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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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Quasm 
I made some small additions.
- Added Leutenant, Captain and Mincer. Attack scenes may be a bit cluympy.
- Captains attack not finished, double flamemouth attack.
- Altered attack scenes Mong Faust and Stratos.
- Sometimes Faust or Mong won't reply to infight attacks.
- Added the h_head function to them.

The Mincer might be too strong with a lavaball.
And for homing rockets then there's no hiding.

dev2.06 
 
When I tested it, the stratos does not respond to infighting at all, so there are still problem with the infight code.

Why does Mincer have a fireball? It was like a Fiend without jumping.

Can you reinsert the grunts and the enforcer to check infighting.

I saw an alien warrior that do not respond to an alien captain's attack. 
 
The lavaball is useful for when you convert the Gross, because he throws rocks. 
 
Sorry, a small error on my part,

The alien warrior will infight with an alien captaim, but they both won't respond to an attack by the mincer. 
Modding 
I didn't add the ladt monsters to the fight
Qc yet. So they don't in fight well.
Mincer is just a try out. 
 
Now I want to see a mincer and a fiend rip each other to pieces lol 
Go 
 
The mincer's corpse disappears.

The mincer only slashes me with its arms, it doesn't bite me. 
Show A Demo 
That's why it had a lava ball. Monsters start attacking immediately, so as soon it is in sight it uses its first attack. In this case it is bite, but as the distance is too wide it has no effect.
All corpses disappear after death. 
 
I am not talking about that, I understand the first bite has no effect, but when you are close to the mincer, the mincer is suppose to both bite and slash. Right now, it only slashes and never bites. 
 
I loaded up chasm in dosbox, and I just saw a mincer trying to bite me from too far away.

so this:
" In this case it is bite, but as the distance is too wide it has no effect."

is actually normal chasm behavior.

Please re enable the mincer's bite attack. 
@madfox 
"Monsters start attacking immediately, so as soon it is in sight it uses its first attack"

Fiends don't attack when they see the player, they start to run and only attacks if they are close enough. Mincer should do the same. 
 
The Alien warrior is really good tho. Just change the laser to Green and it is done. 
Ai Sir! 
Is that the Leutenant or the TrooperCaptain?
The names are a bit confusing and I never joined the draft so I don't know their ranking.

I made the Mincer more like the rottweiler.
It feels as if the quake monsters are not (am)used with the chasm ones.:P

I'm nudging with rain, but for some reason the link in quakespasm is dead.

dev2.08 
 
The lower ranking one with the single laser.

Also what's the deal with the skeleton? Was there some problem converting that model? 
 
The enforcer can infight with a alien warrior (single laser), perhaps this will offer a clue?

And mincer should not jump. 
 
This new mincer looks too small compared to chasm, and that jumping looks really bad. Please get rid of the jumping. 
Sounds 
The deal with SKelton is that I didn't find a proper code for it like zomby yet.

As the readme "not the slightest idea where to look at" covering the infight.

The skinfile of mincer already looks oversized. Making it bigger will make it worst.

I can't find any chasm monster sounds. 
 
would this help?

https://forum.zdoom.org/viewtopic.php?f=37&t=46824

I think the issue is that the mincer looks too small when compared to the alien warrior 
 
 
Would that Zrift mod have the monster sounds? 
Nope 
It is the same file as chasm ambient sound, only one monsterfile: "phbathit.wav". 
Yes 
Found them, although it are ogg.files. 
 
So regarding the infighting, the copper quake source code cannot help you at all? 
Observer 
When playing quake I never cared for infight, I saw it happen but not as a oppertunity to beat the enenemy.

Do you have some qc knowhow? The compiling files are in the progs directory under chasm_quakeqc.zip.
I could go looking in other code but for now I'm just puzling out how to get the entities going.

Here is the file again with some monstersounds and running mincer. Maybe the infight is now more likely? As far as I can see they kill eachother relating health size.

For example, if stratos has less painframes than a stronger opponent he can still win concerning its repeating attack.

dev2.09 
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