Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => Topic started by: TrueDude on March 17, 2009, 07:53:34 PM

Title: An engine CQ should be ported to
Post by: TrueDude on March 17, 2009, 07:53:34 PM
Chex Quest currently has support in both GZdoom and Skulltag, and finally is getting more attention in the DooM community. But there is one engine I still want to see CQ in...

Doomsday. (aka jDoom)

Doomsday works by replacing everything with hi-resolution graphics, textures, sprites (most of the time replaced with 3D models, updated music, and such, adding a more realistic experience to many DooM-based (And possibly Build-based in the future) games and such.

The engine currently supports Doom, The Ultimate Doom, Doom II, Heretic, Hexen, and many other versions of the previously mentioned. Currently, they're adding Doom 64 ported to the PC, and they're even considering adding Strife.

But, Chex Quest hasn't even been considered yet. Maybe if we got working a version for Chex Quest with the engine, they would notice and put official support in for Chex Quest. I'm not very good at updating textures and the like, but I know a lot of people here are skilled at that, and some people were even working on a version for TUCQ.

Let's see if we can do this too!
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 18, 2009, 08:28:37 AM
While a jChex would be awesome, we'd need several things we dont have right now:

-artist (though maybe Chuck would help)
-modeler (We only have Datra ATM)
-realistic musician (unless strife upgrades to some pro equipment, or drooben makes some)
-coder (which we have noone REMOTELY close to this, unless they've been keeping it a secret)

I've played the CQ wad through plain Doomsday, and it looks nice. Just a bit too dark, and all the good effects are wasted due to bleeding flemoids...

It would be pwnz, but unrealistic at this time. But ya never know, maybe the above people will come out and we'll have a chance.
Title: Re: An engine CQ should be ported to
Post by: Replica on March 18, 2009, 09:43:16 AM
Well, I personally don't likke doomsday, but what ever.

Alright so we could as you said Atarain get those people, but I think you forgeting about all our crew!

-Artist - Do we need an actaul artist? We don't need new textures, we need hich res, and who's better then Lucius?

-Modeler - Yes you did forget about our crew. TGA, Datra, and Super Chex. ;) I'm sure there's more, and maybe Chucker?

-Musics- ...Well... We've got Andrew Benson... maybe, he's left this forum after 1 post basicly, just throughing out ideas though.

-Coder- Again, you forgot about our possy! TMOB and a bunch of unknown named (forgot their name) people know C++. Glassyman is taking a class. (Not sugesting him but...) I think Datra knows it too.
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 18, 2009, 05:14:18 PM
Lucius has made one post in the past 5 months, roughly. If we decided to do a big thing, he might come back and do some work. But he might be doing some IRL stuff and not come at all. (and being an artist helps, ya know)

Datra is the most active. Super Chex did some good work but has dissapeared (again). TGA only attempted something, I never saw him finish it (besides, hes in his senior year preparing for college, I wouldn't put another thing on him just yet)

If Benson could take the time to remix all the CQ music in real instrument MP3 or OGG or FLAC (something), then we'd be good. I would really like Strife, but he's busy IRL and doesn't have the MP3 making capabilities AFAIK.

Datra is taking a class on it, I think. Glassyman...I havent seen him in a GREAT while, so IDK. TMOB I completely forgot about...but IDK if he'd be up to it, OR if jDoom is in C++!

Not forgetting our crew, just tellin what I know.


IT IS A GREAT IDEA. If all of us had the time to come together, it would be perfect, and would be a great emergence into another port. I'm just saying that all of us haven't come together in the past, so why would they now?
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 18, 2009, 05:36:17 PM
I would be willing to help a bit if time permitted.  But I wouldn't be of any help if it is not in C++.
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 18, 2009, 05:39:55 PM
I'm not too good at textures, or 3D models... but I don't really have any 3D modeling programs to mess with anyways... I'm in a class for C++, but I have hardly enough knowledge for anything yet... and I can't do any music... I'm good with sprites, but Doomsday uses 3D models... Pretty much I can't do anything. :(
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 18, 2009, 10:13:00 PM
Dude, Rep, pretty much everyone whom you just named hasn't been here in at least 2 weeks. Besides 'MOB and Datra and mebbe TGA.
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 18, 2009, 10:45:59 PM
TGA is here, just not interactive...ya gotta talk via Skype or Steam.

