This is a project I've already brought up in other corners of the internet, but I figured it would only be fair to properly announce it to the actual Chex Quest community. Here's a screenshot of it:
(https://i.postimg.cc/Y0pDQpXN/cq3v-000.png)
Basically, this is an attempt to backport the official Chex Quest 3 over to vanilla. This is not actually a mod of the original Chex Quest, but rather of Ultimate Doom using a trick involving secret exits to shorten episode lengths and with a special DeHackEd patch applied which is mostly a recreation of Chex 3's DECORATE stuff. It can also run as standalone in some ports.
I released a trailer for it a few months ago on YouTube, which can be found here (the description and pinned comment also contain a bit more info about the mod):
So far, the entirety of the first and second episodes have been converted to vanilla (though a few levels may still need to be touched up a little) as well as
the first three all of the levels of the third episode. For the first episode, since I couldn't cut down that episode's length to any lower than 7 levels I also added small levels before and after the "real" 5 levels which serve as rough representations of the intro/ending cinematics.
I'm hoping they can eventually also have MIDI versions of the intro/ending cutscene's background music but I'm not that good at music transcription despite my other music skills. I made a MIDI version of the intro and ending music for that myself.
I'll try to post updates about this project to this thread whenever further developments happen.
Music upload:Release candidate trailer:Downloads (1.0):Note: Due to an oversight when preparing the finalized 1.0 release, the changelog marks it as "NOT FINAL". It is indeed the finalized 1.0 despite what the changelog says. This will be corrected on the next release.
For DOS: https://drive.google.com/uc?export=download&id=1_APJZVgvPO5KBAQlR8rdybWA9Jy37BtH
For source ports: https://drive.google.com/uc?export=download&id=1hshELR97TB33Rn9pI9HNE-5Swmkba4Sb
Modding version: https://drive.google.com/uc?export=download&id=16ReZvb0zgQFIstFmhgldWCKN0yZ-68f8
For KEX Doom: https://mods.bethesda.net/en/doom_doomii/details/36a85000-6f0d-4349-b16c-59106587a1bc/Chex_Quest_3__Vanilla_Edition
Also see the website (https://melodic-spaceship.neocities.org/chex3v/) for more information, links to old versions and a modding guide.
This is awesome! Just let me know if you need a sub-forum.
I just began work on Provincial Park. So far it's just the "raw" conversion plus the preparation of the needed textures.
One thing I would like to mention is that in order to get the "raw" conversions that I then clean up and edit down for vanilla compatibility, I programmed a special converter script to convert Hexen format maps (which is what CQ3 uses) to the original Doom format. Initially, the maps were converted by opening a map in chex3.wad, selecting everything and copying it, and then pasting it into a Doom format map. This didn't work as well since SLADE (which is what I actually use for mapping as well as WAD management) doesn't properly re-adjust values like line specials to work the same way in the Doom format. My own converter script handles this properly by mapping certain combinations of Hexen format specials, arguments and activations to specific Doom format specials.
I might consider releasing the conversion script I made too sometime, but do note that it's written in the Ruby programming language which is hard to set up outside of Unix-based operating systems (though not impossible).
And Provincial Park is done! This level was a bit of a doozy, considering it was the first time I had any problems with the vanilla sprite limit. (Vanilla Doom can only show a certain amount of sprites on-screen at once.) To get around this, I had to remove a bunch of the trees (and other decorations) in the problematic areas.
PSA time: Vanilla limitations cuts down hundreds of trees each year for its own benefits. Boycott vanilla limitations today.
I think I might start on Meteor Spaceship almost immediately now.
If you really need to you could use transparent textures for some of the trees ...
... but beware of the dreaded visplane limit.
That's an interesting suggestion, but it might feel too inconsistent when they're in the same level as sprite trees.
Anyways, Meteor Spaceship is already done, unless I missed something! This level was so much easier to do compared to the previous one. The only two areas that had any problems were the flemoid power strand room and the Snotfolus boss room, which both had VPOs but both could be fixed by removing a bit of mostly cosmetic detail in some places.
Since I have all the levels done, I might release a public beta soon. I still would like MIDI renditions of the CQ1 intro and ending cutscene's background music.
Looks awesome! Would love to be able to use this in DSDA-Doom, using GZDoom feels weird to me... >w<
Are you using CRL to vanilla bug-test this? :Р
I was using the original ChocoRenderLimits, because I couldn't get CRL working on my system. I'm probably gonna have to switch to it once I can get it working, though.
