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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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Okay, some other stuff regarding the joker and the skeleton.

The following pose is not used for the skeleton in chasm.

https://www.mobygames.com/game/dos/chasm-the-rift/promo/promoImageId,94529/

The Chasm skeleton also does not get knock down and get back up again.

also, your skeleton is missing the head butt attack.

The Joker, however, does get knock down and get back up.

These are all the issues with the Joker and the Skeleton.

I noticed that you managed to make the Skeleton's knees look better. Congrats! Hope you can make the Joker's handsaw look better. 
 
Good site for reference.
There are some pix of the Editor. What should cause the Editor to appear only for a quart on screen? 
Jay! 
I got the editor working in DOSbox after checking out on a win98 computer. That was what I was searching for.

Now I've made my map, saved it well, crunched my way to the Processor way path for events and could only save it on a 30 map, as the cursor damned to change the number.

Now I want to play the map, but every "GO 30" won't respond to the call.
Why won't Chasm play my map? 
 
I think go is just a cheat code, maybe there is another load map command. 
 
I can't play the addon1 levels.
After some searching I end up with an argument to change dosbox:

edit dosbox.conf in notepad and relace after "@echo off" below
cd CHASM
CTRLOOP.COM
chasm.exe ADDON:(usermap) -safe


won't work. No way to get access to maps beside the standard, so I wonder how to play further than "Go 16". 
 
chasm.exe -addon:addon1 
Yes! 
Never thought I could get it working, but hey .., it works!
Where are all the other Chasm usermaps?

Thanks chedap, it´s another console use then quake.
Good to have some extra maps to explore. 
 
Chasm does not have any user levels, thats why porting the monsters to quake is a good idea 
How Can This Be? 
Is it the rude mapping technic or the lame interest? Normally I'm wild for games with editors, although I could never aim a Doom or Unreal1 map. 
 
Lame interest, chasm has good models, but the engine sucks, thats why the chasm monsters and the quake engine need to be together 
Won't Give Up 
let's try another chasm_disk 
Csm_edit 
Husseled a bit with the chasm start map and could load it in the editor.
I've been able to add changes to the map.
In game I came to another levelstart
 
I think it would be better if you changed the dino skin back to the green one.

Does the Joker's handsaw look better now? 
 
Changing skin isn't that hard, as long as the uv flipping won't harm the performance like the spider had.

The handsaw border skin is very obvious, I can change the shape but not the skinfile, as it starts scrambing as soon it passes the line.

I'm left with two things.
I can't give skeleton three attacks: bite - sword - shout.
For some reason I can only add two attack codes.
So a bite attack for shout will only act on close range, which is no solution.

Joker will regenerate like a zombie?

I have deadguy with a floating light attack for shout.
Also changed the deathpose without head.
How to make it go throwhead in the first deathframe.

Sounds delay on a horrible way. 
 
Remember I gave you a joker and a skeleton saved game, so you can use those for reference.

But I think that the Skeleton's attacks are the same as the goblin. The goblin has four attacks, left arm, right arm, head, ranged attack.

Joker does not regenerate like a zombie. You see how sometimes an ogre gets knocked on its ass by the shotgun? it is like that. 
 
I "morphed" the deadguy's shout for a launch attack with no missile object. In this way it looks as a shout attack with a light trace.The others are just bite attack.

Skeleton has a sword attack launch an two bite attacks. Hard to add the another shout attack, as there is only one launch function. 
 
While playing with the minor chasm monsters it comes to me that they are rather chanceless. When their pain poses are larger than four or six frames the time a player can shoot them is almost enough to kill them before they can recover.

So Joker or skeleton are relatively weak as they have 8 12 and 14 pain frames.
A player can launch four shots in 1 second so when they are aproached from behind they are killed instantly.

Giving them more health in return is a bit lame. 
 
As close as I can JokerSaw
 
Can you move the square so that it is attached to the Joker's arm diagonally? 
 
Just tested the Skeleton in Chasm. It has four attacks total. Two sword attacks with its right arm. One bite attack, and one ranged attack. Any other attack is not used. Like I said, it has the same number of attacks as the Goblin and should not be a problem. 
 
Regard the Chasm monsters, don't worry about pain state's length. It is a problem shared by Ogres and enforcers. A single enforcer isn't a threat, a group of enforcers is. The chasm small monsters are meant to be used in groups anyway. 
@madfox 
AD has a sawblade in the progs folder (trap_sawblade.mdl) i think it is from one of the official mission-packs.

You could resize it to fit in the Joker's hand 
 
I could reposition the saw diagonally.

When I use another model to merge this skinfile is so obvious (64×968) that it's ruined with every attempt. 
2.31 
chasm_quake_dev2.31

- Changed Deadguy death pose.
- Rearranged Joker death/ regenerate in paind frames and handsaw.
- Not repositioned yet. 
 
Skeleton is pretty good, only thing missing is the head attack.

as I said before, this pose is not used in chasm itself

https://www.mobygames.com/game/dos/chasm-the-rift/promo/promoImageId,94529/

All the problems I mentioned in post 351 to 354 are still there tho. 
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