...

We need an idea bank, a place where you can go and check the requirements for all suggestions for projects and submit your ability to help in that area, but remove it when a few weeks pass of inactivity.
Title: Re: An engine CQ should be ported to
Post by: 75 on March 19, 2009, 12:49:19 AM
I've never tried composing, but I have the equipment to do so

Also, I can capture sound and music from other sources and put it into WAV form fairly easily and with good quality. Idk if that's helpful, but I'm just throwing it out there.

Also, I may be taking something along the lines of C++ , but, since I'm an ME I'm not sure how much

GIMP represents the full spectrum of my visual editing tools, but I'm learning! I'd be more than glad to help if there's anything I can do.

Title: Re: An engine CQ should be ported to
Post by: The Green Avenger on March 19, 2009, 03:55:35 AM
I am far from actually being a modeler.  I just threw a few things together.  Only way I could possibly work on anything like this is if someone else could make/implement textures.

Seriously, people, I'm not that hard to contact.  I'm on Skype and Steam, and both are running constantly as long as my comp is on, which is a pretty good amount of time, generally.

Skype: thegreenavenger8051
Steam: greenavenger8051

Seriously, it isn't that hard.  I don't mind if you randomly drop me a line.  I just really don't have time to check on the entire forum ATM, so you will have to inform me about things I should know.
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 19, 2009, 05:12:28 PM
Ah, I have Steam! I'll catch you sometime. I'll update you with my info via PM.

Hm, composing, even with MIDI, I'm rather a neophyte. I can play music, but composing would require me to climb over the learning curve, which seems rather easy to pick up.

Capturing sound/music is easy enough for anyone with Audacity (is that along what you were thinking, 75?) and can easily be turned into WAV or MP3.

Quote from: 75 on March 19, 2009, 12:49:19 AM
Also, I may be taking something along the lines of C++ , but, since I'm an ME I'm not sure how much

GIMP represents the full spectrum of my visual editing tools, but I'm learning! I'd be more than glad to help if there's anything I can do.

That means that you've got quite a spectrum. GIMP is a very powerful image editing tool, and I've become at least an intermediate at it. Photoshop really only trumps GIMP if you need CMYK for printing mass-production stuff and all that. Of course it's got way more than that, but for free, GIMP is all you need. Anyways, I'm sure I could help as well.

And what do you mean by you being an ME? You've got Vista 64, so it's not Millennium Edition, is it?
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 19, 2009, 06:00:34 PM
I just thought of this: imagine when you get to Caverns of Bazoik, the level has a darker, eerie music and theme, with a dense green fog and dust particles in the air.

That would just be so awesome....
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 19, 2009, 08:02:00 PM
...I think such things are possible with GZDoom...even Legacy with a little bit of work.
Title: Re: An engine CQ should be ported to
Post by: Josh on March 19, 2009, 09:44:22 PM
The fog is a zdoom thing i think.
Title: Re: An engine CQ should be ported to
Post by: The Slimeinator on March 19, 2009, 10:50:41 PM
Fail Legacy only has sector colors.

Zdoom and GZdoom are both far more than capable of it.
Title: Re: An engine CQ should be ported to
Post by: Datra on March 19, 2009, 11:28:22 PM
:o this looks like a cool project. If I do make something then the hardest part for me will be the texturing and exporting. Unfortunately I don't know any C++ (I really wish I do) I don't think I said that I know C++ and seeing as I haven't been here in a few weeks, could someone catch me up as to how that came up.  :)
Title: Re: An engine CQ should be ported to
Post by: 75 on March 20, 2009, 01:49:20 AM
Quote from: ChexCommander on March 19, 2009, 05:12:28 PM
Ah, I have Steam! I'll catch you sometime. I'll update you with my info via PM.

Hm, composing, even with MIDI, I'm rather a neophyte. I can play music, but composing would require me to climb over the learning curve, which seems rather easy to pick up.

Capturing sound/music is easy enough for anyone with Audacity (is that along what you were thinking, 75?) and can easily be turned into WAV or MP3.

