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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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Sarcof 
- Skill settings are in the readme.
- Added Sarcof, a death pose and changed the doubled pain functions.
- First try on chasm weapons (OMG).
- Try the hard skill for your convienent.

dev2.16 
 
reduce Mong melee attack to 20, also make his shotgun 20 damage.

Faust missile should be 40, same as a Ogre grenade.

Increase Orc Melee to 25

Increase fatguy missle attack to 25.

Make Viking same height as death knight 
 
Sarcof is a boss, He should have around 3000 health, and be the same size as armagon.

Are you able to edit the color on your Chasm skins? like make a red Sarcof?

When you convert the Chasm Skeleton, His fireball is going to be hard to create. I suggest using this:

https://www.dropbox.com/s/6xjxub5gspmd15n/83407013_1061827204161654_7243837711960768512_n.jpg?dl=0 
 
Give your Lionman rottweiler (without jumping) code. fix the lionman's ai_charge(10) problem.

Give both the lionman and the pig more health, close to mincer 
 
Also, some of your low level monsters have too much health. The Chasm bat and scorpion should have around 50 health. The Mong should be at around 80, same as a enforcer, the Stratos should be around 100. The Faust should be around 160. You have to remember that 200 is already Ogre level, and the Ogre is a middle class monster 
But Why? 
 
 
I feel that the Health for the Alien Warrior and Mincer should be reversed. Alien warrior should be 300 Health, and the Mincer at 400, possibly even 450 Health as it cannot jump like the fiend, would need a bit more health to cover the distance. 
 
300 Health is good for the Alien Warrior because the Death Knight's Health is 250, but his attack is more dangerous then the alien Warrior. So overall, the Alien warrior is a Death Knight level threat which I feel is perfect for him. 
Not Orange? 
Crosspost 
Lionguy has only a melee attack.
Raising shotgun ldmg is a hack.
That AlienCaptain gets too strong with three double missile attacks.
I lowered the ldmg to 15. 
 
I see no difference in the Lionman behavior, still trying to attack me with his club at range. However, your viking code is completely fine, so give the viking code to the Lionman. They should act exactly the same.

The Alien Warrior is now too tough, there is no need to give him 500 health. tone it down to 300.

The missiles is just test code for the stratos, right? Please change it back to lasers for the Alien Warrior and Alien Captain.

The stratos is still too much health. This guy is a scrag level enemy, so 120 health tops. 15 per missile for a total of 30 damage.

If Sarcof is really going to be a boss then his missiles and melee need to do more damage (close to 100, kill the player in 2 hits), or the Boss version need to fire multiple missiles.

But I like your mini Sarcof as a Shambler class enemy with 500 health, can you re include it? For the mini version, keep the damage at 25. Like in Duke3d, there is the battlelord and the mini battlelord. 
 
Also, I just saw a gross take on an Ogre with both near full health, and the battle was almost 50/50. It was beautiful lol. So the Gross is perfectly balanced. Just move the rock to his hand. 
 
Do a viking vs Death Knight in your next beta 
Skill 
Not sure about Lionguy, you don't like the range attack with its club?
ALien warrior and AlienCaptain are no low range monsters. In chasm they have a missile attack, aren't they? 
 
No, the alien warrior and captain have green lasers in Chasm, so give them the laser back.

Like I said, the lionman and the viking should act exactly the same.

Did you use the "go" cheat code to see the different monsters? 
 
 
@-otp 
Because Chasm is a fine game and deserves an afer life after the Editor got lost without a command.com of 59695 in stead of 95695. (If that would be the cause. 
 
Like you said, this is a chasm devkit, so it should contain all monsters accurate to Chasm. So give your viking code to the Lionman, finish the Lionman first, then you can make a copy of him and give him new attacks

One of the idea I have the making a copy of the stratos and making him shoot double grenades, since quake always lacked a "bomber" enemy. That's why I asked you if you can edit the color and make new skins. 
Newwhero 
The Lionguy code is the same as the Viking, although the lather has three attack poses and Lionguy only two.
Don't see what the's the hussle here.

I have no "go" cheat at hand.
Changing texture is quiete another job, the Joker looks awfull.

I have two monsters Skeleton and Joker, that have a regenerate code. A bit tacky to get them on the zombie trail.

Added NewHero and raptor sounds, further changes in health and skill:
dev2.18 
 
Hey Madfox, I made two videos showing what the problem with the Lionman is:

https://www.dropbox.com/s/xh8e5wfueqrrtfi/video-1579323494.mp4?dl=0

https://www.dropbox.com/s/9f6n75ecbm08q0e/video-1579323584.mp4?dl=0

You can clearly see the difference between the two. Hope it helps you fix it. 
Fix 
It seems that the continue attack on distance keeps showing up. After some research I discovered that although lion and viking have the same (rottweiler) code, they differ in melee_attack.
Viking has three and Lion guy has two.
So I made a gesture by making a new lionguy_atkb and now the attack on distance is gone.

Why it is I don't have any idea, only that it seems to work this way. 
 
Nice Congrats on the fix.

Even thought you give the alien captain and alien warrior their lasers back, they skill use rocket sounds.

The sounds for the Alien warrior and alien captain are also not correct, it should be Alisee1.ogg and alisee2.ogg.

Lower the alien captain's laser to 10 damage, right now he shoots six lasers. 10x6 =60, which is good, 15x6 is too much damage.

Lower the alien warriors health to 300, he feels to tough.

Check the bounding box of Heronew, monsters don't infight with him.

after testing fiend vs pig, and viking vs death knight, change the pig's health to 300, and the viking Health to 450, otherwise they died too easily to fiends and death knights.

Can you also include the updated health and damage chart next time? 
 
sorry, viking health to 350, that will give it more of a chance against death knight 
Argh 
Alienwarior has a health of 300.
Little tweaking for that Skeleton.
It only dies at first attack and has no missile attack.

dev2.19 
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