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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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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? 
 
Yes, all Quake monsters infight, so there should be in fight code for each of them.

How did you get the infighting working for the custom monsters in fourfeather? 
V2.02 
I never really cared as it turned up to go all right.
Of course you can outplay two enemies against eachother by putting them in fireline.
But I can't see a decent way to prohibit this attack somewhere in the qc.

I made it into a running map now after some clipping.
Slowly evolving to the first Chasm look alike.

- Added sounds for Stratos, Spider MonGrunt and Faust.
- Minimazed Faust pain frames from 16 to 8.
- New static for alarm sign.
- Added some teleporing monsters and slipgate.
- repositioned the gun to right side.

chasm_quake_dev2.02 
 
If I may make an suggestion, after you got a few of the monsters perfect, you should insert them into your old maps, like grunt grenading, and release them. 
 
The Stratos no longer kicks me?

It seems that the faust's melee attacks are slower than the mong, they should be the same. 
V2.03 
Here is a better version with a correkted Stratos.
I had all attack scenes wrong. Forget the other version. 
 
Regarding the infighting, Chasm monsters infight in the original, so why would you want to prohibit the attack? 
 
I can make their attacks the same count. For now I feel as if the side routines "looking around" make them slow as it are quiete long frame scenes.
So goes for Faust, although I haven't found out to make it close combat with check_attack. 
 
I think for the lower tier monsters, the melee damage and rate should be close to the Quake knight.

For the higher Tier monster, like Gross, Punisher, lionman, and Viking, their damage should be slightly higher than a death knight. 
 
How do you like the map? 
 
it is a good recreation of a chasm map, but of course stuff like Tormentarium and fourfeather are better 
Map Isn't Finished Yet. 
Coming soon to a retailer near you.

Full feathered mission level editor. 
 
Can you put some grunts and enforcers in there as well to see how they work together? 
 
The chasm rifle is too weak, takes too many hits to kill even a quake grunt 
No Idea 
It is the same code as the normal gun.
Here is some comparisment with the usual Quake enemies.
They all start an infight.

v2.04 
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