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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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Yes! 
Never thought I could get it working, but hey .., it works!
Where are all the other Chasm usermaps?

Thanks chedap, it´s another console use then quake.
Good to have some extra maps to explore. 
 
Chasm does not have any user levels, thats why porting the monsters to quake is a good idea 
How Can This Be? 
Is it the rude mapping technic or the lame interest? Normally I'm wild for games with editors, although I could never aim a Doom or Unreal1 map. 
 
Lame interest, chasm has good models, but the engine sucks, thats why the chasm monsters and the quake engine need to be together 
Won't Give Up 
let's try another chasm_disk 
Csm_edit 
Husseled a bit with the chasm start map and could load it in the editor.
I've been able to add changes to the map.
In game I came to another levelstart
 
I think it would be better if you changed the dino skin back to the green one.

Does the Joker's handsaw look better now? 
 
Changing skin isn't that hard, as long as the uv flipping won't harm the performance like the spider had.

The handsaw border skin is very obvious, I can change the shape but not the skinfile, as it starts scrambing as soon it passes the line.

I'm left with two things.
I can't give skeleton three attacks: bite - sword - shout.
For some reason I can only add two attack codes.
So a bite attack for shout will only act on close range, which is no solution.

Joker will regenerate like a zombie?

I have deadguy with a floating light attack for shout.
Also changed the deathpose without head.
How to make it go throwhead in the first deathframe.

Sounds delay on a horrible way. 
 
Remember I gave you a joker and a skeleton saved game, so you can use those for reference.

But I think that the Skeleton's attacks are the same as the goblin. The goblin has four attacks, left arm, right arm, head, ranged attack.

Joker does not regenerate like a zombie. You see how sometimes an ogre gets knocked on its ass by the shotgun? it is like that. 
 
I "morphed" the deadguy's shout for a launch attack with no missile object. In this way it looks as a shout attack with a light trace.The others are just bite attack.

Skeleton has a sword attack launch an two bite attacks. Hard to add the another shout attack, as there is only one launch function. 
 
While playing with the minor chasm monsters it comes to me that they are rather chanceless. When their pain poses are larger than four or six frames the time a player can shoot them is almost enough to kill them before they can recover.

So Joker or skeleton are relatively weak as they have 8 12 and 14 pain frames.
A player can launch four shots in 1 second so when they are aproached from behind they are killed instantly.

Giving them more health in return is a bit lame. 
 
As close as I can JokerSaw
 
Can you move the square so that it is attached to the Joker's arm diagonally? 
 
Just tested the Skeleton in Chasm. It has four attacks total. Two sword attacks with its right arm. One bite attack, and one ranged attack. Any other attack is not used. Like I said, it has the same number of attacks as the Goblin and should not be a problem. 
 
Regard the Chasm monsters, don't worry about pain state's length. It is a problem shared by Ogres and enforcers. A single enforcer isn't a threat, a group of enforcers is. The chasm small monsters are meant to be used in groups anyway. 
@madfox 
AD has a sawblade in the progs folder (trap_sawblade.mdl) i think it is from one of the official mission-packs.

You could resize it to fit in the Joker's hand 
 
I could reposition the saw diagonally.

When I use another model to merge this skinfile is so obvious (64×968) that it's ruined with every attempt. 
2.31 
chasm_quake_dev2.31

- Changed Deadguy death pose.
- Rearranged Joker death/ regenerate in paind frames and handsaw.
- Not repositioned yet. 
 
Skeleton is pretty good, only thing missing is the head attack.

as I said before, this pose is not used in chasm itself

https://www.mobygames.com/game/dos/chasm-the-rift/promo/promoImageId,94529/

All the problems I mentioned in post 351 to 354 are still there tho. 
So 
Yes., it were the old bboxes. I think it's solved now.
2.32
Repositioning the saw gets queer in other than commen poses.
I think he catched a cold. :P

Why should we use poses that are not in the original game?
I could give the joker a spellmaster gig. It uses its arm to range, could be a backtrap spell. 
 
You should make a version faithful to chasm first, then if you can get the spell attack working, then use that for a Joker boss. 
 
The mong still ignores being hit at all. This is not a bbox problem. I think you need to restore an old version of the mong, maybe version 2.17 
 
I only tested Faust and Goblin. They seemed to have good infight.
What Mong concerns I can't get grip on its behaviour.
When all have left fighting it is the only one left behind.
Can't make a thing of it. Needs a kick-ass.

With file 2.17 all attacks were scrambled with hitscans by ai_charge.
I had to start over again. 
 
Then use 2.16 or earlier, the mong's infight work fine back then 
Mong 
- Returned Montgrunt v2.13. Infight is better now.
- Joker with fist repositioned handsaw. first stage.

2.33 
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