I am not alone in being dismayed at hearing that The Ultimate Chex Quest has been effectively cancelled. It was not suprising news though. Hobby projects of all kinds get put away never to be looked at again, especially ones you've been working on for years and Boingo has worked on Chex Quest longer than anybody. I do not keep up with forum politics and I don't care to hear about them. So please leave commentary on that subject out of this thread. This thread is to give accolades to one of the Doom community's most skilled modders and his excellent creation, The Ultimate Chex Quest.
Lemme start by stating that Chex Quest 3 only exists because of Boingo and The Ultimate Chex Quest. This is for two reasons. Firstly the work he did on improving the original Chex levels was so impressive that it ignited my creativity and got me interested in a game universe I hadn't given a thought to in years. Secondly his compilation of Chex 1 and 2 into a single wad file made including those levels in Chex 3 possible. When we did Chex 2, we were so under the gun with time constraints that we were only concerned with making something quickly and made some bad decisions regarding importing new textures. Thus tons of texture and flat definitions were overwritten, resulting in a real mess if you brought the Chex 2 levels into the Chex 1 wad. Boingo sorted all that out which was not an easy or fast thing to do. Thanks again, Boingo.
Seeing that TUCQ has been cancelled, it has become my desire to cement Boingo's Chex legacy (pun somewhat intended) and bring over much of what he accomplished into Chex Quest 3. Naturally I will add additional level design to Boingo's already significant CQ3 credits. I won't be getting around to this anytime soon, so there will be ample opportunity for him to veto this notion if he so wishes. Since TUCQ was built with Legacy, I won't be able to recreate everything he did to the original levels but I will do my best to approximate them.
Here are some of my favorite elements of The Ultimate Chex Quest:
- The Arboretum: The large window panes really sell the concept of an arboretum and really make me scratch my head and ask, "It's so obvious, why didn't we do that originally?"
- The Diner: This is probably the best example of original level beautification in my opinion. The space feels so much more functional with Boingo's rework of the walls/booths/windows and showcases Boingo's mastery of Legacy's 3D sector feature.
- The Cinema: On Boingo's TUCQ site there was a screenshot of a test environment he was creating for a re-imagined cinema. He also had started at least one thread of proposed improvements to this sub-par level design. I began to agree that the Cinema needed a makeover and took inspiration from what he did when I made the new one for CQ3.
- The Museum: One of our big failings when we made the original levels was not thinking about interior vs. exterior space. Thus throughout Chex 1 and 2, you climb stairs in interior spaces that seemingly don't exist when you look back towards the same area outside. The museum was particularly bad in this regard. When I saw his large exterior walls from the starting courtyard, the level made so much more sense.
Best of luck with whatever projects you are involved with now, Boingo. Thanks for everything you've done to excite Chex Quest fans with your excellent mod.
Boingo cancel TUCQ??? :'( :'( :'(
Well, I guess I'll find out in the cancel thread aye? I love how you planned to move the things from TUCQ into CQ3. There's some many things you can do... and even more with ZDoom! If you need an help, I'll be glad to help you. Or if you make a port to GZDoom, then you'll have all the stuff you need from Legacy. ZDoom has 3D water though! I'd tell you how to do it, but I forget how. :-[ :-[
Amen, Chukker. TUCQ is legendary. I thank Boingo for his hard work, and I wish him only the best. :)
Boingo once stated on the TUCQ website that his main reason for pouring so much time and energy into the game was to help CQ recover from a troubled past. The "first" Chex Quest 3 was pretty much a collection of stolen and retextured levels from other Doom mods, and if that wasn't enough, a company named Scifience compiled Chex Quest 1 and 2 and redistributed them under their name. Both of these situations were sad examples of plagiarism.
However, Boingo was willing to pour so much of his time, energy, and heart into making TUCQ. He effectively brought an old classic into the 21st century while at the same time helping fans of the game come together under one community. I agree completely with what Chukker is saying, and i'm sure I speak for everyone here when I say that we thank you for what you've done, Boingo. Best of luck with your future projects and ambitions! ^_^
I'll say again what I've said several times in the past: TUCQ made CQFF. No ifs, ands, or buts.
I suppose one more pinned thread wouldn't hurt. :)
I give my best regards to Boingo for all the time and effort he put into TUCQ. I know I haven't been around as long as some of the others, but I feel that he departure will mark the end of a legacy. Boingo, if you're reading this, I want you to know that you have my profound thanks for making TUCQ. You will be missed! Goodbye. :'(
It's sad to see one of the first and best come to an end.
Thank you Boingo, for all your hard work. I remember playing TUCQ, the first CQ mod I played, and feeling the joy from being able to look at all the revisions and the combined CQs. It was, and is, truly a great mod. Without you, many of the mods here would not be in existence.
All good things come to an end, I guess. I bid you farewell, Boingo, and happy travels.
His was the first. His is still the best. There is nothing more that I can add to that to elaborate. It simply is so.
I'll second that amen. After xbolt got me introduced to the community, TUCQ was my favorite game. It has to be the best thus far. We've had others come and go, and many releases have done many new things. This, however, is the foundation of all of our work. I've said alot before, and most of y'all know where I stand.
My thoughts on CQ3's future additions would be to upgrade to GZDoom's engine. The only thing that will be lost is software rendering. Legacy is the only engine that has kept good features in software. (there is another one or two, but nothing like Legacy) Adding Boingo's additions will be great. He added so much to CQ in his project its not even funny.
The Ultimate Chex Quest is and always will be the best Chex Quest Mod ever!
Quote from: arch129 on April 29, 2009, 05:01:16 PM
The Ultimate Chex Quest is and always will be the best Chex Quest Mod ever!
