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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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Rondo 
Finished the last two bosses and added their attack scene.

It's easy saying AD's fury knight has an attack code, but extracting this from the rest of the code is useless without changing all other parms.

I can't upload at the moment, notepad won't line up with the net. 
Dev2.23 
I think I'm close to porting the bunch of Chasm entities to Quake.
So now the fine tweaking for health and strength attack.

- Updated from post#257.

lionguy - melee_attack 25* health 300
viking - melee_attack 25* health 300
grunt - melee_attack 20* missile attack 20* health 120

- Added two big versions (2 and 1.5) for resp. Phantom and phinx.
- Made a testlevel for the endbosses. map skill setting:
- easy = Sacrof / normal = Sphinx / hard = Phantom .
- -game dev2.23 map pod00.map


dev2.23 
 
The sphinx is only suppose to fire one fireball, the fireball also explode.

The Phamtom is good, just replace the golden flower with the chasm bat.

Both Phamtom and Sphinx died too easily, they are supposed to have around 3000 health.

Is the mincer's melee damage still at 50? reduce it to 36.

Can I see the updated chart you have for all monster's damage and Health. 
 
The Sphinx also seems to float in the air instead of laying on the ground. 
 
I mean that The Sphinx's corpse also seems to float in the air instead of laying on the ground. 
 
Make the Sphinx's bite attack and fireball both around 85 damage.

Make the Phantom melee attack around 65, then make each projectile damage 25, for a total of 75 damage if all three hit. 
 
The small sphinx's corpse sinks into the ground.

and the small sphinx and the small phantom only do 15 damage? bump it up to 35 so that they are around the same as a shambler. The health should be around 500. 
 
The small sphinx's corpse sinks

Great tongue twister. 
 
haha, that reminds me, the Chasm base enemies fit in great with the rubicon texture set, you should consider it if you ever do a rubicon 4. 
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. 
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