Since Chucker requested it, its here! ;D
If anyone finds something post it here in this topic.
EDIT: The list was removed because it was out dated and most of the issues have been fixed.
EDIT: Remember, when you're taking screenshots, don't forget to type KIMHYERS (for chex3.exe) or IDMYPOS (for other engines) so the coordinates of where you are are shown on the screenshot! This really helps Chukker find stuff. -Manny Cav
EDIT: I'm posting the main list here in the first post so it can be easily found. -Manny Cav
- The "mikekoenigs" and "scottholman" cheats are reversed.
- The "sherrill" cheat doesn't seem to work.
- Not a Chex Quest 3 bug per se, but the source at http://www.chucktropolis.com/downloads/chex3_zdoom.zip seems to have a few hiccups. The standard Windows Extractor stopped extracting as soon as it encountered an error, and WinRAR and 7-Zip showed the following errors with a more complete package:
Quote from: WinRAR: Diagnostic messages
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\chex3.ncb. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\src\p_lights.cpp. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\tools\fmodapi375win\documentation\FMOD.chm. The file is corrupt
- Rather than replace the current set of IFOG spirtes, you added a new set, which means there are two IFOGA0s, IFOGB0s, etc.
- E1M4: The switch at the end of the level seems to be hard to activate sometimes.
- E1M5: If you compare the original chex.wad E1M5 to the current one, you'll notice that a LAZ Device is missing in the hidden slime area near the Flembrane. It currently contains four BWAs and a Super Chex Armor.
- E2M1: The elevator near the beginning of the level that leads to the region with the red key exhibits unusual behavior. You can't use it from the bottom area, but you can goad a Flemoid into stepping onto it, which will lower it. However, this works only once. Once a Flemoid or the player has used the lift once, it can't be lowered again.
- E2M3: The large building structure you made doesn't render well as long distances, such as when viewed near the exit in the maze. It tends to move around in 'bands.'
- E2M5: At X: 102, Y: -2171, Z: 30, the door near the elevator with the bowl of fruit isn't marked in some fashion as a door on the side with the bowl of fruit.
- E2M5: The two trap doors near the red key door can be opened manually by Flemoids. This most notably affected the first one, where, sometimes, the door will be open by the time the player gets to it, rendering the trap moot. The trap doors in the maze containing the red key also seem to exhibit this behavior.
- E3M4: Two rendering anomalies can be found in the screenshot uploaded here (http://chexquest.org/gallery/7_15_06_09_7_25_22.png). There's a strange strand of texture going up to the top of the screen, and the tree nearest to the left edge is also too close to the rock wall, causing it to be clipped. It needs to be a little farther out.
(//) - E3M5: Misaligned tracks (tracks that appear to have improper horizontal offsets) on doors can be found throughout the level.
- Not a Chex Quest 3 bug per se, but the two Doom Builder configuration files you made have some slight inconsistencies. There's a hyphen in "Mini-Zorch Pack," which causes an error in the order. "Propulsor Zorch Pack" and "Propulsor Zorch Recharge" both have the "Propulsor" and "Zorch" out of order. "Zorchpack" is also spelled "Zorchpak" in Chex Quest nomenclature. "Bootspork" is actually called "Super Bootspork." "Slime Repellant" should be "Slime Repellent." "Slime-Proof Suit" should be "Slimeproof Suit." "Computer map" should be "Computer Area Map." "Slimey Urn" should be "Slimy Urn" (though it's worthy of note that "Super Slimey" is also misspelled). "Stalagtite" should be "Stalactite." I know that's a lot, but I have found myself using the Doom Builder 1 configuration file regularly, and some of those throw me off a bit and make things a bit more complicated.
oh dang...><
well, I got some after I decided to play through...its a slight inacurate, and a bit technical, but oh well...