Amen.
TUCQ and Chex Quest 3 is what inspired me to even begin making my Chex Quest mod. I loved TUCQ. His additions were truly great. I hate to repeat what others have said but I also would like to wish Boingo the best of luck with whatever he may be working on now.
Without TUCQ, there would have been no Newmaps. In fact, I probably wouldn't be a member here at all. The only reason I joined, was specifically to show off Newmaps.
If only he had released his GZDoom work before he left, though...
What did that GZDoom patch SuperChex released do? Did it just add 3D models to CQ or something or what? Why was it in the TUCQ section?
SuperChex's patch ATTEMPTED to change his custom DEHACKED to DECORATE. (It really didn't do it well)
He also tried some hires textures and 3D models, which had a few flaws.
Well, I'm REALLY REALLY REALLY sad to see you and your project stop here. But who knows? Maybe Some of us here including myself, could man up and pick TUCQ back up and finnish it! I promise that IF I do, I WILL keep true to the original and will not unless by popular vote change the overall style or mapping!
This makes me really sad too. :'( mostly because after all these years it was TUCQ that brought me back to Chex Quest and eventually, to this forum. So I want to thank Boingo for all his hard work and bringing Chex Quest back into my life and I wish you luck in whatever your plans are for the future. And I believe, and I'm sure most if not all of you think so, TUCQ truly IS the ultimate Chex Quest.
P.S.
Quote from: ChexCommander on April 29, 2009, 10:29:27 AM
I bid you farewell, Boingo,
Boingo left!?!?!?
It would be just plain WIN to see TUCQ incorporated into CQ 3. I suggest upgrading to GZdoom to get all the features of TUCQ replicated in CQ 3, but, that's just me. :-\
If they could accurately emulate Software mode with 3d features...PWNZ.
I kinda like the old style feel of ZDoom's renderer, and with GZDooM, that look takes a good bit to accomplish (and dont say to lower the resolution and all the settings...that just makes it look bad XD)
but I would be onboard with a GZD version.
Hey, a TUCQ-CQ3 CheesyDoom merger would be fine with me.
Quote from: Datra on May 02, 2009, 11:41:18 PM
P.S. Quote from: ChexCommander on April 29, 2009, 10:29:27 AM
I bid you farewell, Boingo,
Boingo left!?!?!?
If you'll check Boingo's profile, the avatar now says "N/A" and below it he says "Not Available."
You never know... He could eventually turn up with a new version.
Quote from: ChexCommander on May 03, 2009, 06:48:52 PM
Hey, a TUCQ-CQ3 GZDoom merger would be fine with me.
Quote from: Datra on May 02, 2009, 11:41:18 PM
P.S. Quote from: ChexCommander on April 29, 2009, 10:29:27 AM
I bid you farewell, Boingo,
Boingo left!?!?!?
If you'll check Boingo's profile, the avatar now says "N/A" and below it he says "Not Available."
Fixed.
Quote from: True_Dude on May 03, 2009, 07:02:59 PM
You never know... He could eventually turn up with a new version.
Highly unlikely.
Slime, what problem do you have with me calling it what the Xbolt family calls it? XD
GZdoom is too awesome to be mocked.
Anyway, I would definitely like to see this happen. ;D It would be most excellent.
Quote from: The Slimeinator on May 03, 2009, 07:05:08 PM
Quote from: ChexCommander on May 03, 2009, 06:48:52 PM
Hey, a TUCQ-CQ3 GZDoom merger would be fine with me.
Quote from: Datra on May 02, 2009, 11:41:18 PM
P.S. Quote from: ChexCommander on April 29, 2009, 10:29:27 AM
I bid you farewell, Boingo,
Boingo left!?!?!?
If you'll check Boingo's profile, the avatar now says "N/A" and below it he says "Not Available."
Fixed.
WHAT!! now I'm really sad.
There was other stuff there, I'll wager. He didn't just up and quit Chex Quest for no reason.
BTW, slime...thats not mockery...
Its Mock 2: the speed of stupid!
Quote from: The Slimeinator on May 03, 2009, 07:08:27 PM
CheezayDoom is too awesome to be mocked.
I beg to differ. ;)
Quote from: The Slimeinator on May 03, 2009, 10:07:50 AM
It would be just plain WIN to see TUCQ incorporated into CQ 3. I suggest upgrading to GZdoom to get all the features of TUCQ replicated in CQ 3, but, that's just me. :-\
ZDoom would be easier, though, since the stand-alone Chex Quest 3 engine is ZDoom, and porting all of the changes to GZDoom would be extra work. Unless ZDoom can't do overlapping sectors, something that was used extensively in TUCQ, Chukker will have no problems beautifying the levels.
Chukker also mentioned on a few occasions having monitor issues with GZDoom, likely an OpenGL issue.
ZDooM cant do it TRUE 3D. There are, however, plenty of tricks to make it seem like that. but since there are so many of them, GZDoom seems to be imminent.
But I thought that Chukker didn't do much source editing, mainly just the PK3 edits.
Hmm. Then GZDoom is likely the way to go. Chukker will have to port the source changes over to GZDoom in order to make a higher-quality product.
GZDoom has full compatibility for CQ3 Manny. ;)
I know that. But see, Chukker's custom engine is based off of the ZDoom source, not the GZDoom source. He'd have to take the changes he made to the ZDoom source and manually port them over to GZDoom (unless there's some automatic option that I'm not aware of).
... No, Graf had already done that. All chukker would need to do is rename the engine.
Quote from: Atariangamer on May 03, 2009, 08:03:12 PM
There was other stuff there, I'll wager. He didn't just up and quit Chex Quest for no reason.