Well, I went ahead and recreated the intro cutscene soundtrack myself to the best of my ability. You can download the MIDI here if you want to listen to it: https://drive.google.com/uc?export=download&id=1T2Ach5YiFdFaW18Mj4aFguoBLLN_-lBA
I'll likely also edit this post if I finish the ending cutscene soundtrack before anyone replies.
Oh, and I forgot to say this in my last post, but welcome to the forums!
Edit: I did the ending cutscene music! You can get it here: https://drive.google.com/uc?export=download&id=17t4Ymqtx-T239TRljHjgsLJV38zd1Rro
Sorry to triple-post, but...
THE FIRST RELEASE CANDIDATE IS NOW UP FOR DOWNLOAD!
Download it here: https://drive.google.com/uc?export=download&id=1Y7f0Z-OuNAibHoOJHwrdFh_OrkO8mG03
Edit: Sorry, I forgot to make the link publicly viewable. It should be fixed now.
Oh uhh, Melodic Spaceship: Andrew Benon did indeed make the intro and ending cutscene music. Replying to this in the MIDI metadata. :Р
<COPYRIGHT> | Original likely by Andrew Benson, MIDI version by Melodic Spaceship
QuoteHey Enzo,
Yes — thanks for updating that. The official names are "Intro Soundtrack" and "Outro Soundtrack".
Cheers,
Andrew
+++++
Andrew Benon
stewardofpop@gmail.com
Quote from: uni on March 13, 2024, 03:38:35 PMOh uhh, Melodic Spaceship: Andrew Benon did indeed make the intro and ending cutscene music. Replying to this in the MIDI metadata. :Р
Thank you for obtaining that information! I'll be sure to update the MIDI metadata in the next release candidate.
RC2 has been released! Download here: https://drive.google.com/uc?export=download&id=1y9F8xnL6u-d666M-BG7mv-h3NBZBQo2_
Here is a list of changes in this version:
- Removed the offsets in the WIURH0, WIURH1 and WISPLAT lumps to fix a crash in Nugget Doom.
- Added replacement Super Slimey confirmation string in the external DEH and internal BEX.
- Crushed enemies/players are now invisible instead of turning into beakers.
- Added the "Chex Quest 3: Vanilla Edition" startup string to the BEX file.
- Added replacement sprites for the MBF helper dog (a yellow recolor of the larva).
- Added an EDFROOT file to make sure the title music plays in full in Eternity, and also to change the Eternity credits background.
- Added a changelog.
- Added a mention of the Doomworld thread and some other ports supporting widescreen to the readme.
- Removed the ZMAPINFO and PFUB1 lumps from the widescreen pack and renamed PFUB1B to PFUB1, as the GZDoom-compatible PFUB1 works with other ports too.
- Added unmarked exits to E4M1 and all the dummy levels, in order to allow full level completion in DSDA-Doom.
- Shifted player starts in CQ1M3 to prevent illegal reads in DOS when novert is used.
- Removed Boom-specific thing flags from all levels.
- Added a DM-only teleporter in CQ1M5 to make the Flembrane area exitable in DM.
- Made it so that leaving the DM-only room in CQ3M5 opens the door back to the key door hub area.
- Added extra checks to the ZDoom-only ACS script to make absolutely sure E3M1 is Central Command and not a custom level before applying any effects.
- Added a self-referencing sector near the balcony in the boss room in CQ3M5 to emulate the everything-blocking line in the original ZDoom version.
- Removed a possible drawseg overflow in CQ3M2 by simplifying the windows in the subway.
Edit: Had to make a quick RC2.1 release due to an oversight preventing 100% secrets in CQ1M5. Download it here: https://drive.google.com/uc?export=download&id=15-Q_opuzVXffuzG1Hni3N8bscAR8uTaX
RC3 has been released! The most notable part of this is the introduction of the DOS package! I assume everything in that package is legally fine to redistribute, but if something isn't please let me know so I can remove it in another update.
- Fred Chexter will be seeing you at "chexquest.org" instead of "chexquest.com".
- Added a credit for some ZDoom support lumps being based on zdoom.pk3.
- Blue is now the default player color in ZDoom.
- Added custom obituary strings for Eternity.
- Fixed holes in the "WALL55_1" patch.
- Fixed a discrepancy between the DeHackEd files and the DECORATE lump, where the second hanging plant was solid only in the latter.
- Added a MENUDEF lump to make the big font green in ZDoom.