Quote from: 75 on March 19, 2009, 12:49:19 AM
Also, I may be taking something along the lines of C++ , but, since I'm an ME I'm not sure how much

GIMP represents the full spectrum of my visual editing tools, but I'm learning! I'd be more than glad to help if there's anything I can do.

That means that you've got quite a spectrum. GIMP is a very powerful image editing tool, and I've become at least an intermediate at it. Photoshop really only trumps GIMP if you need CMYK for printing mass-production stuff and all that. Of course it's got way more than that, but for free, GIMP is all you need. Anyways, I'm sure I could help as well.

And what do you mean by you being an ME? You've got Vista 64, so it's not Millennium Edition, is it?

I'm majoring in Mechanical Engineering. We have to take a few ECE and a CIS course, but that's not a lot. I'm just saying I'll have a bit of experience, but mot much.

That was what I had in mind with audio capture. I was just throwing it out there.

I'm getting better with GIMP. at first it was like it was written in chinese. Now I'm getting used to some of the features. I'm moving along pretty well, but some things like the selection system keep slowing me down. I'll figure it out, though  ;)
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 20, 2009, 04:55:50 PM
Does anyone know how to setup a .pk3 file that works in doomsday? jChex might actually get off the ground soon...
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 20, 2009, 10:49:37 PM
Ah yes, even I'm not good with the selection system.  I also have Photoshop Elements, and I prefer to use that for most of my stuff.  Many times, there is an equal or similar tool in GIMP.  But in PE, you just drag and drop the selection.  Gimp is a bit more complicated.

Mechanical Engineering.  Sweet.

I WISH I knew C++.  I'm prolly gonna have to learn it sometime, but I don't have the time or effort yet to break through that humongous manual for just C alone....geez.
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 21, 2009, 08:24:22 AM
I'm planning on getting alot of computer courses in College...like Computer Science, Programming, and even Game Design (if they have it).
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 21, 2009, 09:53:50 PM
I think it was Cornell that had a Game Design class...I actually know a few people going to Cornell.

I already know most of the stuff in my school's Comp Software and Media Apps class set.
Title: Re: An engine CQ should be ported to
Post by: Replica on March 23, 2009, 09:40:14 AM
Quote from: The Slimeinator on March 19, 2009, 10:50:41 PM
Fail Legacy only has sector colors.

Zdoom and GZdoom are both far more than capable of it.

+1 For slime. XD

Quote from: Datra on March 19, 2009, 11:28:22 PM
:o this looks like a cool project. If I do make something then the hardest part for me will be the texturing and exporting. Unfortunately I don't know any C++ (I really wish I do) I don't think I said that I know C++ and seeing as I haven't been here in a few weeks, could someone catch me up as to how that came up.  :)

ah, sorry, I thought you did.  :-[
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 23, 2009, 09:53:46 AM
Quote from: Replica on March 23, 2009, 09:40:14 AM
Quote from: The Slimeinator on March 19, 2009, 10:50:41 PM
Fail Legacy only has sector colors.
+1 For slime. XD

-1 for both of y'all ><

If you ever looked at the inner workings of xbolt's Newmaps, thats how he made all of his cutscene transitions, with fog. Also, In one of his levels, you are in a canyon, and the lowest parts have some white fog in them.

Quote from: True_Dude on March 20, 2009, 04:55:50 PM
Does anyone know how to setup a .pk3 file that works in doomsday? jChex might actually get off the ground soon...
I've looked inside one, and its all weird. I'd hafta know what does what and why before I could think about making one...check around the newdoom? forums, they have a doomsday forum with some examples (small ones, but probably enough for a learning experience)
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 23, 2009, 10:00:43 AM
Guys, guys.  Let's not go down the path of the last time we talked about porting CQ to another engine.  That almost resulted in a flamewar.
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 23, 2009, 05:20:39 PM
True.  Well at least jDoom is a bit closer than Quake.  ;)

And please, guys.  I'm sick of this whole Legacy vs ZDoom argument.  Get over it.  Two different projects, two different ideas, two different ways of doing things.  I believe Fail was reserved for Forum Games, was it not? Can the sparks, and let's get back to your scheduled discussion.
Title: Re: An engine CQ should be ported to
Post by: brain candy on March 23, 2009, 06:32:26 PM
Quote from: ChexCommander on March 23, 2009, 05:20:39 PM
And please, guys.  I'm sick of this whole Legacy vs ZDoom argument.  Get over it.  Two different projects, two different ideas, two different ways of doing things.  I believe Fail was reserved for Forum Games, was it not? Can the sparks, and let's get back to your scheduled discussion.
QFT. Definitely a good reminder, folks.

