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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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Something is wrong with the Small Sacrof, it won't walk towards me when I fight him. Its sounds are also wrong, its melee attack sounds like a missile. 
Something's Wrong Indeed 
dear yhe1

# 476 "make the explosion sprite visible" is present in the code.
Code: "make the explosion sprite visible!".
Well code.., "hurry up with that explosion sprite!".

You make a video to show that there are four attack methods for the Skeleton.
I can only find three attack methods.
I think you are confused with the "hussle" pose, which I used as an idle pose.
I could use these as an attack tactic, but I hope you understand that I will never be able to get EXACTLY the original Chasm code in Quake.

"does it cause the game to crash"
I get a bit lost, I have never seen the game crash, but I have noticed that when you use different engines, your sdl.dll is changed, so that I'm not surprised to see the game crashes.
AGAIN: why do you try to use Fitzquake0.85 to test the game, while you know it doesn't work in that engine, even if it is quakespasm?

The small sacrof does not come to you, because it is placed a little too high. We are still in the testing case. If you are realy that concerned, why don't you make a map on your own, with the sacrof, put it in a subdirectory with the given progs.dat and see for yourself?

I appreciate your attention to test the game, but I get a little fuxed if you really expect me to try to get exactly Chasm into Quake. Some things like a skeleton, which should give an explosion sprite, which I just put in the code, and doesn't work, I just have no explaination for. It makes me feel like a fool, who doesn't understand the qcc code.
(Which I do only partly, but do all my best to understand.) 
Madfox, I think you misunderstand. I appreciate you making the Chasm devkit, I think you totally should work at your own pace. The issues I point out and record here are to make it easier for you to remember. Think of it like a log. But definitely do not think I am rushing you. 
In fact, I think your chasm monsters are pretty much perfect except for this skeleton bite thing and the rocket explosion sprite. Once those are done, just change a couple of projectiles (which I already know you can do), then you can release. But Like I said before, definitely work at your own pace and don't think I am pressuring you. 
Madfox, I just checked, The bite attack I am talking about is indeed your idle pose. Sorry about that. 
Explosion Sprite 
Hey Madfox, dunno if it's still relevant and I understand the problem correctly, but I found out why the explosion sprite for the skeleton doesn't appear. I looked at your quasm2.41qc.

in skeleton.qc you basically remove the projectile instantly when it hits anything, instead of waiting for the explosion animation to be played and then removing it.

To fix it, in skeleton.qc line 247: replace "remove(self);" with "BecomeExplosion();"

The last frame of the explosion sprite automatically then gets rid of the projectile. Hope it helps. 
Hey see.., thanks for the hint!
It's possible I have overseen the explosion effect. After all the coding these little errors keep breaking me up.
I will add it after I finished the code for that last Worm in the game. 
It seemed to be the thing I was looking for @sze!
Now I understand yhe1's complain about no explosion.
It was a long consistent error. I could add it to the Sacrof and Faust.

I'm looking for a sprite thet could compare to the sparkle edgy thing from Chasm.
I made a start with it, but it is still under construktion.
That way I could also change the Skeleton's attack with some kind of fire flash.

After playing Chasm again I can't get rid of the idea Quake plays much slower than Chasm. 
Glad you got that solved.
Add it to the Stratos as well, the manual shows that the stratos is supposed to fire missiles. 
The video is private 
It was only for a short seeing if the chasm monsters would jump. Actually they need a trigger_jump. 
Hey madfox, sorry, the method of attack for the big Phantom that I told you is wrong. The big phantom should fire 3 homing projectiles like a vore. You should take a look at the coding help thread. 
Can you do a video of your phantom that shoots three voreballs? I could compare it to chasm. 
Skill 2 
Not sure what happened. All skills use the same trigger_counter for three to open the second door, but only normal works. It are the same amount of enemies, three to kill. But the counter asks four?

Three voreballs are a lot to cash. You can't compare this to Chasm, as I explained in the code tread. See for yourself.

I think it is pretty good. It is pretty similar to chasm, as the Chasm bats themselves often stay together and not spread out. I think all you need to do is lower the damage to something like 15, remove the explosion, and change the model to chasm bat 
- Added NewHero as enenmy ,should be a dmplayer, no runattack yet.
- Voreball explo not deletable, as incapsulated in Become_explosion.
- Lasts touch will be endboss Worm & hart.

It seems that the voreball explosions have a lot of particle effects than the explosions of the Scarof and the Faust. 
I used a new s_puff.spr sprite in the voreball explosion in order to eliminate that. It seems as soon as Become explosion is called it relays on the older command, so this new sprite causes this effect.

I'm searching for another way to pass this old explosion effect.

I have the idea the banshee is a better way to make the fantom's attack clear. It may be a bat in Chasm, but that's a rather dark projectile. 
I think the way the banshee spins is a bit weird, that is why I suggest to change to chasm bat.

Or maybe the red voreball from mission pack 2 could be a good choice.

One more thing before I forgot, you said before that you have code to make the shielded ogre only take damage from certain attacks. The chasm zombie only take damage from explosives. 
Chasm zomie = deadguy? 
Where does the banshee fit in?

The shield code only preserves the higher weapons range. So I could make deadguy only vulnerable for grenades. The shotgun uses another code that's not available for this purpose. So this is still in progress.

It would be nice if I could give the first dead frame a Throw_gib head. 
Madfox, check the mapping and banter discord, we were talking about the Stratos projectile there. 
I was thinking of a way to get the spiral trace code of the new Stratos sprites turning.., here. 
Say your new video, you got the stratos's projectile working? 
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