Well, my post and the history of CQFF list a couple reasons that could've caused it.
I'm ready for anything new in the world of CQ. Shoot for the stars.
Personally I have no desire to go to GZDoom. I like the retro appearance of ZDoom. The pixelated graphics and obnoxious rotating sprites are part of the charm of Doom and its derivatives. I think when you start putting features like hardware-accelerated rendering, 3D model support, 24-bit textures and such to Doom, you are adding all the features of modern engines but suffer from having to use archiac tools and sector-based level design. I think at that point you should just upgrade to something else. I think a Chex-themed modern FPS could be pulled off if you found an acceptable toon shader. Sort of how Team Fortress 2 looks, but taken even further.
Oh man, that would be sweet! If Wiweeyum added a cartoon shader, VioFlem would own! :)
That's very true, Chukker. It's like you're trying to make a modern game, but the limitations of the original game hold you back. Using ZDoom kinda keeps the original feel of CQ, but allows you to add new ideas to it. So hey, I don't care what happens as long as something happens. Go for it. :)
Like I said before, ZDoom over GZDoom is quite fine with me.
I'd plug Legacy with its ability to do Software 3D rendering, but it seems that is not good enough.
However...you have at least 2 people good at Fragglescripting and one at Legacy mapping...
If you'll recall, Legacy was quite a roadblock for Chex Quest 3. Details can be found in the conversation here (http://www.chexquest.org/index.php?topic=509.msg18022#msg18022). If Chukker were to run to Legacy, the whole Chex Quest 3 source, WAD, and everything would have to be ported.
You cannot port CQ3's decorate things to Legacy. (With Dehacked... but that's a little hard core.)
Maybe we could fix the bug, and y'all know Xbolt knows DEHACKED...It would take some work, but it would be doable.
Mainly the only thing I dislike about Legacy is the way you run it. You have to open up the box, select the IWAD, go to Single Map, choose the Map and stuff, and it takes forever sometimes. And I hate having to press End Game when I want a new episode. G/ZDoom just seems so much easier with drag-and-drop.
Part of me just died.
I need to check back here more often.
Quote from: Atariangamer on May 05, 2009, 02:33:50 PM
Maybe we could fix the bug, and y'all know Xbolt knows DEHACKED...It would take some work, but it would be doable.
Then we'd have to tell the folks at Legacy that they need to add Chex Quest 3 support to their engine, and that the folks at ZDoom/GZDoom wasted their time putting Chex Quest 3 support into their engines. My point: The Chex Quest 3 support is already built right into ZDoom and GZDoom. It would be silly to go anywhere else. Besides, ZDoom, should Chukker choose not to go the route of GZDoom (and he implied he won't), still offers plenty of space to beautify and touch up levels. Word on the street is that Knee-Deep in ZDoom is a knock-out mod.
EDIT: Wait a minute:
Quote from: Chukker on May 04, 2009, 01:28:51 PM
Personally I have no desire to go to GZDoom. I like the retro appearance of ZDoom. The pixelated graphics and obnoxious rotating sprites are part of the charm of Doom and its derivatives. I think when you start putting features like hardware-accelerated rendering, 3D model support, 24-bit textures and such to Doom, you are adding all the features of modern engines but suffer from having to use archiac tools and sector-based level design. I think at that point you should just upgrade to something else. I think a Chex-themed modern FPS could be pulled off if you found an acceptable toon shader. Sort of how Team Fortress 2 looks, but taken even further.
You don't have to choose OpenGL (a common hardware render) in the graphics options, nor do you have to add models or high-quality textures. You could just use the GZDoom features that allow you to use 3D sectors and other things so you could port over TUCQ's changes more easily.
I still have yet to play that due to my procrastination of downloading something with that file size.
Stay away from Legacy. FAR AWAY. You would never possibly be able to put all the Chex Quest 3 stuff into Legacy, even with DeHackEd.
I reckon Slime would know, seeing as his first mod used Legacy and he soon switched over. Now he's got like 6 mods going in GZDoom. ;D
Quote from: The Slimeinator on May 05, 2009, 05:27:06 PM
Stay away from Legacy. FAR AWAY. You would never possibly be able to put all the Chex Quest 3 stuff into Legacy, even with DeHackEd.
You know, Legacy is a lot better than you people give it credit for. In all honesty, I like it better than CheezyDoom.
I'm not saying Legacy is bad, but that it's bad for this situation. Chex Quest 3 has already been made for ZDoom. It has a custom ZDoom engine. Chex Quest 3 IWAD support has already been built into the ZDoom and GZDoom ports themselves. Legacy nearly fragged Chex Quest 3 with the dreaded E1M5 bug. Therefore, I think that holding with the current source port (or advancing to GZDoom, but Chukker has already stated he has no desire to up from ZDoom to GZDoom) is the best course of action.
I wasn't saying to move CQ3 to Legacy, I know there's little point in doing that.
I'm saying that I don't like people dissing Legacy when it's a fine port in its own right. (Look at what I got Newmaps to do, or any of the other great Legacy WADs I can name.)
Well, I think it has a good point or two, but let's not turn this into a GZDoom vs. Legacy topic. The people here easily get riled up for some strange reason when that gets brought up. We're discussing and appreciating the discontinued TUCQ, and discussing the future of Chex Quest 3.
Manny's taken charge! O_o (Sorry, I'm just being stupid if that annoys you Manny.)
IDK, I think it'll get stuck at E2M1's cafe. You could make a bunch of linedefs to make the diner seats (The stools, not the seats, well they are seats... Any way the seats that were originally there.) Have the 20 thousand (Not actually 20 thou, I know some of you would think that) be filled with both sided middle texture that would be the black seat part from the sprite.
