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Posted by madfox on 2019/09/29 11:55:14 |
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.
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#340 posted by madfox on 2020/02/12 09:02:18
Still the wizard code.
As soon as I add a ldmg to a launch_attack it works on instant.
It looks a bit strange to receive damage before getting hit.
#341 posted by yhe1 on 2020/02/13 05:35:28
I think that is the biggest problem with the mod right now, other than that the monster attacks mostly good. Maybe look at the source code of the dragon from mission pack 2? Or Drake source code, it has a dragon too.
#342 posted by madfox on 2020/02/13 14:12:57
Does the source code of the dragon has three fireballs?
I think I could pass that error at the end.
Now I'm constructing an end scene for Worm.
#343 posted by yhe1 on 2020/02/14 05:32:13
Madfox, the Dragon could fire two fireballs, so maybe the code can help you to reach three. I think it is a better base than the scrag. The map name is r2m8
#344 posted by yhe1 on 2020/02/14 09:07:44
Also, the Stratos's missile attack should not be hitscan either. So its almost exactly like the Dragon's fireball attack.
Some Ldmg Clearance
#345 posted by madfox on 2020/02/14 21:44:13
I've been tracing the charge_attack to see what is going on in that pain limit score.
There are several statements that relay on it, starting in the fight.qc.
So whenever an attack takes place these args come to order, independ of the monster.qc.
void() ai_melee =
{ldmg = (random() + random() + random()) * 3;}
So every attack starts with ldmg = (* 3).
Further on
void() ai_melee_side =
{ldmg = (random() + random() + random()) * 3;}
So it is one or the both.
In the monster.qc itself attack_ldmg is stated as
void() lcapt_bite =
{ ai_charge(25);
ldmg = (random() + random() + random()) * 35;}
This second addon_ldmg in this case makes ai_charge 3 + 25 + 35 =
(* 63).
Later on in the attack_frames it is possible to add a comment like
void() lcap_atka7 =[ $atka7, lcap_atka8 ] {ai_charge(14);};
what declares there are 14 * ldmg on account extra.
The limited ldmg the Captain brings in atka7 is (* 77).
This all goes well to know that, if the attack takes place, it results within this outcome.
What happens is that, when I want to make a statement with a missile or laser attack, I can't clearly comment what the charge attacks are.
The wizard is not really using a hitscan, nor stratos or sacrof.
It is the ldmg a laser can offer, and that part of the code is unclear to me.
#346 posted by yhe1 on 2020/02/15 22:46:13
madfox, I noticed that the chasm scorpions skin is messed up, and the scorpions also do their melee attack out of range. These problems were not there before.
Uv Scaling Factor
#347 posted by madfox on 2020/02/16 13:11:29
The disordered skin was due to the uv scaling of the models.
- Addon of the floor/ceiling textures, animated switch tex (how to toggle
it on and off).
- Added a grey piggy, slightly stronger.
- Wacked with the Phantom code, strange its projectiles sound at start of launch and not at destiny. Kinky monster.
- Fiddled a bit with lightning and fog.
- Adjusted the grenade launcher, but it blows up the game with missing h_scor.mdl, which is untrue, because the file is right there. Will be the launch attack error.
- Made an end exit with the Iris Door from AzrKnight.
dev2.30.zip
#348 posted by yhe1 on 2020/02/16 13:54:23
What about the scorpion's melee attack? it seems to be that old lionman problem.
Did you disable infighting for the chasm monsters? seems that the mong and stratos no longer infight.
You shouldn't touch the grenade launcher. That is one of quake's unique weapons with no counterpart in chasm. Just add the chasm weapons. I have enabled the weapons cheat in that joker saved game that I gave you, so you can check how the weapons work.
#349 posted by yhe1 on 2020/02/16 14:34:10
madfox, you added a grey pig, does this mean you can make the small Sphinx, Scarof, and Phamtom a different color?
I would suggest separating out the weapons and the monsters. Get all of the monsters working correctly first, then do a release. And then work on the weapons.
Regarding weapons, one thing you need to keep in mind is that the Volcano gun does not act like the nail gun. It is hitscan. so it is more like a rapid fire shotgun.
The super nail gun, the grenade launcher, and the thunderbolt are unique to quake. Don't change these three.
