Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => The Ultimate Chex Quest => Topic started by: Super Chex on August 05, 2008, 09:46:52 PM

Title: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 05, 2008, 09:46:52 PM
Okay, starting 1-1-2009 I have managed these things:

1) Changed the default red doom-text font with my home-made green slime letters font (based on originals).

2) (Re) Repaired various texture/flat glitches.

3) Added Gzdoom compatability to TUCQ (now embedded in the wad since Boingo isn't working on it anymore).

4) Created 2 new hi-res Chex Quest icons. (I have one of them as my avatar!)

Things I am still doing:

1) I am currently in the production of a Chex Quest Configuration Utility. Compatible with GZDoom, SkullTag, and  Zdoom based engines.

2) I'm going to (if my mappers stop corrupting my maps) put a ramp on E1M1 instead of tho old micro-stairs, with a handrail in the middle. Also I am Considering putting catwalks on the cieling of E1M2.

Any help would/will be greatly appreciated!

Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 05, 2008, 09:55:17 PM
I was wondering when you were gonna do this...

I cant wait for this. This will be pretty good, IMO. And can you host this on something else than you're last one. -_-
And a week...It will come out JUST before I go back to school...so I'll have time to mess with it!

BTW, can you make a video on YouTube, or post more pictures here?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Lucius on August 06, 2008, 06:34:15 PM
Great to hear this. I need to use some of this stuff!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 06, 2008, 09:59:02 PM
Yes...I'd love to play TUCQ in GZDooM using all teh features!

also, HELLO?!?!! DOES ANYONE NOTICE WHATS GOIN ON IN HERE? WE GOT A GZDOOM TUCQ AFTER ALL THESE YEARS! ARENT YOU EXCITED?! LIKE ME?!
...
I guess not. Post a 'YAHOO!!!' if you:
a) read this
b) think this is awesome
c) cant wait for this.

I am all three.

YAHOO!!!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 07, 2008, 12:16:22 PM
YAHOO!

Why was this kept quiet for so long?!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 07, 2008, 03:28:33 PM
w00t (YAHOO!!!)

Hmm, I do think TUCQ in GZDoom would be nice...... :P

DECORATE FTW!!!!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 05:04:06 PM
lol
I hope its a nice, easy, working patch. I bet it is, due to the screenz.

Please, supachex! Get it out soon! I'm dyin to play some of this...
Also, did you fix the 3d floors texture alignment? its kinda off...that and the teleporter floors, the sewer floors, and the lab metal floors. :(
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 07, 2008, 05:09:39 PM
Quotelol
I hope its a nice, easy, working patch. I bet it is, due to the screenz.

Please, supachex! Get it out soon! I'm dyin to play some of this...
Also, did you fix the 3d floors texture alignment? its kinda off...that and the teleporter floors, the sewer floors, and the lab metal floors.

Yep, Totally fixed! Hires variants coming soon!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 05:16:25 PM
O_O Awesome...So you're making Hires too? anyway to hires the flemoids? ;D
That would be awesome, tho...hi res flemoids (DONT MODEL THEM). The only time i'd want models is if they're good ones, and true to the original. I know theres a voxel thing that goes from the sprites to voxels, but I dont think there's a voxel2polygon converter...

Can you post some screens here?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 07, 2008, 05:25:42 PM
Quote from: The Atariangamer of 1993 on August 07, 2008, 05:16:25 PM
O_O Awesome...So you're making Hires too? anyway to hires the flemoids? ;D
That would be awesome, tho...hi res flemoids (DONT MODEL THEM). The only time i'd want models is if they're good ones, and true to the original. I know theres a voxel thing that goes from the sprites to voxels, but I dont think there's a voxel2polygon converter...

Can you post some screens here?

Well, I have a new style of modeling. I simply use the original sprites as my background image, then I model on top of that.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 05:30:55 PM
That is awesome! I could deal with that.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 07, 2008, 05:34:22 PM
One problem with my flemoid models (they don't look that great yet!). :-\... When I animate them (based on other GZDooM model packs) and load them into the game... they... don't... animate! HELP!!! :'(
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 05:45:46 PM
OH NOEZ!!!!

