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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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The Quick Mad Fox Jumps Over The Lazy Brown Box 
 
It seems the heronew.mdl is outdated. It falls and glides all sides and ends up with a standing death frame. I will update it next time.

In spite of making profit of the new skinfile size I ended up along the model thread with models that are height=64 and width=960.
So that's under the 300 limit border. I hopefully started up in Fitzquake, but it bounces out. 
Yhe1: 
well, I need to make rubicon 3 before I make rubicon 4. 
Health And Damage 
Reduce the Chasm bat and Scorpion Health down to 50.

Melee attack 25 is too strong for Stratos, before I've seen the Mong gib enforcers with their punches and kicks, so Change Melee damage for Stratos 20.

For the Stratos missile attack, make it 15 per missile, for 30 damage if both it. Reduce the Stratos Health down to 120, same as the Mong.

The small Phamton should have 500 Health, not 180.

The Pig needs for more Health, maybe 330. it is a Melee Monster and it does not jump.

Change the Big Scarf Health to 3000.

Did you change the Mincer's melee damage to 36 so it does not go over 50 in 1 bite?

Does the Sphinx have the 14 charged attack damage like the Mincer?

I have never seen the deadguy's shout attack do 20 damage, it always does like 12. Change it to 25.

The Chart is missing the Skeleton 
Metlslime 
Haha, so you don't consider RRP to be Rubicon 3? 
 
I feel that the bounding boxes for the big sphinx and phantom are wrong, I could clip into them fighting them. They should use the shambler size bounding box instead of the normal sized one.

The small Scarof's corpse still floats in the air.

Is there a value that determines how much damage a monster takes before trigging a pain state? 
Rifting.., 
- Rescaled the bboxes. Big Phantom lacks shambler size as it is a
- fly_monster.
- still use banshee's for attack as it are glowing objects.
- health of the small fantom was wrong, it is 500.
- balanced health and attack again.
- deleted the NewHero as it still acts a bit kinky. newmap = test66

dev2.25 
 
There is a major issue with the big Phantom, when he fires his three fireballs, I get damaged regardless of the fireballs hitting me or not. So make the damage missile based, not hit scan.

The big sphinx's fireball looks like it is coming from his belly, not his mouth, so change the Origin of the fireball. The Gross also has this same issue. 
Right 
I changed the map for testing better skill improvement, I will add it. 
 
Hows progress for the skeleton and joker? 
The Killing Joke Is Ratlin' Its Bones 
I can only use the zombie code, which is only suitable for health 180*. Reason why skeleton act this way.
It was the first model I tried and stopped, because the regenerate code is rather stubborn.

- changed Phantom / Sphinx & Sacrcof attacks scenes.
- Made the map clear for skill settings, pod00.map included to test68.map.

dev2.26 
 
What about using the deadguy code for the skeleton? Its a slow monster with ranged attack and no regen 
 
There are lots of poses unused because there are not enough th_functions in quake to do so. If I would do so I loose the regenerate part. I just have to puzl some more on the code.
For now I have the idea most of the entities do well. 
 
I do not understand what you mean. The saved game I gave to you clearly shows that the skeleton do not have regeneration, in fact, no chasm monster has regeneration at all. So there is nothing to lose. 
 
I think those unused poses you are talking about are unused in chasm as well, again, look at the saved game, it shows how the skeleton is supposed to act 
 
Vickingman has a great victory pose that's unused. 
 
The answer is simple, do a version of the skeleton without regen for now, and if you can indeed get the regeneration working later, then use it for a boss version. Problem solved

The victory animation is the thing that plays after the player is dead? Like the gun reload for the mong? 
 
I made a peeing ogre for the same case, but it lacks code.
You want a skeleton boss? 
 
Looking at your saved game I wonder if the skelet on fires a sprite or a precached mdl. 
Origin And Destiny 
- changed Skeleton to a commen pose without regeneration.
- the attack is with a launched sword, I think Chasm uses a sprite
- flamemouth.
- same goes for deadguy, gave its launchattack straight to dest.
- keep having problems with missile attacks for gross, as by faust.
- as soon the missile gets an org. aside the y-axe the attack_ends
- (dest.) also moves from the player.

dev2.27 
 
You made a mistake on the Big Phantom, when I get hit by all three fireballs, I still get 25 damage. Each fireball is supposed to do 25 damage. 25X3 = 75.

Why did you reduce the missile attack of the sphinx and Scarof so much. The bosses are supposed to be killed to kill the player in two hits. Thats how armagon was.

The skeleton is health and damage is both too low. Change melee attack to 25, missle attack to 30, and Health to 330. It needs more health given that it is a slow moving monster.

The Gross's rock does not explode. You just need to re texture the lava ball to a normal rock. (or use the rock model that the AD golem uses)

The missiles that should explode are, Faust's missile, Sphinx's fireball, and Scarof's missile. 
 
Also, you should make each missile of the big Phantom fly in a straight line. Right now they homing in on the player. In Chasm, you could sometimes only get hit by one fireball and avoid the other two. 
Yes, But.., 
I appreciate your commands about the entities, as I have no idea how they behave in game, but considder the fact that, as I said before I keep having problems with the missile_attack.
It isn't only the launch -org & dest, but also the upcount on damage.
You can tell me something's wrong, but it is also top of the hat coding I'm not familiar with.

So far I could solve most problems on health and skill, but for more establishing things, like adding the entities to ai.qc, just crashes the game.

Gross had a rock prokectile first, but I think I used the fragment projectile.
The bat should zigzag, not fly straight.

What shall I do with Worm? 
Bosses 
reduce the missile attack of the sphinx and Scarof so much?
If I make melee_attack 65* and missile 50* its first attack is sufficient enough to kill the player instantly.

I don't know if that's the intention? 
 
The error with big Phantom is that it counts its missile_attack with the first frames of a melee attack together.
No matter what count I make, it kills the player instaneously.
Melee_attack starts at 6th frame and missile_attack on 2nd.
With the first missile out of reach the damage is already 55.

Also a three missile attack on one line at the player is reachless for me.

I don't really get it why the two others work properly. 
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