Quote from: xbolt on May 05, 2009, 10:06:16 PM
Quote from: The Slimeinator on May 05, 2009, 05:27:06 PM
Stay away from Legacy. FAR AWAY. You would never possibly be able to put all the Chex Quest 3 stuff into Legacy, even with DeHackEd.
You know, Legacy is a lot better than you people give it credit for. In all honesty, I like it better than CheezyDoom.
Oh, I've got no problem with it, and it does seem quite classic to me, but I just hate the interface, is all. And usability/style are two things you have to consider in a program. Consider the popularity of Macs, for example.
Okay, back on topic...what would be the first thing to be changed to help make "CQ3: TUCQ Expanded Edition?" ;D
Actually, I had PMed Chukker some of my idea. He said he's working on something else that's consuming his time, but he'll get back to CQ3 when that's out of his way. Any way, most of the add-ons are legacy specific.
"Most of the add-ons are legacy specific"? What are you referring to? ???
Well, the main thing I'd say is 3D floors. (I'm not saying 3D floors are only in Legacy.) I'm saying that CQ3 doesn't have some powers as legacy.
My intent is primarily to incorporate more of the big-picture improvements and ideas, not necessarily all of the specific 3D sector details in the entire project. The complex 3D sector base plates and crown moldings used throughout the landing zone for example seem like tons of work for not much visual impact. There are curvy doorframes added in places that seem like more work than they are worth. On the other hand adding the windows to the arboretum, the exterior of the museum and the control tower to the spaceport are big impact improvements which can be implemented in any of the ports.
Quote from: Replica on May 06, 2009, 07:46:47 PM
Well, the main thing I'd say is 3D floors. (I'm not saying 3D floors are only in Legacy.) I'm saying that CQ3 doesn't have some powers as legacy.
Ah. You are referring to the TUCQ features.
Quote from: Chukker on May 06, 2009, 07:56:39 PM
My intent is primarily to incorporate more of the big-picture improvements and ideas, not necessarily all of the specific 3D sector details in the entire project. The complex 3D sector base plates and crown moldings used throughout the landing zone for example seem like tons of work for not much visual impact. There are curvy doorframes added in places that seem like more work than they are worth. On the other hand adding the windows to the arboretum, the exterior of the museum and the control tower to the spaceport are big impact improvements which can be implemented in any of the ports.
It's those small visual impacts that add up, though. All of those little things added up to make TUCQ a great mod.
The complex molding on the walls isn't that hard to attain...You dont get the exact same detail, but you can add a jutted out bottom and top aligned to the texture to give it a little depth. Not exactly TUCQ, but in the same idea (just a little more detail)
The windows in E1M4 (and even the beams) can be done...except for the top ones. Since you dont have transparent 3d floors, it would hafta be via some other method. but even side windows would be better.
The stools need some work in E2M1. They seem too high in their sprite form, but if you shorten them, you'd hafta shorten their bounding box. (though this doesn't matter if you keep the old style control scheme NO JUMPING!) and the tables can be done with the bridge things and some clever mapping with middle textures (though it will look nothing like TUCQ)
Actually, there is a project called KDiKDiZD, which aims to port Knee-Deep in ZDoom to the original doom2 engine. They have some convincing 3d effects created using glitches that over draws a visplane, then cuts it short to fit the desired area. if you dont look up and down, the effect holds...however, I have NO idea how this happens or how to create it...and actually I think the project is dead...
Gzdoom DOES have overlapping sectors. I managed to make an almost photo-real 4-story building in gzdoom.
Quote from: Atariangamer on May 06, 2009, 08:45:41 PM
The complex molding on the walls isn't that hard to attain...You dont get the exact same detail, but you can add a jutted out bottom and top aligned to the texture to give it a little depth. Not exactly TUCQ, but in the same idea (just a little more detail)
The windows in E1M4 (and even the beams) can be done...except for the top ones. Since you dont have transparent 3d floors, it would hafta be via some other method. but even side windows would be better.
The stools need some work in E2M1. They seem too high in their sprite form, but if you shorten them, you'd hafta shorten their bounding box. (though this doesn't matter if you keep the old style control scheme NO JUMPING!) and the tables can be done with the bridge things and some clever mapping with middle textures (though it will look nothing like TUCQ)
Actually, there is a project called KDiKDiZD, which aims to port Knee-Deep in ZDoom to the original doom2 engine. They have some convincing 3d effects created using glitches that over draws a visplane, then cuts it short to fit the desired area. if you dont look up and down, the effect holds...however, I have NO idea how this happens or how to create it...and actually I think the project is dead...
Why do that? GZDoom fully supports legacy style 3d sectors (with overlapping!) . There's no need to remap all of TUCQ over again!
Actually, Chukker has stated that he doesn't wish to switch to GZDoom, but continue to use ZDoom (without the G). The question is not if GZDoom has overlapping sectors, but if ZDoom does.
No, but it has a fake way to do so! One that requires two "Things".
Wait, I think I know where replica is going...Polyobjects. If so, I'm not sure that it would handle that many so well...but if not, then i'm wondering...
EDIT: if you're talkin about Stacked Sectors (http://zdoom.org/wiki/Stacked_sectors), it wont work.
this is one of those tricks I was talking about, about extending a visplane and cutting it out, but this one has objects to make it happen deliberately. and evidence against using it =
Quote from: ZDoom Wiki
It's best to use them sparingly and not attempt to use them as often as, for instance, Legacy's 3D floors (which are not a portal trick).