Hmm...what can we do...Well, I guess the instructions wont help...
http://zdoom.org/wiki/MODELDEF

Heres an example...kinda:
http://gzdoom.doomwadstation.com/ccount/click.php?id=51
Its ZanZan, converted to GZDooM from ZDooMGL. It has 3d models as enemies, so take a peek!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 07, 2008, 05:49:35 PM
THNX! I'll try this. If it works, you'll see atleast one 3D flemoid this release!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 06:54:30 PM
IMO, the Flembrane would be good to start with...Its flat, doesnt rotate much, and has simple animation.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Boingo the Clown on August 07, 2008, 10:04:18 PM
Quote from: Super Chex on August 07, 2008, 05:34:22 PM
One problem with my flemoid models (they don't look that great yet!). :-\... When I animate them (based on other GZDooM model packs) and load them into the game... they... don't... animate! HELP!!! :'(

If they are models, then they probably never will look good.

My opinion is that for DooM based games, models may be good for scenery, but sprites still look better for characters.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 07, 2008, 10:18:22 PM
Well, IMO, hes done a good job at converting a few things into models while keeping the cartoon look. Let him try it, and if its not good, we'll ask to remove it. Hes basing the stuff off the sprites anyway, so it should be okay.

However, Superchex, now that there is doubt in your skills, make some hi res sprites of the flemoids (if possible), and put the MODELDEF in, but easy to remove just in case they dont like em.

I'm gonna take this with open arms, especially to the fact that just because DooMers cant get their models right, doesnt mean Questers cant get it right. Plus, who knows! this might just work out.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Boingo the Clown on August 07, 2008, 11:41:32 PM
Point taken.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 12:12:48 AM
My point exactly.

...(it doesnt really fit here, but it sounded cool to say)

I'm gonna post the previous Screens here...its a good thing to do:
(DIALUP BEWARE...Richie, now is a good time to integrate spoilers)

Some water glass models on hires floors with hires textures and old style flag in the background:
(http://chexquest.org/gallery/42_11_06_08_4_25_24.bmp)

A fruitbowl that is stated as work in progress:
(http://chexquest.org/gallery/42_24_07_08_5_20_10.bmp)

Second version of Lamps with 2nd version of flags in the background on hires flats:
(http://chexquest.org/gallery/42_28_07_08_5_02_53.JPG)

Closer shot of second version flags:
(http://chexquest.org/gallery/42_28_07_08_5_05_42.JPG)

New teleporter tube replacement:
(http://chexquest.org/gallery/42_28_07_08_5_06_40.JPG)
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on August 08, 2008, 12:33:38 AM
NO, THE BMP! IT BURNS! IT IS AN ABOMINATION! *wants a restriction on uploading BMP files into the gallery*. They DO look good, however. I like the flags in the third and fourth screenshots more so than the flags in the first two. The bowl of fruit also looks great. I would recommend adding the "H20" logo on the water glasses, though.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 08, 2008, 12:53:47 AM
Why you no like BMPs? They look fine to me.........

Put H2O on the water glasses!!! Hurry!!!!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 01:16:00 AM
Um...hold on:
Quote from: Super Chex
I DID add the H2O sighn... but you have to play to see it.

That was from the comments in the gallery. I guess the sign is on the backside...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on August 08, 2008, 10:48:45 AM
Quote from: mob720 on August 08, 2008, 12:53:47 AM
Why you no like BMPs? They look fine to me.........
Compare the file sizes between the BMP screenshots and the JPG screenshots. It's not the appearance, it's the file sizes. It wrecks havoc on dial-up. If one must preserve the full image quality, then upload them as PNGs.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 11:07:42 AM
Well, they are Portable Network Graphics...And we sure are browsing on a large one.

I said above that spoilers would be good here. Immah send that to richie.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 08, 2008, 05:49:48 PM
If you don't want models you can just delete their coresponding pk3s from the "ChexQuest_HRP_base/patch_pk3s/models/...".

P.S. Check first post. ::)
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 06:09:55 PM
YES!!! IS OUT!
Immah try an play then post mah notes...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 08, 2008, 06:11:04 PM
Um, I can't even play the first level without having an error. Wait, do I have the right GZDoom Version?

I have v1.1.4
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 06:13:49 PM
try to get 1.1.0 or something. 1.1.4 broke TONS of mods and tools...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 08, 2008, 06:15:19 PM
Wait nvm I figured out the problem: I didn't put TUCQ in the TUCQ wads folder. :D

I like!!! Although the flemoids are hard to zorch... I ran out of ammo on the first level. lol

The game is kinda unstable. Several times it's crashed...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 06:39:10 PM
:( I noticed several errors...wanna take a look?

The water glasses seem to have bad clipping with other objects.
the h2o sign is really hard to see...and the cans have no label
I didn't see the hires textures and flats

M2:
There are 2 missing objects in the big room...just infront of the chaingun (using the 3rd difficulty)
the propulsor has a HUGE burn on the wall, and the red fading splat is way too big.


