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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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something is wrong with the pig's bounding box, Mong and goblin does not infight with pig. 
 
The lionman's rock throw looks really bad, it looks like a rock is coming out of his club, which makes no sense.

Don't give range attacks to melee monsters. There's no animation for them and they look really bad. Instead, just give the lionman more health. 
Bur 
the Chasm Bat is alright? 
 
The Chasm bat is from the Phantom's fireball? 
 
I have no idea, can be if you say so. Just decided to make the one frame model to monster enemy.
Lots of the models have only one sided vertexes. 
 
Did you go to Chasm level 12 to fight the Phantom yet?

When you are finished fixing the pig's bounding box, can you do a test map where a fiend fights a pig? 
 
madfox, some tip from me. In Noesis put -mdlskinscl in "Advanced option". This should fix skins higher then 200 pixels. For bounding boxes use qME. Go to View->Model Proerties->Bounds. I tab All frames copy Lower Limit and Upper limit vectors to setsize() in QuakeC 
 
Right.., thanks for the advice. Thing is I spent out some time finding a way to get the UV skinfile compatible to quake.
First versions all crashed the 300x'' border in other engines then quakespasm. 
So 
@_SixShoota: Maybe I have another version of noesis, I couldn't find the readme. That option is a secret to me.

@_yeh1: here's your pig and fiend fight. I saw the goblin and mong fight piggy, the chasm monsters just have a long melee attack that doesn't change fast.

chasm_quake_dev2.14 
 
Congrats, the double shot is working. I think you should give double missiles to the stratos, as the ringed projectile is not worth the hassle.

The walking animation for the Gross and the deadguy is still not complete, they seem to kind of slide.

I don't understand why you keep giving the Lionman a ranged attack. His running animation is very good is the original chasm (same with gross), but you can't see it here, because he always tries to slam his club in the distance. Just give the Lionman rottweiler code without jumping. The range attack is pointless, and also not accurate. 
 
After you fixed the Gross' walking animation, can you do a Gross vs Ogre fight? 
 
Also an Alien Captain vs Shambler? 
 
Joker's melee and ranged damage is still too low, 25 for ranged and 20 for melee.

Improve the mong's ranged attack damage to 25, and give him the same attack as a Quake Grunt.

Gross has no dead pose yet, but I am sure you already knew that.

How you are doing with the chasm skeleton? 
Versus 
Gross seem to kind of slide
The attack scenes are all in standing position, so there is no runattack.
I see no way to interupt its constant melee attack into a run pose.
As the Quake engine demands a walk scene it is a bit of a hussle to give the models the right speed with only run frames at hand.
giving the Lionman a ranged attack
All right.

Gross has two death poses, only the pose fails on one stand frame.
Don't know where the miscount comes from.

I made an easy skill to test your Quake monsters against the Chasm.

dev2.15 
 
Regarding the Gross, I think the problem is that whenever the Gross throws a rock or uses its club, it moves/slides forward. Compare this with the Ogre, it stands still when it uses its chainsaw or throws a grenade. Maybe this can help you fix the sliding issue?

You planning to trim the edge of the Joker's sawblade?

An alien captain almost killed a shambler, so that is good. Where did you get the double shot code, for SOA or AD? 
 
Oddly enough your alien warrior does not suffer from same problem as Gross. It runs toward me, stops, and fires a laser. The Gross keeps moving forward when he throws a rock. So definitely compare the attack scenes between your alien warrior and Gross. 
Gross 
I see where the problem lies. Gross attack pose was included with ai_charge(10) while ai_face() had been the place there.
It moves better now.

Clipping the joker's blade is asking for skin problems. Or I had to merge a j_disk with a very small skin file, but it aint woth the result.
Stratos rings would look better if the sprite would evolve.

The double shot code is looking clearly to the Start_Wizzard_Fast code.

I adde the second chasm weapon and it looks good.
Sad the static model keeps falling through the ground. 
 
will looking at this guy's model help you with the Joker's blade hand?

https://www.quaddicted.com/webarchive/kell.quaddicted.com/quoth/edie.jpg

You mean your alien captain double shot code is from the Scrag? 
 
Deadguy suffers from same problem as Gross, It moves when firing a projectile attack.

And I think your mincer does too much damage now, one bite took 70 health. Tone it down to the same level as a pig.

I feel that both the alien warrior and alien captain moves forward when melee attacking, can you check the ai_charge(10)for these two monsters? 
Scrag 
I coded all attacks with ai_charge(10);}; so that's where the odd movements come from.

The Joker's hand is right, his disk is square. I may be glad I could add two new verts to make it look good without ruining the skin file.

In the wizard code are two args that control the double fire code. Changing the vec parameter and movedirectory with the destination angle gives the result. 
 
One other thing, I see that both the lionman and the pig melee attack outside of range. I don't understand why you are having this issue. Your mincer code is already perfect. Just give the mincer code to the pig/lionman/viking, and it will all be good. 
 
Also, move the Gross' rock projectile a little to the right, right now it looks like the projectile is coming from his head instead of his hand. 
Origins 
Yes, origins are not balanced yet.
It looks as if the deadguy and other monsters use muzzle_flash in their melee attacks.
Also I start to understand why the Chasm monsters stay further off distance to the player. Chasm dimensions are ten times larger to Quake.

Is the HeroNew the Internet player of Chasm? 
 
Regarding Muzzle flashes, the only really noticeable one is the yellow thing when the alien captain fires. Please remove the yellow thing.

You remember that weird code you did that give the lionman a ground slam attack? I still think you should give it to the deadguy. Maybe make a copy of the deadguy and try it?

Yes, Heronew is the Chasmguy 
 
what damage values do you currently use for the mong's gun and his melee attack? what value is the mincer's melee attack? 
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