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Posted by madfox on 2019/09/29 11:55:14 |
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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 Yeah About That..
#429 posted by xaGe on 2020/05/05 20:58:41
Chasm editor is a PITA to get to run via DOSBox so I gave up on it. It was out of curiosity more than anything else I wanted to try to run it.
I've been converting the chasm static models objects I don't see in your chasm_dev yet. There are many in the game that are used as map decorations. Any of them will be easy for the mapper to include in there maps with a misc_model entity so not every one of them needs to be defined in the QC. I am only converting those that can't be done with mapping brushes fairly easily. Those static game models that can be made from map brushes I am extracting their textures to make a wad for the mapper.
 And External Textures Load Fine For Me.
#430 posted by xaGe on 2020/05/05 21:15:45
They are loading.
 Also About The Transparent Map Textures...
#431 posted by xaGe on 2020/05/05 21:20:10
I know how to convert the chasm textures with transparent parts over to quake. So I have been doing that.
 Props
#432 posted by madfox on 2020/05/06 00:38:12
I have no idea about pita. If you're using the original game, there is a file called CSM_EDIT.exe which turns on the editor in dosbox. Then it takes some intuition to make it run.
editor game play
Most static models I have gathered but only used the ones in the first map. Some I remade as the buzzing flies didn't move, or the turning_walls had to have a framed model.
I'm really looking forward to the transparent textures, as they would make a lot of the premade statics unusefull.
#433 posted by xaGe on 2020/05/09 16:10:02
I've been busy. I have done a bunch of things.
Only this to show right now. Made these along with others from chasm model textures. Example: https://i.imgur.com/fjLY3Ro.png
I don't use these forums much madfox, but I left you messages on discord if you ever log in there. :-)
#434 posted by yhe1 on 2020/06/16 04:39:20
Madfox, did you make any breakthrough with the Phantom's attack?
 He Is In Ai_cafe With A Milkshake
#435 posted by madfox on 2020/06/16 20:19:14
I'm still searching in weapons.qc attack. Aiming the player versus spread attack are quit different parms.
Let's invite a helicopter to leave, like the start demo of Malice.
:P
 Quasm_dev2.36
#436 posted by madfox on 2020/06/22 00:24:59
I think the Quasm name is already used.
I made some new additions to the attack scenes by moving code from the monsters to the weapons.qc.
Faust and Gross made a progress. LCapt with its double shot ruins to colapsing. It gives my screen too much debris and squeeks all sides.
Sacrof falls in a half death pose, noreason why. Its larger version with the same code runs fine.
They also won't react to a target function.
And no, I can't create a parallel attack,..yet.
Quasm_dev2.36
#437 posted by yhe1 on 2020/06/23 05:17:43
What about the Faust's rocket? does it explode now?
 Yes
#438 posted by madfox on 2020/06/23 14:28:38
Chasm sounds are not as clear as Quake. They are delayed and roll after eachother. Also the sv_starts oud keeps warning.
DeathGuy looks better now I changed its death pose. L CAPTAIN ruins the screens with its attack. It causes so much debris the screen collapse.
#439 posted by yhe1 on 2020/06/24 10:43:56
No, change the alien captain back to how it was, in Chasm, sometimes it could even fire six shots from each arm. All you need to do is change the lasers from orange to green.
so the mong is infighting with the Stratos again. Nice.
#440 posted by madfox on 2020/06/25 05:31:32
Al captain works fine now, five double shots in a row. Six times is a bit much for a five frame attacks. Enough to get killed in one range.
Phantom remains, but I think I have a solution for it.
#441 posted by yhe1 on 2020/06/25 11:47:56
How does an Alien captain vs Shambler fight go now? If they are pretty evenly matched, then it would be good.
The skeleton is missing the headbutt/bite attack. It is the same attack as that the goblin has. He also moves a bit too fast and his model sinks a bit into the floor.
#442 posted by madfox on 2020/06/25 21:32:18
It is the attack time that counts in this case. They might have the same health, but by the time a Shambler launches an attack it already has five laser blasts from ElCaptain.