- Fixed the E3 ending text having a missing word from the original ZDoom version.
- E4M1 is now simply labeled as "E4M1" on the automap.
- All Doom II/TNT/Plutonia level strings in the BEX file which were holdovers from before the switch to Ultimate Doom as a base were changed to simply say "level X".
- Added replacement sound effect for the helper flem getting zorched.
- Computer maps no longer affect item percentages, in order to make it possible to achieve 100% items on levels with more than one.
- Marked a line in the starting window in CQ2M3 as impassable.
- Added a picture of the maze to CQ2M3.
- The ZMAPINFO now enforces no jumping or crouching.
- Fixed the Cycloptis name in the ZMAPINFO cast call definition.
- Introduced the package for DOS and modified the readme accordingly.
- Made the readme and changelog more readable under DOS, and converted line-breaks to the Windows format.
- Added a DECORATE definition for the SLZ in order to fix weapon auto-switching in Zandronum.
- Added a DOOMDEFS lump for GZDoom and Zandronum in order to modify the lighting effects that only made sense in Doom.
- Changed the teleporter leading to the maze in CQ2M3 to be multi-shot instead of one-shot.
- Added code for CQ2M5 in the ZDoom-only ACS script to make the Maximus exit more reliable in ZDoom.
- Added mentions of the YouTube trailers in the readme.
Download (for source ports): https://drive.google.com/uc?export=download&id=10oT_8ffznWThWxelqdccUKWS5LyLIelm
Download (for DOS): https://drive.google.com/uc?export=download&id=13kaL0xzVkyU4n_7fvjmMPoG-qX7ycNR4
Please excuse the quadruple post, but RC4 has now been released! There are a lot of changes in this version, but I'll go over a few highlights.
First of all, I went ahead and changed the GZDoom autoload/filter name to "chex3vanilla", except now that's actually a new filter category, consisting of "chex3vanilla.cq3" which is the main WAD you've probably already been using and "chex3vanilla.d2". The latter is another addition to this version: a Doom 2 based WAD called "chex3d2.wad" which contains most of the same resources as the main WAD but is in the Doom 2 format instead.
Unlike "chex3v.wad" it doesn't contain its own levels (not counting the dummy levels) and is solely meant to be the foundation for other PWADs. You can make a PWAD based on this instead of the main WAD if you'd prefer to use the Doom 2 style format or want to make use of the Super Large Zorcher or Megasphere in levels. Due to it only being of interest to modders and anyone wishing to play a PWAD that requires it, it's included in its own separate package. It currently doesn't have a DOS version.
Lastly, the source code of the CQ3HACK utility is now included in the DOS package as per the request of someone over at Doomworld. At any rate, enough rambling. Grab it here:
For DOS: https://drive.google.com/uc?export=download&id=10Y5ttqfrNuHRew583p6M48MKufEVWxHX
For source ports: https://drive.google.com/uc?export=download&id=1iApi9bs4SdYkJzgjKUzuRJPd8PXAm4OG
Modding version: https://drive.google.com/uc?export=download&id=14KQpR67K9LBy0a8diwaAOSm9mR4a3jr1
Full changelog:
- Re-arranged the demos so that the CQ1M1, CQ2M1 and CQ3M1 demos are shown before the CQ1M0 demo.
- Removed the "enterpic" and "exitpic" definitions from the UMAPINFO lump.
- Adjusted the ZMAPINFO to better support using Doom II as the IWAD in ZDoom-based ports.
- Merged the EMENUS and EDFROOT lumps into a single EDFROOT lump.
- Merged the TEXTURE1 and TEXTURE2 lumps into a single big TEXTURE1 lump, so that PWADs can include just a TEXTURE2 lump without needing to have copies of the IWAD's TEXTURE2 definitions.
- Added a replacement for the PISTA0 sprite, copied from the MINZA0 sprite in zdoom.pk3.
- Fixed a misaligned and missing texture near the lift near the red key door in CQ3M1.
- Increased the delay for the CQ2M5 ACS exit script to ensure the voodoo doll can collect the invulnerability sphere if the voodoo doll spawns at all.
- Added custom menu back button and WISLASH graphics for ZDoom.
- Moved the ZDoom obituaries into the DEHACKED lump since Woof supports ZDoom-style obituaries, and moved the Eternity obituaries into the EDFROOT lump in order to provide ones that otherwise conflict with the ZDoom-style ones.