And I'd like to see how it looks, actually. but I dont get the method :\
I was thinking this could be used for the City streets.
oh, the tables? maybe, maybe...
I like city levels. Changes to the City level would be nice.
Super Chex, nice avatar!
wait, tables? He said City Streets (E2M4)...but where? There's only 2 places that had major improvements with 3d floor over floor, and that was the slime pit and the bridge to the red key. But those could be done w/o. The major need would be the tables in E2M1. The rest can be achieved, though in a slightly watered down fashion, with simple tricks that could be done in the original EXE.
.... No, they cannot be.
I find your lack of faith disturbing.
The molding, as I said earlier, cant be done in full Legacy detail, its too much. You can do a simple extra sector around the wall and raise the floor and lower the ceiling so that you have a little relief to distinguish between them.
The windows in E1M4 cant be achieved on the ceiling, but if you leave it open, why not make it all open, zero windows? That'll be for Chukker to decide.
E2M1's tables can be done with your stacked sectors thing, especially since its one map in little usage. The things in the skybox can be greatly improved, even having ships fly over (though since everyone is slimed, it makes no sense)
E2M4's 3d effects were rather large, so I'm not so sure they can be simulated. All obvious options won't look so good for professional use.
I'm not sure episode 3 needs 3d sectors, but if Chukker wants good looking stuff, he could find out how to do it.
...The molding? What molding are you referring to? You mean all the detail to the bridge like thing on E2M4? That's really possible to do, I'm not sure why you're against the stacking floors thing.
With the stacking sectors they can be. When the bottom and top of the two sectors are over lapping, it makes it transparent. :P If he doesn't what to do that, he could always make a new flat that space with a white line through it.
The thing in TUCQ wasn't a sky box, he made a sector around (I mean huge sector) the whole map, and then built the buildings in that. I agree, the tables can be done like that. So can the stools.
Quote from: ChexCommander on May 08, 2009, 06:39:57 PM
I like city levels. Changes to the City level would be nice.
Super Chex, nice avatar!
LoL! Thanks! I made it myself using GIMP. I also did a remake of the original chex quest icon.
Quote from: Atariangamer on May 09, 2009, 04:14:11 PM
I find your lack of faith disturbing.
The molding, as I said earlier, cant be done in full Legacy detail, its too much. You can do a simple extra sector around the wall and raise the floor and lower the ceiling so that you have a little relief to distinguish between them.
The windows in E1M4 cant be achieved on the ceiling, but if you leave it open, why not make it all open, zero windows? That'll be for Chukker to decide.
E2M1's tables can be done with your stacked sectors thing, especially since its one map in little usage. The things in the skybox can be greatly improved, even having ships fly over (though since everyone is slimed, it makes no sense)
E2M4's 3d effects were rather large, so I'm not so sure they can be simulated. All obvious options won't look so good for professional use.
I'm not sure episode 3 needs 3d sectors, but if Chukker wants good looking stuff, he could find out how to do it.
Actually, you CAN do the cieling glass. Simply create a slightly opaque plane portal with the secondary sector having the F_SKY1 flat on it.
As for the bridge on E2M4 you could make some short textures and put use them as middle textures in a grid-like pattern. then you make the outside lines impassible and put bridge objects inside your bridges "floor".
OH CRAP!!! I accidentally double posted!
Quote from: Super Chex on May 10, 2009, 05:03:39 PM
Actually, you CAN do the cieling[sic] glass. Simply create a slightly opaque plane portal with the secondary sector having the F_SKY1 flat on it.
So 'plane portal' is the correct term? and how on earth do you create slightly opaque ones? (other than a grid of grey and transparent pixels)
Quote from: Super Chex on May 10, 2009, 05:03:39 PM
As for the bridge on E2M4 you could make some short textures and put use them as middle textures in a grid-like pattern. then you make the outside lines impassible and put bridge objects inside your bridges "floor".
But this looks kinda bad. what type of bridge has holes in it? I know usually it wouldn't matter, but I think its kind of a cheap trick not suited for a detail oriented game, IMHO.
My two cents.
When the TUCQ detailing reaches the point to where we have to use "gimmicks," abuse glitches, etc., instead of using actual features, I think it stops being worth it at that point.
Quote from: Atariangamer on May 10, 2009, 08:02:01 PM
Quote from: Super Chex on May 10, 2009, 05:03:39 PM
Actually, you CAN do the cieling[sic] glass. Simply create a slightly opaque plane portal with the secondary sector having the F_SKY1 flat on it.
So 'plane portal' is the correct term? and how on earth do you create slightly opaque ones? (other than a grid of grey and transparent pixels)
Quote from: Super Chex on May 10, 2009, 05:03:39 PM
As for the bridge on E2M4 you could make some short textures and put use them as middle textures in a grid-like pattern. then you make the outside lines impassible and put bridge objects inside your bridges "floor".
But this looks kinda bad. what type of bridge has holes in it? I know usually it wouldn't matter, but I think its kind of a cheap trick not suited for a detail oriented game, IMHO.
There is a plane portal (or something like that) go to the zdoom wiki.
This is the first version which includes some Ultimate Chex Quest design changes incorporated. I also added the Deathmatch locations, but don't expect them to play well. They were never designed with deathmatch in mind.
