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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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The lower ranking one with the single laser.

Also what's the deal with the skeleton? Was there some problem converting that model? 
 
The enforcer can infight with a alien warrior (single laser), perhaps this will offer a clue?

And mincer should not jump. 
 
This new mincer looks too small compared to chasm, and that jumping looks really bad. Please get rid of the jumping. 
Sounds 
The deal with SKelton is that I didn't find a proper code for it like zomby yet.

As the readme "not the slightest idea where to look at" covering the infight.

The skinfile of mincer already looks oversized. Making it bigger will make it worst.

I can't find any chasm monster sounds. 
 
would this help?

https://forum.zdoom.org/viewtopic.php?f=37&t=46824

I think the issue is that the mincer looks too small when compared to the alien warrior 
 
 
Would that Zrift mod have the monster sounds? 
Nope 
It is the same file as chasm ambient sound, only one monsterfile: "phbathit.wav". 
Yes 
Found them, although it are ogg.files. 
 
So regarding the infighting, the copper quake source code cannot help you at all? 
Observer 
When playing quake I never cared for infight, I saw it happen but not as a oppertunity to beat the enenemy.

Do you have some qc knowhow? The compiling files are in the progs directory under chasm_quakeqc.zip.
I could go looking in other code but for now I'm just puzling out how to get the entities going.

Here is the file again with some monstersounds and running mincer. Maybe the infight is now more likely? As far as I can see they kill eachother relating health size.

For example, if stratos has less painframes than a stronger opponent he can still win concerning its repeating attack.

dev2.09 
 
One issue first:

The sounds for the Alien warrior is definitely wrong. I checked chasm, the activation sound should be ALISEE2.ogg and ALISEE1.ogg

Yet your alien warrior doesn't sound like that.

You got the monster sounds from
Pan-ZRift_v1.0a.rar, right? 
Names 
I'm sure you're right. The grunt has three sound channels I gave to Stratos fast and mongrunt. The others were a bit harder to trace as you call it an alien warrior but the game has a leutenant captain (1gun) and a captain trooper (2guns). 
 
I think there is a misunderstand here. When I said infight, I didn't mean how often infights happen, or which monster kills which monster. I only meant stuff like when a Faust hits an enforcer, the enforcer won't fire back. I suspects this is due to some Faust code that makes the enforcer not able to target it. This is why I suggest the copper quake code, as it deals a lot with defining targets. 
 
Or maybe look at the difference between the code of the alien warrior (1gun) and the Faust. The enforcer fires back at alien warrior, but not Faust 
So 
When the Alien Captain hits the enforcer it also fights back, like mong and stratos.
Can't find out where it is nestled.
It takes some time before the enforcer responds to The Captain in its painframes.
Maybe it hasn't got time enough to shoot back?

Stratos and Grunt tend the same lack in attacking at first move. 
 
Can you do an experiment? Can a fiend fight back against Faust? 
 
Can a Scrag fight back against a Faust? 
Lame 
You could have searched that out in the dev pack.
Faust will fight a wizard, mongrunt,enforcer, army and stratos but they won't respond.
Faust will fight a demon and ogre and they will fight back.

It looks as if most monsters become astrayed when attacked by Faust. 
 
What about a quake dog? Will that fight the faust? 
 
I know that the chasm spider also has this issue, where is that code from, a quake fiend? 
 
When I started coding the Chasm entities I assumed they were alert enough to fight the player. The idea they would fight eachother wasn't in my viewpoint.

The spider code is the same as the rottweiler without the jump code. It will attack other chasm monsters. 
 
Also check the mincer 
 
Can you test chasm spider vs quake grunt? 
 
The map starts with a grunt and a spider. It isn't that hard to check.
For clearance, quake sodier is monster_army, chasm soldier is monster_mongrunt. 
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