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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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Monster Behaviour. 
Both my computers crashed at the same time. So now I'm desperatly looking for susan. Most of the parts I could feed back on what was on the net.

After fetching the macro's for the chasm monsters I see they act much too slow in Quake. Due to the higher framerate in chasm I think, and the fact they were scaled down 0.2 they become this slow behaviour.

I can minimaze painframes for example from 20 to 9, but this goes at cost of the animation.
Also the most monsters don't have a walk or run pose and a lot of the pain poses are doubled.

What should have the first priority, good perfmance with slow action, or zigged performance with fast action? 
 
I think Zigged Performance with fast action. And mix them together with quake monsters to ensure the two offer a similar challenge 
Ziggy 
That would be sychronic frame count for monster_army versus monster_grunt. It won't reproduce the big shape seizure from closeby as in Chasm. 
 
Monster_army is faust? 
 
so Monster_army is the quake grunt, what is monster_grunt? 
Grinning Grant Grunt 
Using the same frame count of quake's army guy as for chasm's grunt. The names are a bit confusing as chasm uses mongrunt for grunt and quake uses also this name. 
 
So you are converting the mong now? 
Yes 
It is a quiet funny guy with four pain posea that reminds me of Doom3. 
Sprite Attack 
I managed to give Stratos a kind of attack mode, but there are two things that catch my eye.
When I attack it from one side it gives a good result, but attacking it from the other side turn the sprites onto a bad result.
It also appears to me only the first frame is used and not the appending 8 ones.

chasm_quake_dev2.01 an example if you're interested. 
 
One question: is this the slow mong or the fast mong? I think its melee attacks are still a little slow. 
 
Regarding the stratos, I still think you should take a long at the code of that huge robot from Arcane dimensions. The dual rockets is almost the exact same as the stratos. 
 
this attack is same as stratos, is it not?

https://www.dropbox.com/s/sd0twyzlnyhj9i2/ad%20robot.jpg?dl=0 
Melee Attack 
If Mong receives less frames it's attack becomes bland.
I like seeing him shakes it head.
Stratos attack needs special care.
I was wondering what causes this strange behaviour of the sprites.

I can take a good look at someone else's code, but don't forget AD uses another hearchic code. 
 
so this mong has the exactly same number of frames as the quake grunt? 
No 
Mong has more pain & attack poses. 
Framecount 
Here is framefile of the player and mong.

As you can see the painframes are 6-14 -13 for the player
and 8-11-14 for mong so there is not so much difference.
It are more the attack scenes that make it look slower. 
 
I think the best way to test the attack speed is to have a map with both the mong, the grunt and the enforcer. As long as Quake monsters and Chasm monsters have similar challenge, it should be okay.

Also, infighting isn't working for the chasm monsters yet, but you could have a mong infight with a enforcer to test the balance. 
 
Also, is the rifle model converted from chasm, or you made it yourself? 
Rifle 
The models are imported from chasm. I tried ro texture them myself but then it's almost impossibe to stay to the original.

Only two monsters have a flare mouth on their weapon. I just have to decimate it and keep one or two to create a polygon.
If I try to merge one into the model the skin texture gets ruined. 
 
Then I think the weapon should not be centered, but to the right like Chasm.

Also, so now you minimized framecount as much as possible for the stratos, faust, and mong while retaining all their animations? 
Self.nextthink = Time + Much Faster Than 0.1 
You want to shoot it like in Doom. Chasm has the same effect with part of an arm. I don't like the way the animation holds back the playscreen.

The poses are as much relayed to the quake frame rate.
So no, they don't have the original animations. Most of them are minimazed to a half to compete the right framerate.
I could try to add a self.nextthink = time + 0.05; to make them twice as fast but it don't works that way. 
 
After loading Chasm through Dosbox, the monster don't attack as fast as I thought, so I think the currently attack rate in 2.01 is acceptable.

How is the infighting coming along? it is a bit odd to just see them following each other around.

Also, I think the mong has an animation in which it reloads it gun in idle pose. 
 
I attached the look-around pose to the Mong_stand pose. I could attach another pose, but the fact I don't see it appear sometimes it does constantly. So my qc is a bit witz to do so.

In fight has to do with health setting and the reason why they attack eachother. 
 
By infighting, I mean that when a faust hits a stratos by accident, the stratos will simply follow the faust around but without attacking him.

Just wanted to be clear that we are talking about the same thing. 
 
Yes. I understand but how to be codewise to do so.
Isn't the Ogre also attacking when catching damage from another entity? 
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