Version 1.3 changes
- Select TUCQ textures and details have been added to E1M1, E1M3, E1M4, E2M1, E2M3 and E2M4
- Added white particle fountains to transporters
- Tweaked the offsets of HUD key graphics
- Made hidden tunnel with the bootspork a secret area in E1M5
- Fixed missing diner chef prop in E2M1
- Blocked a tunnel in E2M5 that allowed you to complete the mission without the blue key
- Made the elevator near the armor secret in E3M2 more user-friendly
- New slimey character set for the shell screens
- Added IFOG sprites for respawning MP items
- All maps have been given 8 deathmatch start locations
- New textures and details added throughout
- Credited Manny Cav for Quality Assurance
WOOT! *downloads*
Diner Chef FTW
Wowzza! Another epic update! ^^
* Things I love about version 1.3 *
-E1M4's new windows
-Animated Lights
-E2M1's bigger exterior area
-E2M1's Diner
-E2M3's bigger exterior area
-E2M3's hedge maze
-The Chef Returns! ^^
I'll be sure to download this later.
I hereby dub this update as "Chex Quest 3 v1.3: Return of the Chef"
Sweetness! CQ1 has TUCQ updates, and is deathmatch compatible! Yay! :)
very nice!
I like! however, it crashed at the end of E1M4 for me... hrm...
Thank you, Chukker, for your recent work for the Chex Quest fan community, and for allowing me to contribute. Now, on to preliminary business.
First, I noticed that the shortcut doors in E1M1 are brown instead of the usual shade of red. They don't really look all that good in my honest opinion.
Second, the E1M4 revisions are awesome! The blue sky looks a little too funky, but that's alright.
Third, I noticed the cook was back in E2M1. He's not the animated cook I was hoping for, but there's nothing wrong with the current one. ;) I also like the other E2M1 revisions. Great work!
I'll post my other thoughts here that aren't really bug reports.
I noticed a good few...mostly textures.
and I think the 'blue' sky is actually just blue glass...OR fake 3D water which would explain why its blue!
I actually liked the brown doors. They added a flare of variety into all those red doors.
Great work! I love the additions!
The blue glass is a feature of using stacked sectors that allows you to assign an amount of translucency to the flat which is the ceiling of the lower sector. Does anyone know if there is a way in ZDoom to get the same effect on a linedef? Ideally I want both the ceiling and wall glass to have the same visual effect.
Quote from: Atariangamer on June 13, 2009, 09:00:31 PM
and I think the 'blue' sky is actually just blue glass...OR fake 3D water which would explain why its blue!
That's what I meant. ;) The blue glass created a blue sky.
Quote from: ChexCommander on June 13, 2009, 09:06:49 PM
I actually liked the brown doors. They added a flare of variety into all those red doors.
It just seems like the Doom palette conversion wasn't as friendly on the brown doors as it was on the red ones, and they don't seem to zoom out as well as the others because of that. OpenGL would fix that last problem, but of course, ZDoom doesn't have that, and that really wouldn't be a solution, anyway.
so, er, where do I download this latest version?
Same place as always. Chukker updates his link.
http://www.chucktropolis.com/downloads/ChexQuest3.zip
Quote from: Chukker on June 13, 2009, 10:29:35 PM
Does anyone know if there is a way in ZDoom to get the same effect on a linedef? Ideally I want both the ceiling and wall glass to have the same visual effect.
I have used transparent lines in GZDooM about a billion times already, but I'm not sure if you can do that in ZDoom.
Try Action 208 Translucent Line.
Yes, you can do that in ZDoom, just as you said.
Quote from: arch129 on June 14, 2009, 12:26:09 PM
I have used transparent lines in GZDooM about a billion times already, but I'm not sure if you can do that in ZDoom.
Try Action 208 Translucent Line.
Yeah, that totally worked. Thanks for the tip!
Quote from: Chukker on June 14, 2009, 01:37:56 PM
Yeah, that totally worked. Thanks for the tip!
I can't wait to see the wall with the new transparent windows. ^^
I have a question about something I found in various Chex Quest 3 materials. in the Chex Quest Doom Builder configuration files and in other places in chex3.wad, I see references to an actor called "FlemoidusCommonusV3." What is this actor, and what purpose does it serve?
It's the Commonus actor within the Chex Quest 3 wad.
If that's the case, then why isn't there a BipedicusV3, CycloptisV3, etc.?
Because of the names of the internal actors of the Zdoom/GZdoom CQ compatibility... I think. :)
That is actually something Graf did when he made the decorate changes from my first release of CQ3, which had the definitions inside of zdoom.pk3. ZDoom differentiates the chex1 and chex3 versions because of a difference in their sound definitions I believe.
I'm still puzzled why there isn't such a version of the Bipedicus or other similar Flemoids.
Amen =:-) Version 1.3 and still moving right along! Good way to conclude a hard working Monday.
I rise my glass to Mr. Jacobi, the CQ fans, and especially the restored chef in the first stage of episode 2. The other changes are nice too.
Quote from: Lee-king on June 15, 2009, 11:58:16 PM
Amen =:-) Version 1.3 and still moving right along! Good way to conclude a hard working Monday.
I rise my glass to Mr. Jacobi, the CQ fans, and especially the restored chef in the first stage of episode 2. The other changes are nice too.
Hear, hear. *raises glass*
I think it would be better if the chef was slimed, instead of standing there and smiling. He just looks so out of place!
He looks more distressed to me. It looks like he's staring at his spoon to me.
Quote from: The Slimeinator on June 16, 2009, 03:05:21 PM
He looks more distressed to me. It looks like he's staring at his spoon to me.
Maybe it's his bootspoon...
That just reminded me.....the Chef would be a totally awesome Skulltag skin. If only we had sprites...
Chef Quest!