Thats as far as I can go right now. If any of those problems can be fixed by settings being different, please send me your .cfg so I can play right. :) I like what was there and working, tho.

EDIT: its not really even halfway finished...I looked in the pk3s, and some of the stuff he said wasn't in there. Also, some switches in the first episode don't animate, and there is no way to access the 2nd episode unless you go IDCLEV or 'map e2m1'.
IDK. Just work a bit more on it.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Boingo the Clown on August 08, 2008, 10:26:55 PM
Quote from: Manny Cav on August 08, 2008, 12:33:38 AM
NO, THE BMP! IT BURNS! IT IS AN ABOMINATION!

JPEGs an PNGs definitely do take up a lot less space, and are easier to download, especially for slower connections.

What do you think Treebeard?

Quote from: Treebeard
(http://www.willisms.com/archives/treebeard.jpg)

Haroom!

Now don't be hasty.

You must understand that it takes a very long time to download anything in BMP format, and we Ents never download anything unless it is worth taking a very long time.


Well, my recommendation is to please try using a compressed format like JPEG/JPG (smallest file size), or PNG (not as small, but lossless) for posting pics, or at least post via links.  Believe it or not, some people do have slower connections, especially in rural areas where high speed is simply not available.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 10:30:32 PM
...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 08, 2008, 10:46:56 PM
Quote from: [CQ]Demois_Dacote on August 08, 2008, 10:30:32 PM
...

Same. But I seriously lol at that!! Is there anything that's worth downloading that takes several hours or days?

Note to people who have slow connections: get dual core. Then you can do stuff while downloading!!! :P ;D
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 08, 2008, 11:36:22 PM
...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on August 09, 2008, 06:34:43 PM
I just played around with the patch. I have these things to comment on:
That's about it.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 09, 2008, 09:29:08 PM
hmm...mebe the patches are added wrong...immah edit the .bat file just to try something.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 11, 2008, 09:14:39 PM
Heh... I finally release the patch... And I don't compile it correctly. The Hi-Res Stuff was meant to be separate, but I accidentally added them. Also, I screwed up the BAT. All should run now.

P.S. E2 works perfectly on my comp...
P.S.S. Check first post again. It so happens I misread my own to-do list. V2.5 is out, not 2.7! Flemoid models don't work yet so I left them out.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 11, 2008, 11:37:09 PM
Hold on...I noticed nothing different...except the fact that I can see your hi res floors and the new sparkles...what changed?

There are still missing objects on some levels...
The switches dont animate...

But I found out what was wrong with E2...I was using the GZChex version...which blanks E2-4 out.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 14, 2008, 06:01:15 PM
I'm currently working on the locks/switches to try and make them look right.

Fixed all of the rest of the missing objects. (New release in the next few days)

More hi-res stuff, including fixed alpha on the teleporter tubes, and some physics stuff. Also fixed the blood so that when you delete the model, Boingo's
green pool sprite shows instead.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Frizkie on August 14, 2008, 08:14:51 PM
Ugh, I can't figure out how to run it.
Title: GZDooM Patch Progress & Release Thread.
Post by: Batmanifestdestiny on August 14, 2008, 10:55:54 PM
I downloaded the basic thing, and all of the hi-res, but I have no models!  where do I get them?


EDIT:Got it!  THAT PATCH IS AMAZING!!!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 14, 2008, 11:17:40 PM
New release soon? DO WANT NAO! lolz
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Josh on August 15, 2008, 12:35:37 PM
i have a ? how do i play this?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 15, 2008, 12:44:45 PM
Wait, where can i haz modelz?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Josh on August 15, 2008, 12:50:33 PM
how do i set this up?
Title: GZDooM Patch Progress & Release Thread.
Post by: Batmanifestdestiny on August 15, 2008, 03:22:23 PM
Here's what you do:

1. go to superchex's filefront
2.go to THE FIRST PATCH, not the fixed one
3.download the FIRST patch
4.unzip the patch into your GZDooM directory
5.download the fixed patch, and do the same
6.download the hi-res patch and the other thing and do the same
7.run TUCQ.bat
8.play the game and try to ignore the lag.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Josh on August 15, 2008, 03:28:40 PM
Quote from: Batmanifestdestiny on August 15, 2008, 03:22:23 PM
Here's what you do:

1. go to superchex's filefront
2.go to THE FIRST PATCH, not the fixed one
3.download the FIRST patch
4.unzip the patch into your GZDooM directory
5.download the fixed patch, and do the same
6.download the hi-res patch and the other thing and do the same
7.run TUCQ.bat
8.play the game and try to ignore the lag.
hmmm alright thats easy
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 15, 2008, 04:01:31 PM
Quote from: Batmanifestdestiny on August 15, 2008, 03:22:23 PM
Here's what you do:

1. go to superchex's filefront
2.go to THE FIRST PATCH, not the fixed one
3.download the FIRST patch
4.unzip the patch into your GZDooM directory
5.download the fixed patch, and do the same
6.download the hi-res patch and the other thing and do the same
7.run TUCQ.bat
8.play the game and try to ignore the lag.
What lag?  And also, does this have to be in OpenGL for the models to work?
Title: GZDooM Patch Progress & Release Thread.
Post by: Batmanifestdestiny on August 15, 2008, 06:29:16 PM
I'm not sure about the OpenGL question, but what I do know is that (at least with my computer) a good amount of mods lag when you open a door or some flemoids come into view.

I personally always use openGL, but I don't think that it's necesarry.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 15, 2008, 10:19:31 PM
O_o My computer is fine...no lag...but it lags on somethings you've showed me. idk, dood.

I always use OpenGL too...BTW, does it work in software?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 15, 2008, 11:10:17 PM
Aw, the game keeps crashing when I do something. And I don't really see anything hi res. Do I have the right GZDoom or what should it be?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 15, 2008, 11:28:07 PM
Hmm...
IDK. The latest GZDooM is needed...you need the original release and this latest one...then in the folder called "TUCQ wads", you place the CQUESTP2B3.wad, and then run the batfile.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: mob720 on August 15, 2008, 11:33:11 PM
I did that. But the game still crashes when I do stuff like sock a flemmie in the face or pick up an item. Once it errored when I zorched a flemmie and another time it crashed when he got me.

BTW why do I start with 100% health but I looked partially slimed?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Batmanifestdestiny on August 15, 2008, 11:44:02 PM
Quote from: mob720 on August 15, 2008, 11:33:11 PM
BTW why do I start with 100% health but I looked partially slimed?
Because the patch is weird and wants you to be at 200%.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 16, 2008, 05:44:42 PM
None of these problems happen on my computer or any other I've tested this on.

You may have not installed this right. (The 2.5 DL is the only one you really need)

delete the folder called "ChexQuest_HRP_base" and all it's contents.

re unzip the patch zip into the place you keep gzdoom.

do the same with ALL of the other files.(they automatically get dropped into the correct folders)

put ONLY cquestp2b3.wad or any other version into the folder inside ChexQuest_HRP_base called "TUCQ_wads"

run the bat.
Title: GZDooM Patch Progress & Release Thread.
Post by: Batmanifestdestiny on August 16, 2008, 07:11:20 PM
what about the %200?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 16, 2008, 08:15:38 PM
SuperChex, I just decompressed the archive straight into my GZDooM directory, then ran the bat. Then, to update the patch, I did the same for the latest release, ignoring the warnings about replacements.

And the 200% thing is kinda annoying...And why is this happening? if I get 200 percent normally, then pick up a breakfast, do I get 300%?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 18, 2008, 11:57:26 AM
Ah, there we go...didn't put CQP2B3 into TUCQ wads folder, tha's better, but I still think the models only work in OpenGL...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 18, 2008, 05:14:34 PM
Yes. A Quake renderer would be awesome to have (3d in software)...but alas, they dont like it.

Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 18, 2008, 05:50:34 PM
Download the update pack! Contains a new file called "Patch02.pk3" which fixes the health and a problem with non 3D blood. Also, remember to get the fixed models pack, It puts the label back onto the slime repellant and fixes the translucency of the teleporter tubes as well as some mis-scaled models.

Enjoy!

P.S. The new player Classes will be coming out next month or so... AND MULTIPLAYER ITEMS!!!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 18, 2008, 06:36:19 PM
unless I did something wrong, it did nothing...

First run, it gave me errors about the floorblood. I edited the BAT file to load each of the 'patch**.pk3's separately, in order. That worked, and I saw the new slime repel (GJ!). but after switching to the HUD bar, I saw the slimey chexface, and was able to pickup health past 100%, but stopping at 200%. So, not fixed.