E1M1:
-Big Blue Room: IFoC floor contains thin cross in it
-Big Blue Room: cabinets are missing end textures
-Intersection off of Blue Room: Light flat is off
INTERMISSION:
Sounds are off from original version
E1M2:
-Refrigeration Storage: Lift caution signs awkward
-Refrigeration Storage: Secret teleporter switches backwards
-Left yellow teleporter: wrong flat
-DC Room: DC logo has thin cross in it
E1M3:
-first room: ceiling above lockers is wrong flat
-first room: light flat off
-water pool room: glass cabinet sidedef too long for linedef
-room oposite first blue door: left walls wrong textures
-room oposite first blue door: table textures misaligned
-room containing yellow key: door sidedef wrong
E1m4:
-large room with water pool and wall tanks: doors wrong texture
-large room with water pool and wall tanks: cabinet ends wrong texture
Take note! I am planning to compile a very Technical list when I get the chance in the form of "MAP ExMx:Linedef xxx/Sector xxx"
Thanks for doing this, fellas. I have knocked out many of the bugs, but the CYBRE1 sprite bug I am not able to reproduce. Could somebody post a screen of the error?
The bug is that there is no CYBRE1 sprite, at least in the version you gave us.
still works for me no errors...
Also, in E3M2, linedef 808 has an upper texture (GREYWALL) on it's front side. I kinda don't think that belongs there... ;)
Quote from: Chukker on September 10, 2008, 01:16:29 PM
Thanks for doing this, fellas. I have knocked out many of the bugs, but the CYBRE1 sprite bug I am not able to reproduce. Could somebody post a screen of the error?
When you open the chex3.wad in a wad editor the CYBRE1 sprite ends up looking like this...
[attachment deleted by admin]
I looked at it again with SlumpEd this morning and it was correct. Do you also see this broken sprite image in-game when the creature attacks?
i have the full image... should be good
Quote from: Chukker on September 10, 2008, 05:07:45 PM
I looked at it again with SlumpEd this morning and it was correct. Do you also see this broken sprite image in-game when the creature attacks?
Nope, in game its quite fine, but if you open it in the wad or move the file to another wad it looks like that bar thingy.
I'm using XWE to open the file.
hmmm i have it in my wad just fine...
I think It might just be something with XWE.
Chucker can you please post the CYBRE1 sprite here, I might try something to get it work, but I need the orignal image.
i'll gets it to ya
(http://i127.photobucket.com/albums/p128/dvader0086/flemmie.jpg)
there
I used to get that too when i used xwe with beta... maybe you have beta?
No no, thats not the right frame.
I think thats CYBRA1, but I need CYBRE1.
k hold
nope don't have it...
oops sorry
(http://chexquestgallery.webng.com/images/other/CYBRE1.bmp)
I always wondered why images looked like that in XWE. Guess it's a bug in the XWE program, because images like that look fine in SLumpEd.
Thanks Manny. ^^
Ok, This works for me.
Theres a single black dot in the corner, it shouldn't show in the game because that regoin is hidden.
[attachment deleted by admin]
This would make it easier for those who use mostly XWE, but otherwise, there is no reason to alter the original image, as everything runs like a zipper in SLumpEd, making changes like that unnecessary. Still, an okay fix for die-hard XWE users.
There is a new build uploaded, with many of these bugs addressed. The major ones I wanted to address right away were the lock settings in E3M2 and increased ammo on all maps for easy/medium. Plus particle blood fixed with the new exe. I appreciate everybody's help in finding and documenting these bugs, it will help Chex 3 be a better experience as a result.
(http://www.majhost.com/gallery/TTOT/ChexQuest/screenshot_doom_20080912_072931.png)
It also appears in other places around E1M1, most notably the secret door.
Hmmm... I get a weird clipping issue and resulting "wall" on one of the "Refrigerated Storage" lifts in E1M2
Anyone else get this one? It's the RS room where the lift is to the left as you enter.
I haven't gotten that far yet, haven't had the time to play through it yet. :(
Welcome to the forums though! :)
Okay, fixed those. Grab latest. That was a bit careless of me. Never again will I assume a 8x16 pure white texture is not used anywhere. I tried to reproduce the error by the E1M2 lift but no luck. If you could post a screen, it would be useful to track down the error. Also I did a re-paint on the skybox for episode 2. I never liked the original... now the lights are on in Chex City!
