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.
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.
Nothing much to say, but I love that you guys are working on a chasm mod. I was messing around with what you have already in TrenchBroom a bit. So cool.
So the monsters are pretty much done other then the mong issue, and Phamtom, and the explosion issue?
@xaGe: fine to hear! Do you watch the map in Trenchboom or are you planning to make one of your own?
@yhe1: I'm still surprising myself about the mong. After working with all kind of quake models he is still on top of my list. Never engaged such behaviour before. If I had to code him the way he refuses infight I couldn't have used more time.
The straight lines you want it to attack is something my qc is struggling with.
I think the explosion issue is that the chasm sounds I used are much lower in volume than the ones quake uses. I'll reverse them.
I'm using a copy of your test77 with my fgd I made for chasm_dev in TrenchBroom. I realize it's dev and things can change, but I have about every monster in, working on adding the rest of the items you currently have.
I've also added my own spin on the qc and so far have only plugged in Joshua Skelton's misc_model support so mappers can add their own models and sprites, animated or not.
Chasm / Quake Wad
That's quite an achievement! I work with Radiant1.5 and have to add the entities by hand.
Good to see you have found the right workaround for it. So the chasm.wad file will also be on its purpose.
I have made two uploads to quaketastic. One with the usual textures and one with the tga files, which are the comments chasm.wad.
I tried out to see if it would be worthwhile to make an extra texture file with the original wad, but couldn't find any difference in game.
I work with Radiant1.5 and have to add the entities by hand.
If you mean by that, that you add each one individualy via the entity inspector, i could create a .ent file, if needed.
I Will Go Grab Those Now.
Thank you for letting me know about the wads. I sent you a few messages on Discord Madfox, but from the looks of it, you don't use that much. :)
Before The Wadfather..,
@_wakey: it would be welcome, I hardly had timegoing mapping for Chasm maps. It could help future attempts, or others.
I have mainly been busy processing the chasm entities in a qc file. In order to have good terrain for this, I copied the first chasm folder. The first thing I came up with is that the wad file is slightly different from Quake's. Mainly in the yellow and pink colors. What I did not succeed are the textures with transparency, which there are still a lot in it. In the end I decided, just like with an HR texture, to add the original chasm tga files. In the game itself I don't see much difference, but when I look at the comparable colors of for example the skin color of the joker, I think it can be done much better. Quake simply has such an obscure range.
@_xaGe: you can find it in the quacktastic/texture files. As the quake.pal and the chasm.pal are rather different I decided to add a tga file with the original chasm.wad colors.
And Dischord. It could be me, but I can't last five minutes on that site by constantly refreshing the page.
It just upsets me, and that's even exaggerated for my actions. :P
You could have done what the commercial mod Malice did and just use it's own custom palette in quake. The downside to this would be if you used any of the many quake wads available to create maps for chasm_dev the colors would be off.
Looking over the chasm00.wad I think the conversion choices you made to the chasm textures over to the quake palette look plenty fine.
It's been a while since I played chasm so I am right now via DOSBox for inspiration. I'm looking through the cell texture assets and other stuff too. I keep forgetting chasm came with a map editor, might try to run that later too.
I don't think the colors are currently that far off or ugly, its just a little lighter. The mong's infighting is the bigger issue lol
Initially I thought it would work the same as with HD textures. Just place an extra subdirectory with the (chasm.wad) textures and they would be used in game. That way it would preserve the quake.wad and still use the original chasm.wad.
I tried several ways to see but there was no obvious difference. It looks as if the extra textures are just neglected.
What I do concern is that I see no way to get the transparent in game. There should be a workaround for it using bmp to add an alpha channel.
I got the chasm editor working, but it has a real tacky way for using it. I'm not familiar with doom editing customs. But it works, although working in DOS Box is a bit cranky.
And Yeh, that mong. I'm still surprised you captured that buggy, yhe1. If I had to code it I would be as narrative as he is.
Still crunching on that infight.
Yeah About That..
Chasm editor is a PITA to get to run via DOSBox so I gave up on it. It was out of curiosity more than anything else I wanted to try to run it.
I've been converting the chasm static models objects I don't see in your chasm_dev yet. There are many in the game that are used as map decorations. Any of them will be easy for the mapper to include in there maps with a misc_model entity so not every one of them needs to be defined in the QC. I am only converting those that can't be done with mapping brushes fairly easily. Those static game models that can be made from map brushes I am extracting their textures to make a wad for the mapper.
And External Textures Load Fine For Me.
They are loading.
Also About The Transparent Map Textures...
I know how to convert the chasm textures with transparent parts over to quake. So I have been doing that.
I have no idea about pita. If you're using the original game, there is a file called CSM_EDIT.exe
which turns on the editor in dosbox. Then it takes some intuition to make it run.
editor game play
Most static models I have gathered but only used the ones in the first map. Some I remade as the buzzing flies didn't move, or the turning_walls had to have a framed model.
I'm really looking forward to the transparent textures, as they would make a lot of the premade statics unusefull.
I've been busy. I have done a bunch of things.
Only this to show right now. Made these along with others from chasm model textures. Example: https://i.imgur.com/fjLY3Ro.png
I don't use these forums much madfox, but I left you messages on discord if you ever log in there. :-)