- Added a DM-only teleporter that allows exiting the maze area in CQ2M3.
- Merged a few pointlessly split lines in the maze in CQ2M3.
- All levels now have 10 DM starts.
- Fixed a switch door, and adjusted texture alignments on two lines in CQ1M3.
- Added a DM-only exit from the final area in CQ2M4.
- Adjusted the STARMS graphic to be the same width as the STPTS graphic.
- Made all intermission screens have the last frames of animation be part of the background, and also corrected the bad offsets in the CQ1 intermission animation.
- Fred Chexter's foot is now in a different position depending on the level in the CQ2 intermission screen.
- Made some texture alignment adjustments in the main area of CQ3M1.
- Corrected a typo in the EMAPINFO lump.
- Changed the GZDoom autoload/filter name from "chex.chex3vanilla" to "chex3vanilla.cq3" in order to prevent issues with mods that expect the Chex Quest 1 or ZDoom Chex Quest 3 actors, which Chex 3 Vanilla doesn't use.
- Removed the "ENDFLT*" flats and references to them in the DeHackEd files, as they already exist under different names and there's no visual difference with the ones that are used by default in the text screens.
- Added dummy textures for the Doom 2 switches. They're present both WADs only because the Doom 2 style modding base WAD needs them, which is auto-generated from the main IWAD and a stub WAD.
- Removed patches that were present in the WAD but not referenced in PNAMES.
- Introduced chex3d2.wad, an alternate IWAD specifically to be used as the basis for PWADs that want to go with a more Doom 2 style format or make use of the Super Large Zorcher or Megasphere, and contains none of its own levels.
- The "cast call" duplicate of the armored bipedicus was replaced with one of the cycloptis, because it otherwise doesn't show up in the cast call.
- Added an Eternity-compatible version of the big font.
- Added an introduction and known issues section to the readme.
- Added the source code of CQ3HACK to the DOS package.
- Added a DECORATE definition for the Flem Mine to remove the translucency that only made sense for its Doom counterpart in ZDoom.
- Added a link to the YouTube upload of the additional music to the readme.
Edit: Had to release an RC4.1 due to a glaring issue in the UMAPINFO lump. Download it from the new website: https://melodic-spaceship.neocities.org/chex3v/downloads
Being a fan of vanilla Doom, this gets me quite excited about Chex Quest again.
Well finally, after all the procrastination when I basically had 1.0 pretty much ready, I think it's now time. That's right, Chex 3 Vanilla 1.0 has now finally been released! While there may be future updates, any more updates past this point will not have demo-desyncing changes, just changes to additional lumps to support source ports and minor texture adjustments (if the texture adjustments can be applied without causing desyncs). This means that everyone is now free to start speedrunning it with demos and everything, which is in fact encouraged because speedrun demos will be used to make sure I don't cause any desyncs.
Anyways, here are the downloads:
For DOS: https://drive.google.com/uc?export=download&id=1_APJZVgvPO5KBAQlR8rdybWA9Jy37BtH
For source ports: https://drive.google.com/uc?export=download&id=1hshELR97TB33Rn9pI9HNE-5Swmkba4Sb
Modding version: https://drive.google.com/uc?export=download&id=16ReZvb0zgQFIstFmhgldWCKN0yZ-68f8
Version 1.0 has the longest list of changes yet, which is fitting for the jump from release candidates to stable:
- The Doom II startup string has been reverted to also say "Chex(R) Quest 3: Vanilla Edition" due to some source ports using that string for chex3v.wad.
- Added some replacement sprites for the beta BFG (LAZ Device) projectiles, edited from the Phasing Zorcher projectile sprites.
- Slight grammar correction in the readme.
- Fixed a misaligned texture in CQ3M2.
- EMAPINFO changed so that the intermission is skipped after CQ1M6 and not skipped after CQ2M5 and CQ3M5 (as in ZDoom).
- Add GZDoom friendly name strings to the ZDoom LANGUAGE lump.
- Added a line break at the end of the EDFROOT and DEHACKED lumps.
- The DECORATE definitions for the enemies now inherit from the enemies they replace in the DEHACKED lump.
- chex3d2.wad's build script now puts TEXTURE2 right after TEXTURE1 in the directory index, and the actual IWAD is changed accordingly.
- Cut the extra DSDA-Doom metadata out of the built-in demos.
- Changed ZDoom and Zandronum "frag/kill" strings to more appropriate "zorch" strings in the LANGUAGE lump, and changed the ZDoom automap "monsters" string to say "flemoids" instead.