:facepalm:
any ideas to what comes next? a fix to the building on E2M3 would be nice...as it is an EPIC addition
Quote from: Atariangamer on June 16, 2009, 08:29:41 PM
a fix to the building on E2M3 would be nice...as it is an EPIC addition
I don't see a problem with it. o_o
Quote from: arch129 on June 16, 2009, 10:07:55 PM
Quote from: Atariangamer on June 16, 2009, 08:29:41 PM
a fix to the building on E2M3 would be nice...as it is an EPIC addition
I don't see a problem with it. o_o
I posted the bug in the Tech Support topic. If you view it at a long distance [the end of the level outside of the maze is a great place to do so], the renderer makes the building "warp" around.
Ah, the rounded observation deck in E1M1. Epic.
Quote from: Manny Cav on June 17, 2009, 08:56:03 AM
Quote from: arch129 on June 16, 2009, 10:07:55 PM
Quote from: Atariangamer on June 16, 2009, 08:29:41 PM
a fix to the building on E2M3 would be nice...as it is an EPIC addition
I don't see a problem with it. o_o
I posted the bug in the Tech Support topic. If you view it at a long distance [the end of the level outside of the maze is a great place to do so], the renderer makes the building "warp" around.
What do you mean "Warp"? Does the building get distorted? If so, then this is probably a Zdoom software render, you should play it in GZDoom if you don't like it. :P
i think its an LOD thing...you're so far away, its trying to render it not as important, but it looks weird...
Quote from: Replica on June 19, 2009, 07:18:11 AM
Quote from: Manny Cav on June 17, 2009, 08:56:03 AM
Quote from: arch129 on June 16, 2009, 10:07:55 PM
Quote from: Atariangamer on June 16, 2009, 08:29:41 PM
a fix to the building on E2M3 would be nice...as it is an EPIC addition
I don't see a problem with it. o_o
I posted the bug in the Tech Support topic. If you view it at a long distance [the end of the level outside of the maze is a great place to do so], the renderer makes the building "warp" around.
What do you mean "Warp"? Does the building get distorted? If so, then this is probably a Zdoom software render, you should play it in GZDoom if you don't like it. :P
The game needs to work with the EXE provided.
*Cough* Chukker isn't a programmer *cough* (Or, at least I don't think he knows how to change the rendering!)
I never suggested that. I'm thinking he may need to alter the building somehow. Maybe monkey with the distance, the size, texturing, anything to see if the problem can be fixed. The warping seems to occur only when it's viewed at a certain distance, so the distance is the first thing I would check out.
I tried fooling with that particular error for a bit. It's unfortunately a known bug when viewing into stacked sectors from a great distance with ZDoom/GZDoom. The error occurs with those exes as well. I was able to avoid similiar problems with E2M1 by adding extra turns in the hallways before you look into the stacked sector, but the hedge maze would take some significant redesign to fix the issue. I really want to keep the visible exterior of the museum in the level as well as allowing the player to see the maze from above, so I might have to live with this particular bug.
i'm wondering...is the outside all one big sector (or at least connected?) if so, you might could do something about building the outside sector into the building instead of making tricks with it...
or maybe...if you could make a custom skybox, and have it line up with the map...
I'm not sure what you guys are talking about, which building is warped?
In E2M3, the Museum. He added a faux front to the building. if you go to the right at the beginning, you can see straight through to the maze. once you get to the maze, the building doesn't render right if you look at it.
That? That's not really a big deal that you guys are making it to be. Why is it even a stacked sector anyway?
Here's a screenshot of the building. (http://chexquest.org/gallery/7_19_06_09_12_35_02.png) After looking at it some, the best solution would likely be to either make the outside building less tall, or to put a ceiling and roof in the final maze, since the rendering error can only be witnessed from within the end of the maze.
I suggest faking the walls, making them ceilings that fall to the ground, instead of stacked sectors.
There's no problem with the stacked sectors.
The problem is that you are all playing in GZDoom, the stacked sectors don't work that well in GZDoom, in ZDoom or Chex3.exe the building looks right.
Try it for your self.
...
...
...
I'm playing CQ3's engine. ;)
Well in GZDoom it looks horrible up close, but In the chex3.wad the building looks fine up close.
I never tried looking at it from that distance before in chex3.exe before.
Quote from: arch129 on June 19, 2009, 05:20:02 PM
Well in GZDoom it looks horrible up close, but In the chex3.wad the building looks fine up close.
I never tried looking at it from that distance before in chex3.exe before.
That's exactly the problem we've been talking about. The building warps at a distance. Check my screenshot to see what distance.
By the way, I always use chex3.exe, for my screenshots, bug reports, general play-through, and everything else.
Quote from: Manny Cav on June 19, 2009, 05:22:18 PM
Quote from: arch129 on June 19, 2009, 05:20:02 PM
Well in GZDoom it looks horrible up close, but In the chex3.wad the building looks fine up close.
I never tried looking at it from that distance before in chex3.exe before.
That's exactly the problem we've been talking about. The building warps at a distance. Check my screenshot to see what distance.
By the way, I always use chex3.exe, for my screenshots, bug reports, general play-through, and everything else.
I see the problem now.
My suggestion is let this alone till an engine like ZDoom finds a solution to this bug 'cause I don't want the building to be changed of how awesome it looks with the stacked sector.
The faux building can't be moved like I suggested before due to the fact that it's built directly near the level, and moving it would look very strange. My two best suggestions are to make the building shorter (that probably won't work, either) or put a roof over the entire maze, or a canopy over any sections of the maze where the warping can be seen.
I was suggesting an actual faux front...only problem would be the little entry way would be covered by a huge building too, and not just a flat ceiling...I may break out doom builder and show what I mean...
Barring any sort of really bad bug, this will likely be the last update for some time. I have some other projects around the house I want to concentrate on. The exe has been recompiled to fix a few things and to update to the latest ZDoom source code.