I also noticed in the patch02 that you included more skins and such...didn't see em. So, either the patch does nothing, or a BAT upgrade is needed...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: TrueDude on August 18, 2008, 10:59:42 PM
Is it possible that a version of this could be created for the original Chex Quest rather than The Ultimate Chex Quest, then ported to Doomsday? (source port) I've been messing around with that at my brothers house, and it works much smoother than GZdoom.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 18, 2008, 11:11:12 PM
I think jDoom is a whole 'nother level...even though its designed for this stuff, it would require lots of learning on SuperChex's part. But, It should be bug free...especially since MANY model packs are already in existence, and learning would be easier.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 19, 2008, 12:04:59 PM
No.  Please don't.  I don't wish to download a whole nother source port for one frickin' game.  It'll eat up my HD space, and most likely slow down my PC.  No.  I do not like the idea.  GZDoom is my fave.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 19, 2008, 03:24:14 PM
...slam it harder next time.

Plus, he never said to give up on GZDoom, just to try to port to Doomsday. Also, making a full working patch for chex.wad would be better than a half working one for TUCQ...then when you get a full working patch, TUCQ isn't that far away...

...just a thought. and IMO, doing a Doomsday (or maybe risen 3d) port would be MUCH easier, as both of them were designed for that...but again, just a thought.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on August 19, 2008, 03:34:21 PM
Sorry, Atari.  I wasn't trying to slam it.  I was just stating my opinion on the matter.

However, I do think that a port to the original Chex Quest would be nice.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on August 19, 2008, 05:57:29 PM
Quote from: Atariangamer on August 19, 2008, 03:24:14 PM
...slam it harder next time.
Atariangamer, just because someone doesn't agree with you doesn't mean that they're trying to slam you or your ideas. Not everyone here shares the same opinions on everything, and we all bring different ideas to each other and how we think things should be done, but that doesn't mean we're slamming anything. Just something I'd like to note here.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 19, 2008, 11:21:43 PM
If you noticed, it wasn't my idea, it was...True_dude's. Also, by slamming it, I mean just giving it an absolute, no-nonsense NO...just commenting that he did that pretty hard.

Also, has anyone tried this latest release? I wanna know if its just my setup giving me problems...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: The Green Avenger on August 19, 2008, 11:56:41 PM
 downloaded the wholes schmere, but I only get the models for the slime containers.  I thought there were models for water glasses, fruit bowls, and flags if noting else, but they were their old, non-3d selves.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Lucius on August 20, 2008, 12:56:20 AM
I actually prefer sprites myself. However, Super chex's models are of commendable effort as I could never do anything like that myself.

And trust me everyone I've modded for doomsday and risen 3d in the past (for the same reason) and it is true that they are designed for 3d models, but believe me, in the long run you're going to switch back to zdoom. Theres just no comparison and gzdoom already has support for models. So what's the point of a doomsday port. I was making lost city II for doomsday and this was before gzdoom existed. Doomsday just didn't have the right features at all
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 20, 2008, 08:36:32 AM
Did ya...switch? Is there a Lost City II somewhere that we could play? (i'd like to see a doom mod from you...)

But TGA, its really confusing to setup...IMO, it'd be better all in one patch, or a few patches placed in one folder. but alas...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on August 21, 2008, 06:13:58 PM
Ok, first off... STOP messing with my patch! It works fine th way I do it.

What you need:

BOTH the 2.5 (or later) and update packs.

chex.wad renamed to doomu.wad in your gzdoom folder (NOT ChexQuest_HRP_base).

any TUCQ wadfile (put this in the folder called "TUCQ_wads" found in "ChexQuest_HRP_base") no others.

P.S. About the 'Skins': those were an expariment that failed, just ignore them.

P.S.S. About 'missing' models: you probably deleted the old model pk3s, the new pack only contains the slime-repellant, blood, and teleporter tubes. I will post a link to all of my models once their done.
(remember, I didn't mean to release them just yet.)

P.S.S.S. ;D I've almost finished the commonus model! It looks spookily close to the old one. WOOT!!! And I'm working on the cycloptis and biped as well. The 200% health is your ABSOLUTE LIMIT, you could do that in the original ChexQuest from the cereal boxes couldn,t you? if not I could make yet another update pack... :-\
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on August 21, 2008, 10:02:07 PM
I havent messed with it, the only release that worked to your descriptions was 2.7, and none of the other changes since then have worked, no matter which way I slice it...(Not even yours works, AFAIK)

Also, 200% is the ABSOLUTE limit...but you can only go to 100 normaly. Only health bonuses and Soulspheres (breakfasts) can get you past 100. Whats happening is that the engine says we're at half health when we're really at normal health. I shouldn't be able to pick up vegies at 100%+.

and I've set that all up right...it just doesn't seem to reflect your words. :-\
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on September 29, 2008, 06:21:16 PM
Well guys... I guess I should just finish it up, compile it all into one big pk3, then release it...