Skeleton is just fixed in its pose range. I haven't sealed it off. It's poses are a little shatters, reason why it's deathpose is scrambled.
 Shambler Wins!
#443 posted by madfox on 2020/06/25 23:44:26
 Dev2.37
#444 posted by madfox on 2020/06/26 04:13:14
- Returned MongCheckattack.
- LCaptain double fire range.
- Fantom with spread attack.
- Deleted chmbat and lizzard.
quasm_dev2.37
#445 posted by yhe1 on 2020/06/26 06:13:19
It seems like the mong will react to a kick by a stratos, but not a ranged attack. Could you check this? maybe you can solve this infight bug once and for all.
Nice to see the Faust's rocket explode now. It should be the same strength as a ogre's grenade.
Also remember that the sphinx's fireballs should also explode, just like the faust.
Why did you delete the lizard and the chasm bat? The Lizard is a fully functional monster, and the chasm bat's model should be used for the Phantom's fireball.
#446 posted by yhe1 on 2020/06/26 06:21:23
the big Phamtom's attacks seems to work good, but the damage per fireball is too low. It should be 25 per fireball for a total of 75 dmg if all three hit.
Gross does not infight with goblin, check their code and bounding box
#447 posted by yhe1 on 2020/06/26 07:32:30
Something is wrong with the Goblin's code, now even when I am close to it, it shoots me with its crossbow instead of headbutt and punching me.
#448 posted by madfox on 2020/06/26 17:02:44
I deleted chmbat and lizard because they don't exist in the original game.
I can give phantom a spread attack, but I use the hellknight code. If I use a missile attack it looses it's spread attack. A bit kinky to give a missile a spread attack.
I think the code of goblin is hussled, I'll check it out.
#449 posted by yhe1 on 2020/06/27 03:06:55
I think there is a misunderstanding for the Phantom's attack. I am not saying changing the code or making a missile attack. I am wondering where this model came from:
https://www.dropbox.com/s/gdncjrotg0zxret/star.jpg?dl=0
and I am saying this model should be replaced with the Chasm bat.
The Gross' fireball should not explode, He throws rocks in Chasm, so the lavaball should be retextured as a white rock.
The Lizard is fully functional, it should be added back in. Who cares if it is not in the orginal game.
Regarding the small sacrof's corpse floating in the air. could it be because the game still thinks that the corpse is suppose to be big, like the large sacrof?
The large sacrof fires a rocket. I think you should give the small Scarof a grenade.
Can you give the Stratos double rockets? I want to see if it looks good. The manual said that the double ringed attack is supposed to be rockets anyway.
#450 posted by yhe1 on 2020/06/27 04:01:35
One more thing, the mong never punch now, always uses his rifle even when I am close to him, so check his code.
 Banshee
#451 posted by madfox on 2020/06/27 08:38:07
That model is the banshee I gave Phantom, although it had to be chmbat. I did so because banshee is better vissible than chmbat.
The melee attacks disapeared when I use monsters in weapons.qc.
Now they're back on check_attacks.
Who cares if it is not in the orginal game.
Maybe that is where the misunderstanding starts.
I think you aim at the both phantom's corpses in the air?
And no, they both are seperated by the
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX); for the biggy and setsize (self, '-24 -28 -24', '24 28 56'); for the small one.
I can do the things you want to, but first let's see how far we have come yet.
Quasm_dev2.38
#452 posted by yhe1 on 2020/06/27 09:23:15
well, since Chasm only has the big Phantom, I best course of action would be to give the chasm bat to the big Phamtom, while giving the banshee to the small phantom. This will also differentiate the two monsters.
Where did you get the corpses for the Scarof, Sphinx, and Phantom? In Chasm, when these bosses are defeated, they explode into gibs, leaving no corpses.
You don't like the the Lizard? That was the first model you converted, right? Just though its a shame to leave him out.
#453 posted by yhe1 on 2020/06/27 09:33:07
In 2.38, the Faust's rockets no longer explode.
But since you got the explode rockets working, maybe create a missile turret? Quake base maps always lacked automated defenses.
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