A La Mod
#350 posted by madfox on 2020/02/16 23:20:43
does this mean you can make the small Sphinx, Scarof, and Phamtom a different color?
The grey pig skin came with the chasm models.
It's easy to change the skin colour as long as the original one is present. Taking the same macro.qc with some addons make it stand apart its twin.
What happened with the scorpio skin was a mixed up uv filter.
It seems to be a regular error compared compatibillity with other engines.
But it won't help a bad skin like Joker to get better.
I didn't disable anything what infight concerns.
I just changed the details in the map, and worked out the Vikingman crash h_scor.mdl bit.
Weapons, right. Not sure if I understand right.
You want no quake weapons in the mod, or
you don't want no chasm weapons in quake?
:P
By the way, thanks for the notable advice and testing all along.
#351 posted by yhe1 on 2020/02/16 23:41:10
Regarding infighting, the mong at the beginning ignores the stratos totally even when he is hit by the stratos. So there is something wrong with Mong infighting.
You should port chasm weapons into quake, but don't remove supernailgun, grenade launcher, and thunderbolt, so there should be 12 weapons total when you are done.
The model you use for grenade launcher is actually the chasm rocket launcher. Chasm does not have a grenade launcher.
#352 posted by yhe1 on 2020/02/17 00:40:09
Also, there is no point in having a grey pig that is slightly stronger than a regular pig. Might as well make him a midboss. Make grey pig same size as shambler, 1500 Health, 60 melee damage per hit.
#353 posted by yhe1 on 2020/02/17 01:26:55
Also something wrong with the Gross' lavaball, it now looks like it is coming from his hand, but it does look like the lavaball hits me at all. The correct thing should be the lavaball coming from the gross's hand, but flying towards the player's center.
#354 posted by yhe1 on 2020/02/17 02:09:23
something wrong with Goblin bounding box, other monsters don't infight with it.
#355 posted by yhe1 on 2020/03/02 01:18:45
How is this going Madfox, did you manage to get the big Phantom's attack to work?
#356 posted by madfox on 2020/03/02 03:48:06
Not coding at the moment.., looking for a way to get worm going.
#357 posted by yhe1 on 2020/03/02 19:55:42
That should be easy, right? Make a room with the Heart, then place a teleport on top of the worm. The worm does not move anyway. It is just a rip off of Shub
I Know, But
#358 posted by madfox on 2020/03/03 01:55:31
making it happen in a last end screen with text is something diferent.
Anyway, not actually to the point what modelling concerns.
#359 posted by yhe1 on 2020/03/03 06:16:59
Okay, some other stuff regarding the joker and the skeleton.
The following pose is not used for the skeleton in chasm.
https://www.mobygames.com/game/dos/chasm-the-rift/promo/promoImageId,94529/
The Chasm skeleton also does not get knock down and get back up again.
also, your skeleton is missing the head butt attack.
The Joker, however, does get knock down and get back up.
These are all the issues with the Joker and the Skeleton.
I noticed that you managed to make the Skeleton's knees look better. Congrats! Hope you can make the Joker's handsaw look better.
#360 posted by madfox on 2020/03/03 16:15:59
Good site for reference.
There are some pix of the Editor. What should cause the Editor to appear only for a quart on screen?
Jay!
#361 posted by madfox on 2020/03/04 20:12:40
I got the editor working in DOSbox after checking out on a win98 computer. That was what I was searching for.
Now I've made my map, saved it well, crunched my way to the Processor way path for events and could only save it on a 30 map, as the cursor damned to change the number.
Now I want to play the map, but every "GO 30" won't respond to the call.
Why won't Chasm play my map?
#362 posted by yhe1 on 2020/03/04 23:25:41
I think go is just a cheat code, maybe there is another load map command.
#363 posted by madfox on 2020/03/05 03:59:47
I can't play the addon1 levels.
After some searching I end up with an argument to change dosbox:
edit dosbox.conf in notepad and relace after "@echo off" below
cd CHASM
CTRLOOP.COM
chasm.exe ADDON:(usermap) -safe
won't work. No way to get access to maps beside the standard, so I wonder how to play further than "Go 16".
#364 posted by chedap on 2020/03/05 05:34:03
chasm.exe -addon:addon1
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