...I'm almost done with my commonus model! http://files.filefront.com/flemoid+peviewwmv/;11928997;/fileinfo.html (http://files.filefront.com/flemoid+peviewwmv/;11928997;/fileinfo.html)
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on September 29, 2008, 07:12:28 PM
Nice! (I"M BEGGIN YA MODS/ADMINS, NO CLOSE)

I could live with that...and I would rather have one big pk3 than several addon pieces...
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on September 29, 2008, 08:52:01 PM
Quote from: Atariangamer on September 29, 2008, 07:12:28 PM
Nice! (I"M BEGGIN YA MODS/ADMINS, NO CLOSE)
No worries. Fan Projects is exempt from the bumping rule. (http://chexquest.org/index.php?topic=2.0) ;)
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on October 06, 2008, 06:30:30 PM
Heh... I've done the stalactites/mites from e1m5, as well as the minizorcher and phasingzorcher. :). Fixed health! I TESTED IT THIS TIME! Maximum health is now 100%!!!

More Classes: Commonus, Biped, BWA, Cycloptis, Quadrumpus....
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Replica on October 06, 2008, 07:04:15 PM
DANG IT!!!!!!!! Theres no screen shots. :(
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on October 07, 2008, 08:44:05 PM
How 'bout a fun vid?http://files.filefront.com/E1M1wmv/;12003803;/fileinfo.html (http://files.filefront.com/E1M1wmv/;12003803;/fileinfo.html)
This is an OLD video... :(
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Replica on October 07, 2008, 11:55:37 PM
Fine.... but i'm still happy. :D
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on October 08, 2008, 12:00:45 AM
lol

any release date? or is the next release gonna be the final release?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on November 17, 2008, 10:08:11 PM
Quote from: Atariangamer on October 08, 2008, 12:00:45 AM
lol

any release date? or is the next release gonna be the final release?

To answer your first question, it should be around Christmas.
Secondly, there won't be a "final" release until Boingo finnishes up phase 2.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on November 17, 2008, 10:16:14 PM
Around christmas...that works...Nice to see ya again...

Can't wait to see it!
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Super Chex on November 21, 2008, 08:47:38 PM
Please realize that though the patch will be released as a single pk3, the hires stuff will have to be seperate and will have to wait till some time next year.

P.S. I modelled all of the caverns of bazoik props, the spiral lamps, tricerealtops, and a few guns and ammo. ;D
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on November 21, 2008, 09:36:57 PM
I guess we can wait  :'(.... :D

But, man, I'll have to play Hi-Res TUCQ in between studying for my HUGE finals....man...

And, well, I'm not sure if P2 will ever really get finished...when it does, P3'll be easy, we got plenty of great map-makers out there....maybe make TUCQ P2 a community project if Boingo needs help?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Manny Cav on November 21, 2008, 10:39:42 PM
Boingo has pretty much guaranteed that he cannot make maps from scratch, only modify and beautify them. He will most definitely need submissions.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on November 22, 2008, 02:39:13 AM
Hmm...I think Boingo has a few other things hes focusing on than TUCQ XD

I really cant wait...You're models look classic.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on November 22, 2008, 04:37:35 PM
Yah, Boingo's a very creative dude, but it's just....I wish we could have a new release of TUCQ, is all....
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Atariangamer on November 22, 2008, 06:06:09 PM
Well, the main need is DECORATE. If the DEHACKED can be converted to DECORATE, thats a MAJOR help to the project. The mapping and textures aren't to be worried at the moment, as the maps run fine.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on November 23, 2008, 12:41:06 AM
But will that ever happen, or come, or will anymore progress on ANYTHING be made in the next decade?
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: Boingo the Clown on November 28, 2008, 12:27:49 PM
Quote from: Manny Cav on November 21, 2008, 10:39:42 PM
Boingo has pretty much guaranteed that he cannot make maps from scratch, only modify and beautify them. He will most definitely need submissions.

Correct.

Phase II's goal was specifically intended to fix up the existing levels, although E2M2 definitely has to go.
Title: Re: GZDooM Patch Progress & Release Thread.
Post by: ChexCommander on November 28, 2008, 08:18:37 PM
Is Phase II Done?

And can't you just use the new E2M2 from CQ3?