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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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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. 
Yes! 
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. 
Sprites 
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 
Ounlblished 
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.

Quasm_dev2.44 
 
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 
Well.., 
- 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.

Quasm_dev2.45 
 
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? 
 
Yes 
 
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. 
And 
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? 
End Boss 
I'm working on a boss map with heart and worm. It becomes a little tricky as I see no way to make a player sink through a haunting worm basebox. There shall be a work around for ir, but I'm still searching.

When I started the mod I was planning to convert the monster files. Didn't had the idea to make it solid for an end boss. 
 
I think that end boss fight needs to be redesigned anyway, since if you maintain the "Player jumping into worm" mechanic, the worm must be really small. Thw worm needs to be same size as shub.

Can you do a picture of shub and the worm next to each other? 
 
It's possible to make the bouncing box of the Worm shrimp to a one unit tall. Point is to make a clipping brush under it to vanish on the moments its mouth is wide. For now I haven't found a workaround to use a clipbrush. When I use a func door the model falls through it. 
 
I noticed in alkaline there is an new explosion sprite which does the require the particle effects. Maybe you can use this sprite to solve the Problem of the explosion particles not appearing. 
Error In Quakespasm And Ironwail 
In Quakespasm 0.94.3 and Ironwail 0.6.0. when loading the test81 map, I get a hard crash to the desktop with this exception:

posenum >= MAXALIASFRAMES

I assume this means there are too many frames in one or more of the models. This loads in Mark V r4, Quakespasm-Spiked and FTEQW. 
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