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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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Newwhero 
The Lionguy code is the same as the Viking, although the lather has three attack poses and Lionguy only two.
Don't see what the's the hussle here.

I have no "go" cheat at hand.
Changing texture is quiete another job, the Joker looks awfull.

I have two monsters Skeleton and Joker, that have a regenerate code. A bit tacky to get them on the zombie trail.

Added NewHero and raptor sounds, further changes in health and skill:
dev2.18 
 
Hey Madfox, I made two videos showing what the problem with the Lionman is:

https://www.dropbox.com/s/xh8e5wfueqrrtfi/video-1579323494.mp4?dl=0

https://www.dropbox.com/s/9f6n75ecbm08q0e/video-1579323584.mp4?dl=0

You can clearly see the difference between the two. Hope it helps you fix it. 
Fix 
It seems that the continue attack on distance keeps showing up. After some research I discovered that although lion and viking have the same (rottweiler) code, they differ in melee_attack.
Viking has three and Lion guy has two.
So I made a gesture by making a new lionguy_atkb and now the attack on distance is gone.

Why it is I don't have any idea, only that it seems to work this way. 
 
Nice Congrats on the fix.

Even thought you give the alien captain and alien warrior their lasers back, they skill use rocket sounds.

The sounds for the Alien warrior and alien captain are also not correct, it should be Alisee1.ogg and alisee2.ogg.

Lower the alien captain's laser to 10 damage, right now he shoots six lasers. 10x6 =60, which is good, 15x6 is too much damage.

Lower the alien warriors health to 300, he feels to tough.

Check the bounding box of Heronew, monsters don't infight with him.

after testing fiend vs pig, and viking vs death knight, change the pig's health to 300, and the viking Health to 450, otherwise they died too easily to fiends and death knights.

Can you also include the updated health and damage chart next time? 
 
sorry, viking health to 350, that will give it more of a chance against death knight 
Argh 
Alienwarior has a health of 300.
Little tweaking for that Skeleton.
It only dies at first attack and has no missile attack.

dev2.19 
 
Hey Madfox, the Lionman is not fixed.

video:

https://www.dropbox.com/s/v6735gww0mw95qf/video-1579459854.mp4?dl=0 
I See 
In the ChasmQuake level it keeps that behaviour, although in a single map this is not the case. Have no idea about it.
Can be the models and qc are becoming a bit unstable. 
 
The video is on private setting, I cannot see it.

what about giving Fiend code to lionman with jumping removed? The fiend had left and right slash, just like the lionman 
 
I made the video public, it's low extention. 
 
Hey Madfox, the chasm skeleton never had regeneration.

I made a video:

https://www.dropbox.com/s/3zrgrpyuypmoupg/video-1579461918.mp4?dl=0

The model looks good, except for here:

https://www.dropbox.com/s/mw1g5686asepwoz/skeleton%20chasm.jpg?dl=0 
Code 
As I wrote before, most of the chasm models have only one side vertices. For some I could find a way around it, like adding new triangles that would shape up with the same skin file.

Others won't work, like adding a flamemouth to the entities by destroying the excisting skin file. So I juggled the excisting ones in the model and reordered the alpha channel one.

Skeleton is really poor with vertices, especially the boots. I tried doubling the triangles but end up with scrambled skin file.

Should find a way to get around the 64x941 skin size problem.

My attention was drawn in another specific casuality. In the mod Killer_Quake QC I came across some arguments.
float THROW_ARM = 1;
float THROW_LEG = 2;
float THROW_TORSO = 4;
float BODYPARTS_ARM = 1;
float BODYPARTS_LEG = 2;
float BODYPARTS_TORSO = 3;

Could it be possible with this code to make the entities make shootable bodyparts? 
 
Well skeletons are suppose to the animated by magic anyway, so just get the movement and missile attack working.

Did you try fiend code on the lionman? what about knight code? 
Skeleton 
As long as the code like #228 works I don't see a reason to change Lionguy.

Retextured the boots and hand of Skeleton, it works just like the Zombie. Only bad is it regenerates once
 
So you are saying that the Lionguy problem is because of the map, not because of the code?

That fight looks pretty good, use the skull projectile I linked to earlier.

I think your stratos is too small, next to the Scrag it looks really small, make it because.

The Joker doesn't have regeneration either, it falls down and gets back up, But I think that is a long pain pose and not regeneration. 
 
regarding limb removal, I think you should try that after all the Chasm monsters are converted and work good. The main thing about that is that the attacks change when the limbs are removed. Even Panzerchasm has problems with that. 
Drew 
I'm not sure what causes this side effect.
Joker don't has a regenerate code yet, because I wonder what causes this one time self.inpain effect.
After the first time it won't respond again and won't hardly go into run or pain functions.
Just keeps attacking in one row.
It can be the frame count is or too long, or not in balance. 
 
so if you placed the lionman into another map, like fourfeather, would his code work correctly? 
Fixed 
- Repaired the Skeleton status to Zombie.
- Added a small Sacrof.
- Repaired the Lionguy attack.

dev2.20 
 
Congrats on the lionman being fixed

Here is a saved game for dos chasm with a skeleton, so you can see how the real thing works

https://www.dropbox.com/s/llfvfeyx03d4ncp/CHASM02.rar?dl=0 
 
There is something wrong with the Stratos, it changes size during its animations

Both versions of the Sacrof is too weak, change to:

sarcof - melee_attack 55* missile attack 85* health 2500. (armagon level)
sercof - melee_attack 25* missile attack 35* health 500. (shambler level)

Delete or make the rock invisible on the deadguy, and it looks like the shout attack, right? 
 
what is the damage value on a fiend jump? 
 
I accidently resized only one frame in Stratos. I did an update but it's possible it is rejected. 
Jump 
Demon_JumpTouch = ldmg = 40 + 10*random();

I think Skeleton's health is too low.(:P) 
 
Yes, the skeleton can take 3 rockets.

what is the code for the mincer's attacks?

I feel like both versions of the Sacrof is too slow, make them the same speed as the alien captain.

You see how currently after the Skeleton's regen, it could only be killed with rockets? Then part of the code is useful for the deadguy, as in Chasm only rockets can kill the deadguy. 
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