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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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well, since Chasm only has the big Phantom, I best course of action would be to give the chasm bat to the big Phamtom, while giving the banshee to the small phantom. This will also differentiate the two monsters.

Where did you get the corpses for the Scarof, Sphinx, and Phantom? In Chasm, when these bosses are defeated, they explode into gibs, leaving no corpses.

You don't like the the Lizard? That was the first model you converted, right? Just though its a shame to leave him out. 
 
In 2.38, the Faust's rockets no longer explode.

But since you got the explode rockets working, maybe create a missile turret? Quake base maps always lacked automated defenses. 
 
viking is short compared to Lion man, I think they should be the same size. 
 
It depends on the supriority of the both. As Banshee is more vissible I could give it to the small fantom.
Chmbat could be freshened up with a fullbright skin as this way it is hardly to see.

The corpses? I went to the local abatoir and, no the end of the death scenes I covered up by using the pain frame as a copy and slowly turned them untill the fell horizontal. Some scrubbing with bodyparts.

The lizard, yes. Let's say it was the only model I couldn't find in the Chasm file, although they used it in the viewer, so I tried it out in my own way. The result is a bit freaky, and compared to the other chasm monsters falls out of line, I think.

Faust's rockets no longer explode
Not sure what you mean, I can hear them clear.

Again, I hate turrits! It feels like a stupid fool banging that creepy fridge.
Viking was a bit bigger, only small problem.., then he looks over you.
:P 
 
Madfox, I made two videos showing the faust rocket bug

first is version 2.36

https://www.dropbox.com/s/zoi5qlvl0u5w0g0/236.mp4?dl=0

Next is version 2.38

https://www.dropbox.com/s/24vpma5a9eu7gfu/238.mp4?dl=0

You can clearly see the rockets exploding in 2.36, but they no longer explode in 2.38

Hope it helps you fix this bug. 
 
Some technical stuff:

Starting with version 2.37, the map becomes really dark, like this:

https://www.dropbox.com/s/jkrqc27i1xn9idg/238%20dark.jpg?dl=0

I had to use r_fullbright 1

and I thought you fixed the skins already?

with regular quakespasm, I get:

https://www.dropbox.com/s/ybkns7y04vzobui/238%20skin.jpg?dl=0 
Slip Of The Qc 
Thank you for your consideration.

It is indeed a dark level, I turned off the skylight to adjust the static lights.

As for Faust's behavior, in version 2.36, the weapons are embedded in weapons.qc so that explains why the missiles do explode. In version 2.38 I put the same feats in faust.qc with the result that there is now no explosion. I don't know exactly what this is yet, just that version 2.36 is not stable.

Somehow the previous texture formats ended up there. I have been too preoccupied with Phantom's attack that it has escaped me.

I will look at it. 
 
OK, just remember that the Scarof's rocket and Stratos rocket must also explode.

The sphinx's fireball does not explode, I remembered wrong, but you might want to find a better fireball for him, a rock does not look good.

Also, I think the Skeleton's sword projectile does not look good, should be some of skull projectile, the original is impossible to create in quake anyway. 
I Got A Litle Typo 
Just didn't see it what Mong distrracted from infight. It was very simple indeed, Shamblernaut. Still I had no idea after your message on discord.
I kept on going wit the Mong's run function that I didn't see the typo, as it was encapsulated in the sound message. ai_walk had to be ai_run.

void() grun_run1 =[ $run1, grun_run2 ]
{
if (random() < 0.2)
sound (self, CHAN_VOICE, "grunt/atk1.wav", 1, ATTN_IDLE);
ai_walk(18);
};

Now it is running fine.
Thanks for the advice on this weary long lacking subject!
It was beyond my expectation monsters would infight,
always went for the full confrontation.

Quasm_dev2.39 
 
Check the skeleton and the goblin. They only use their ranged attacks.

and the Viking looks really tiny next to the gross.

I think you should start testing Chasm vs quake monsters again to ensure balance. 
 
The mong does not use his melee attacks. You also need to change his weapons back to a shotgun.

And I think your first release should only contain the monsters. The colors on the ammo boxes look pretty bad because of the difference in the Palette. 
Yes, Tiny Viking. 
Skeleton, Mong and Goblin use ranged attacks (?).
Stop Them!

Quasm_dev2.4 
 
The goblin's bound box is still wrong, other monsters don't fight back after being hit by him.

The Gross's rock throw is flying too far up, the correct path should be like the fatguy's axe. 
 
The alien trooper also has a skin file taller than 480 
Goblin's bbox right, Gross projectile right.
I couldn't find skin textures higher then 214.

Quasm_dev2.40 
 
I sometimes get an Progs/flubber.mdl not found msg, can you look into this?

Also try to test your chasm mod with the regular quakespasm.

So I guess the last major hurdle is too debug why the fausts rockets don't explode, and adding the skeleton's bite attack. 
 
The Progs/flubber.mdl not found msg happens when using regular quakespasm 
Yeh? 
debug fausts rockets

I'll look for the flubber error. 
Yhe1 
I try to understand what is the cause you have no explosion on Faust.

Do you hear no explosion sound or don't you see an explosion3 sprite? The last can be a bit strange, because a missile won't give a grenade sprite.

Corrected The Sacrofage deathpose.

Quasm_2.41 
 
Solved the flubber error. Watched the Joker beat me with its three bite attacks. What to add what is already there.

Quasm_dev2.42 
 
I do not see an explosion sprite.

Madfox, you need to add the bite attack to the skeleton. The joker always had the attack. 
 
Madfox, I think you misunderstand the issue. The explosion sound is there, what you need to do is add the explosion sprite to the missile attack. The Rocket ogres and the AD Rocketeer all have the explosion sprite. 
 
Yhe1 
the explosion sprite is calculated in the missile_attack, but for some reason not vissible.

The issue is that I don't understand why you search a bite attack that is allready there. Skeleton has three bite routines beside the sword attack, as the Joker has.

Why do you try to play the game under Fitzquake0.85 , while you know it has the skin texture failure? 
 
yes, that is what I mean, make the explosion sprite visible.

I made a video of the skeleton's attacks here:

https://www.dropbox.com/s/yngvjll4hkb5znd/video-1598592857.mp4?dl=0

two sword attacks, one ranged attack.

Compared to the Original:

https://www.dropbox.com/s/yngvjll4hkb5znd/video-1598592857.mp4?dl=0

The bite attack at 0:39 is missing. 
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