- Corrected off-key timpani notes in the "Intro Soundtrack" and "Outro Soundtrack" MIDIs.
- Cropped a bit of empty space off of the bottom of the Stridicus and Snotfolus sprites so that they play nicer with certain hardware rendering ports.
- Added some of the widescreen assets into the main WADs under "*_WS" names for use in Nyan-Doom and any other ports supporting the feature.
- Merged some needlessly split lines in CQ3M2.
- Added more fake tall textures to the meeting rooms in CQ1M0, CQ3M1 and CQ3M2 to better recreate the look of the ZDoom version.
- Added mention of slime trails / bad seg angles to the known issues list.
- Fixed texture alignment on the exit switch and removed a duplicated sector tag in CQ2M1.
- Re-recorded the built-in CQ2M1 demo due to desyncs caused from the changes to it.
- Marked some lines as secret in CQ1M5.
- Made the door to the exit room in CQ1M3 a single-use stay-open door, as in the ZDoom version.
- Made a few door tracks in CQ1M3 use the correct door track texture.
- Fixed a drawseg overflow in CQ1M4 by simplifying the geometry on and beyond the window to outside (also making the window's simplification consistent with the nearby ceiling window).
- Fixed a hole in the "Refrigerated Storage" door texture.
- Made the maze area and the starting area of CQ2M3 more disconnected in order to reduce the risk of a visplane overflow.
- Fixed drawseg overflows in CQ3M3's garden area by simplifying geometry and adding a wall in the indoor fountain area.
- Credited elf-alchemist for handling the Bethesda.net version.
- Fixed a line that was mistakenly marked as hidden in CQ2M2.
- Fixed a hole in the GRAY5B patch.
- Removed the mention of the Doom Unity port from the readme, as that has now been obsoleted by the Nightdive port which has its own special version of Chex 3 Vanilla on Bethesda.net.
- Added ID24 status bar graphics. These were originally created for the Bethesda.net version but were backported to the main version because ID24 may be adopted in other ports.
- Moved all the dummy levels to be positioned right after the proper levels in the WAD file, to prevent issues with some ports.
- Reformatted the finale texts in the UMAPINFO to use different lines as seperate strings, instead of relying on actual linebreaks.
- Added a EMAPINFO entry, par time, level name and unique WILV graphic for CQ?M? (E4M1).
- The dummy levels now all have distinct WILV graphics, and the CWILV graphics in chex3d2.wad have been updated to look nicer. Shout-out to Eevee for the recent update to the Doom Text Generator which helped with this!
- Fixed remaining minor discrepancies between chex3.deh and the DEHACKED lump.
- Made a slight texture alignment adjustment in CQ1M1.
- Credited Andrew Benon and Strife for doing the soundtrack in the original version of CQ3.
- Added a WADINFO lump. Also a backported Bethesda.net change.
- Did various other minor texture fixes across accross E1.
- Moved one of the DM starts off the top of the maze in CQ2M3 in order to block off access to any remaining VPO spots. Added a new DM-only area to compensate.
- All dummy levels now have more than one sector in order to prevent crashes in some source ports.
- Added more proper text color translation lumps, which translate both the red and green color ranges.
- Re-recorded the CQ1M1 demo to bring it closer to the original intention with the demo from the original Chex Quest.
- Updated CQ3HACK to make it so ENDPIC shows at the end of episode 1. This is done through CQ3HACK instead of the DeHackEd patch due to the latter doing a search-and-replace which would affect the demo loop too, which needs to still display the CREDIT graphic. It also needs to be applied only on the Ultimate Doom executable.
- Backported most of the weapon wheel graphics from the Bethesda.net version due to Woof adding support for them. The "unknown" icon was redone from scratch due to the one in the Bethesda.net version being a recolored Bethesda asset.
- Added ID24 intermission lumps, which allows the proper looping E2 intermission to work in any source port that supports it, as well as fixing the other intermissions in ports that require them.
- Made some lines seperating the audience stands in CQ1M0 impassable in order to prevent a softlock if they player tries to get on top of them. CQ3M1 is left as-is because the player can still get out in the case of that level.
Edit: Just found out that in the changelog files I included I accidentally left the 1.0 section marked as "(NOT FINAL)". This is incorrect, it is indeed the finalized version of 1.0. It's fine if you speedrun it despite it being supposedly "(NOT FINAL)". This will be corrected in 1.1.
Congratulations.