As for what is at hand, I don't know if I'll be able to devote all the time that is deserving of this project, but I'm well versed in various computer languages, including C++. I would love to help as much as I am able to. I also play drums, bass, and guitar but have limited recording abilities. Rushnerd might be your man-- he's insanely talented in both creating music and music production. Too bad he keeps disappearing!
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 23, 2009, 09:14:04 PM
Man, between bc, Rush, Me, Strife, and everyone else musical here, we could create a sweet CQ band!  :D
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 23, 2009, 09:20:47 PM
I could probably play keyboard if needed.  I play classical piano.  XD
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 23, 2009, 09:34:48 PM
Hey, me too! Keyboard pals!  I actually play classical, jazz, blues, rock, funk, and anything else I have to play.  But mostly classical, jazz, and rock.
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 23, 2009, 09:36:21 PM
Only problem would be is that we do not have an electronic keyboard, we have a classical piano. XD
Title: Re: An engine CQ should be ported to
Post by: The Slimeinator on March 24, 2009, 07:12:58 PM
I play the classical piano.
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 24, 2009, 07:31:37 PM
Quote from: TheMasterOfBattle on March 23, 2009, 09:36:21 PM
Only problem would be is that we do not have an electronic keyboard, we have a classical piano. XD

Lol, but you can at least play classical and jazz on that.  And Hey Jude and Let It Be and Desperado. XD

Quote from: The Slimeinator on March 24, 2009, 07:12:58 PM
I play the classical piano.
But are you GOOD at it?
Title: Re: An engine CQ should be ported to
Post by: The Slimeinator on March 24, 2009, 07:44:17 PM
Quote from: ChexCommander on March 24, 2009, 07:31:37 PM
Quote from: The Slimeinator on March 24, 2009, 07:12:58 PM
I play the classical piano.
But are you GOOD at it?

Why, yes. Yes I am.
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 24, 2009, 07:51:52 PM
Well whaddya know! So am I!
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 24, 2009, 08:06:12 PM
It has been a while, but I would consider myself good at it.

Regardless, we should probably get back on topic. ;)
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 24, 2009, 11:23:14 PM
You know, maybe we could get Lucius permission to move all of his textures made for TUCQ that also work in Chex Quest.
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 24, 2009, 11:57:10 PM
He has been Away From CQFF for awhile, Lucius...and I only saw about 5 or 6 textures he made. CQ has LOADS more textures than TUCQ, as the latter tried to consolidate the useless extra textures. It would take LOADS to make a good set for CQ1, and then CQ2 wouldn't work in it... :'(
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 28, 2009, 05:24:16 PM
Are we still going to do this?
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 28, 2009, 06:37:02 PM
I'm really doubting it unless we all put a real job into it.
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 28, 2009, 06:41:29 PM
If you think we have the people, start this again more organized.
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 28, 2009, 07:39:11 PM
Well, we might not have enough people, but I'm sure we'll have enough later. I could have this alongside CQR.

I think I'll ask Richie to put up a jChex sub-forum.
Title: Re: An engine CQ should be ported to
Post by: ChexCommander on March 28, 2009, 08:19:54 PM
Hint: Put it in the Early Development/Other Forum.  ;)
Title: Re: An engine CQ should be ported to
Post by: Atariangamer on March 28, 2009, 09:15:47 PM
Thats the place to start organized discussion, and then after a proof of concept or a media release, you'll have evidence for a subforum.
Title: Re: An engine CQ should be ported to
Post by: TrueDude on March 29, 2009, 10:06:28 PM
Alright, I think this can be locked now since there's a new topic.
Title: Re: An engine CQ should be ported to
Post by: TheMasterOfBattle on March 29, 2009, 10:11:33 PM
Okay, I'll lock this and post a link at the end for where the new thread is. ;)

*edit* locked

The continued discussion on this topic can be found here

http://www.chexquest.org/index.php?topic=1530.0