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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.



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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There seems to be no change in Mong behavior. Check if a mong will fight with a enforcer, and check if a stratos will fight with an enforcer. 
Can you give sacrof armblade to joker? 
Given a chasm/quake.mdl is strictly bound to vert/tris count and skin seize.
I can create a new skin, change the pattern within the mdl file, but that's about all.

It's possible to merge an object into the excisting one by cost of doubling the skinseize. (original + import = 2). Shrink the merging object as small as possible, but still the whole skin file will be lashed.

I've studied the error with Mong, and something strange come to me. MonGrunt has the exact the same code as the Enforcer, with altered launch function aside, but in game they won't hardly have infight.

If I take two Enforcers, they won't attack eachother either, so I think that is what's happening. Code wise it are identicall monsters, so they won't have infight.

The last string I could find is in:
void(vector org, vector vec) GrunLaunchLaser =
if (self.classname == "monster_grunt")

If Enforcer has the monster_enforcer code here they will have infight. What happens is that Mong will give an attack, but then quickly starts hunting again. Unfair, as its health of 180 fails enforcer's 80. 
Madfox, not sure if you understand me 100%, but the joker's handsaw is a like a skin. The only limitation is that the edges must be straight. well, the scarof's sawblade can be straight edged and not look bad. maybe you can try to make a Scarof blade with the skin file, then shrink it and attach to joker's arm.

Regarding Mong infighting, what if you replaced both the mong and the stratos with the version right after the boundbox bug was fixed? I remember mong and stratos infight worked fine back then. 
dev2.15 is the last where mong has a kind of infight.
Bad is that it isn't that easy to copy all files back, because all errors with stale frames are back again.
There is no difference in the mongrunt.qc or fight.qc so it stays a wonder to me. 
I've gone back to dev2.09 and although in that map mong seems to infight, as soon as I use the dev2.09.qc and try it on a map there are only mongs that react with a counter attack, but then run blind to the player.

I get a bit irry about this stupid error.
I wanted to make chasm monsters work in quake,
not why they won't fight eachother. 
You Shall Not Chasm In Quake 
A bit hillarius about the mong accident. I think it's there but it is a small error compared to the things that work well. :P

Anyway, this is as far as I have come and I know there are attack scenes that could do better. But I'm no coder, as good as I can do.

Here's is the latest map, I didn't change much. I deleted the Grunt_check_Attack in fight.qc after I saw it make ingame fights. But they are much to obvious. Not ment as a truely counter attack.

what about using Quake Grunt code instead of enforcer code for the Mong? 
How come the mong fires a little arrow now instead of the correct attack (shotgun)? 
I've been trying different attacks for mongrunt to see if it changes the infight.
The original code was the quake grunt, but soldiers don't infight eachother.
The small arrow is the frame of the animation becausw I switched the code to enforcer.

Not enough to make it more alert, which is strange because the other chasm monsters with quiete the same code have no trouble with infight. 
what code is the alien warrior based on? The alien warrior is one monster that never had any problems with infighting. maybe use alien warrior code for Mong? 
Most chasm monsters are made up by altered enforcer.qc.
The little arrow is the goblin code used for the mgrunt.qc.

The longer I change the attack code for mgrunt, the more I come to see that this isn't the cause of the error.

All other chasm react the way they should do with enforcer code.
Only Mong seems to be the exception that won't relate to the infight code.
If it would be the soldier/grunt attack it would be clear as they don't infight eachother.
But whatever attack code I give to Mong, after one or two counteracts he just stops, as hunting player_target is prior.

I see no reason why target = self.enemy; only leads to player attack, and not on other monsters. 
Perhaps IW or qmaster can step in and fix this infight error again lol 
look at the code of the AD shotgun enforcer? 
I changed all references to grunt into mong to assure there is no relation with grunt or army whatever.
The only way to get the buck go infight is to delete its melee attack bite, then 25% change it goes infight.

Let's call him JackPotMong! 
what bite attack? Mong only has punch and kick melee attack 
But they are ordered with an altered dog bite attack which is split up in punch & kick. 
so the mong no longer punch and kick? 
Not So Fast 
I'm just testing why the mong won't infight. Deleting as much attack statements may show why it won't leave the player alone and concentrate on other enemies.

Mong has two attack scenes, bite that is used for push and kick and the shoot scene.
Placing an army and mong in a map the infight always goes one way. Mong gets shots, fires one or two counter attacks and if the army soldier would not interact it wouldn't fight back at all.

So deleting the bite attack would make it only survive in the shoot attack. In that case it would have the exact code as the army guy. And they should fight eachother.

Just don't get it why mong is so concentrated on the player, leaving other enemies out hand. 
The failure is a bit hillarious, because I made a mong soldier with exact the same animation frames as the army soldier.
In this way I could give it the same qc as the monster_army.
Mong stays lame. 
It might be a retoric question, but after all this time I use quakspasm I haven't been able to add rain. I can't find the right plug to do so and no way to use the right parms.

Is there anyone who could hand me a reasonable argument for this? 
maybe look at Abyss Of Pandemonium? 
The quakespasm thread had the particle.ref file, but the link is death. 
I think you should release the mod in the following order: Monsters, weapons, then finally the maps if you convert them. The monster models were always chasm's strongest aspect, and the maps the weakest. 
Goose Chase 
I recoded the mong soldier for better infight, but it seems hardly have any outcome. Maybe I should be content with a counter attack or two.

If I'm right there is only the attack of the end bosses now that need to be more accurate.

There is another issue, you need to figure out why the rockets and the sphinx fireballs do not explode. 
I think the use of the own sphinx sound of explode gives the impression they don't explode.

What I have is the Faust, Viking, Gross and Orc all trhowing enemies have an explosion, but the straight line to the player is converged aside. 
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