Version 1.4 changes
- updated source code to ZDoom version 2.3.1
- "mikekoenigs" and "scottholman" cheats are now consistent with original chex.exe
- flem mine slam no longer hurts flemoids
- Removed unnecessary IFOG lumps
- Adjusted exterior window pane visual effects in E1M4
- Fixed missing LAZ Device from boss room in E1M5
- Blocked monsters from using the lift near the red key in E2M1
- All monster caches in E2M5 have been turned into player-activated traps
- New textures and details added throughout
PS the Doombuilder and Doombuilder2 config files have also been updated to fix the naming errors Manny mentioned and the source is also updated to the latest. Here are all the links:
Chex Quest 3 v1.4 http://www.chucktropolis.com/downloads/ChexQuest3.zip (http://www.chucktropolis.com/downloads/ChexQuest3.zip)
Chex Quest 3 Doombuilder configuration http://www.chucktropolis.com/downloads/ZDoom_Chex3.cfg (http://www.chucktropolis.com/downloads/ZDoom_Chex3.cfg)
Chex Quest 3 Doombuilder 2 configuration http://www.chucktropolis.com/downloads/ZDoom_Chex3_DB2.cfg (http://www.chucktropolis.com/downloads/ZDoom_Chex3_DB2.cfg)
Chex Quest 3 source code http://www.chucktropolis.com/downloads/chex3_zdoom.zip (http://www.chucktropolis.com/downloads/chex3_zdoom.zip)
Yet another winner of an update! :D
* Things I love about Version 1.4 *
-E1M3's New Circle Room in Yellow Key Part
-E1M3's Big wall of slime
-E1M3's New Textures
-E1M4's New windows
-E1M4's Vine covered walls
-E1M4's Maze Lights Wins! ^^
i only got to e1m3, but i've noticed little things that make the game awesome. i bet everything else is pwnz too...
another epic release!
*downloads*
I love the new CQ3.exe icon. It looks so much better than the old one. Has it been here before, or is it new? I remember seeing it just now...
Quote from: ChexCommander on June 25, 2009, 04:31:49 PM
I love the new CQ3.exe icon. It looks so much better than the old one. Has it been here before, or is it new? I remember seeing it just now...
Nope, it's new with 1.4.
Sweet. I like it. :)
First, I'd like to give a big welcome back to Boingo the Clown, who has came back and has started posting again!
Second, assuming he reads this topic, is it possible that TUCQ might come back into development, Boingo? You have fans here, including Chukker, who'd like to see it restart. TUCQ did literally make this community as big as it is, and was the inspiration behind Chex Quest 3. :)
Boingo's back!!! Yay!!
v1.4 already! SWEET!! Downloading as soon as possible. *puts on anticipating for awesomeness face*
DUDE! Boingo has returned?! oh yeah...little by little, commin back strong...
and i played through the entire episode 1 and 2 (no shortcuts, even on E1M5) and it was AWESOME. i liked all additions, and the new textures were cool!
i'm planning on doing a EP3 playthrough next...
Just played to E2M4 and I really like it!
E1M1 Observation Deck bumpout is back!
E1M3's newest textures (and new map room... the not secret one) look amazing!
My jaw literally fell open when I saw the windows in E1M4.
And of course, the new diner chef sprite and a remodelled diner building. great work! *applaudes*
Say, that looks like Aroenai's CQ3 icon???
I just played through the entire trilogy again. Once again, excellent work! I was especially impressed by E1M3's new texture work, and E1M5's reworking of the hidden rooms at the end, with everything laid out nearly.
The link is broken. ;.;
I have no idea why that would be. I was able to download it just fine. I just tried it, and it still works for me. Either Chucktropolis was temporarily down, you internet connection doesn't like Chucktropolis, your internet connection spazzed out temporarily, or your web browser doesn't like Chucktropolis.
I must now download this!
But first, an important question: Does chex3.exe work under Wine, or should I just do it through Windows?
Quote from: Batmanifestdestiny on June 27, 2009, 02:01:54 PM
I must now download this!
But first, an important question: Does chex3.exe work under Wine, or should I just do it through Windows?
I would say do it under Windows, I have no idea if it will work in Wine.
I love the new textures! I especially liked the fact that you killed the pictures in E1M1, and replaced them with ones that weren't ripped from the beginning cutscene.
New textures, eh? I'll have to look deeper into this... XD
Quote from: Batmanifestdestiny on June 27, 2009, 04:06:18 PM
I love the new textures! I especially liked the fact that you killed the pictures in E1M1, and replaced them with ones that weren't ripped from the beginning cutscene.
If I didn't know better, I'd say that there was one non-Boingo picture in there.
I played through v1.4 last night, and it's getting better every time. I just may have to give it another go =:-)
Anyway, I give my special thanks to Mr. Jacobi for adding in the chef prop I brought up in the 'list of bugs'. Good to see him again. And the textures are the sweet eye candy that make the original builds of the first two episodes look more like prototypes (LOL). This proves that things build up more flavor through time.
But as for constructive criticism, I still think the starting room in Stage 4 where you get on the elevator to the Arboretum looks kind of bland with all of the gray. Nothing too personal, it's just my opinion.
In other words, Chex Quest 3 rocks hard. (9.6/10)
Quote from: Lee-king on June 28, 2009, 01:39:20 PM
This proves that things build up more flavor through time.
Wait, is CQ a fancy cheese now? 0_o
i think of it as a fine wine...
i love boingo alot :-*
Don't. Necro. Old. Threads.
Still play through it time to time. I can't wait for its completion enough.