fight? 
 
Also an Alien Captain vs Shambler? 
 
Joker's melee and ranged damage is still too low, 25 for ranged and 20 for melee.

Improve the mong's ranged attack damage to 25, and give him the same attack as a Quake Grunt.

Gross has no dead pose yet, but I am sure you already knew that.

How you are doing with the chasm skeleton? 
Versus 
Gross seem to kind of slide
The attack scenes are all in standing position, so there is no runattack.
I see no way to interupt its constant melee attack into a run pose.
As the Quake engine demands a walk scene it is a bit of a hussle to give the models the right speed with only run frames at hand.
giving the Lionman a ranged attack
All right.

Gross has two death poses, only the pose fails on one stand frame.
Don't know where the miscount comes from.

I made an easy skill to test your Quake monsters against the Chasm.

dev2.15 
 
Regarding the Gross, I think the problem is that whenever the Gross throws a rock or uses its club, it moves/slides forward. Compare this with the Ogre, it stands still when it uses its chainsaw or throws a grenade. Maybe this can help you fix the sliding issue?

You planning to trim the edge of the Joker's sawblade?

An alien captain almost killed a shambler, so that is good. Where did you get the double shot code, for SOA or AD? 
 
Oddly enough your alien warrior does not suffer from same problem as Gross. It runs toward me, stops, and fires a laser. The Gross keeps moving forward when he throws a rock. So definitely compare the attack scenes between your alien warrior and Gross. 
Gross 
I see where the problem lies. Gross attack pose was included with ai_charge(10) while ai_face() had been the place there.
It moves better now.

Clipping the joker's blade is asking for skin problems. Or I had to merge a j_disk with a very small skin file, but it aint woth the result.
Stratos rings would look better if the sprite would evolve.

The double shot code is looking clearly to the Start_Wizzard_Fast code.

I adde the second chasm weapon and it looks good.
Sad the static model keeps falling through the ground. 
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