Quote from: Chukker on September 12, 2008, 08:13:20 AM
I tried to reproduce the error by the E1M2 lift but no luck. If you could post a screen, it would be useful to track down the error.
Yup, here you go. Note that both of these images are taken from the exact same spot, only the bottom on is when the lift is "down" (also, needed to rotate a bit to show the actual error, otherwise it just looks like the lift is still up). The clipping/smear acts as a wall and won't allow player to use lift to go up.
(http://img385.imageshack.us/img385/3892/chexquest3buggv9.jpg) (http://imageshack.us)
Looks like the lift's back wall is missing a lower texture... Usually we just call that the hall of mirrors.
Thanks for the pics, I think its fixed now.
Indeed.
Awesome, I've been itching to play CQ again since I lost my disc years ago, but to get CQ 1, 2 AND NOW 3(!) is more than I could have ever dreamed of!
Sweet, huh? :P
There are a few things still present. For one, the yellow flemkey still seems to flash out of phase with the other flemkeys. For example, the blue and red flemkeys start out dark, then get bright for the second frame. The yellow flemkey starts out bright then goes dark for the second frame. Was this intentional, or should it be like the rest, instead?
Second, why do the Propulsor shots make the LAZ Device explosion sound upon impact instead of the standard Propulsor impact sound?
Third, I noticed that you removed the infighting, as well as Flemoids causing any sort of damage to each other. Good thing. However, the Flem Mines still cause damage to each other and to other Flemoids when they're charging, even if they don't deliberately target each other. They will eventually zorch each other and other Flemoids. This is likely because a charging lost soul is considered to be a type of projectile. Can this be fixed?
Fourth, the text is still erroneous in places. For example, when you pick up a Large Zorcher Pack, it says, "Picked up 20 large zorcher recharges." This is erroneous in Easy Does It and Super Slimey difficulties, because you actually get 40, not 20. If it would help you, I could get you a list of the exact original Chex Quest text strings from chex.exe.
I just can't seem to get through the 3rd Level. There's even a part where you can get trapped on the balcony area, because the door that led there locked when it closes behind you, giving you no choice but to reset or load a save file. What am I doing wrong?
Quote from: redbipedicus on September 12, 2008, 11:25:10 PM
I just can't seem to get through the 3rd Level. There's even a part where you can get trapped on the balcony area, because the door that led there locked when it closes behind you, giving you no choice but to reset or load a save file. What am I doing wrong?
Uhh, jump?
I don't know all the technical names for the rooms and such, and I seriously need to play again, but I noticed two things that aren't exactly bugs. These are just random things I noticed.
Right before you enter the door that says Chex Metro and are really close to ending the level, if you jump over the rail to the left you fall into a pit that you can't jump out of. I was goofing off... ;D
In one level (Which I plan on going through and pinpointing where) I found a blood mark on the wall. It was in the final level and was on the wall behind one of those gooey-light thingys. I'll go find it again and get a picture if anyone likes. I thought it was an easter egg when I found it. ;)
Quote from: arch129 on September 12, 2008, 11:57:00 PM
Quote from: redbipedicus on September 12, 2008, 11:25:10 PM
I just can't seem to get through the 3rd Level. There's even a part where you can get trapped on the balcony area, because the door that led there locked when it closes behind you, giving you no choice but to reset or load a save file. What am I doing wrong?
Uhh, jump?
how do i jump???!!!one!!?!!?
Seriously, though, how do you jump? I don't know what key to press, lol.
Set a jump control in your options.
New build is up, with most of these new ones corrected. The flem mine thing was tricky and required a new exe. It wasn't that it turned into a projectile as it was using a "slam" attack. This attack had to be changed from melee damage to flem damage. Hopefully that won't have any repercussions elsewhere.
Quote from: The Green Avenger on September 13, 2008, 12:25:10 AM
Set a jump control in your options.
It's weird though, because if you screw around with jumping on other levels, you can do weird things and go different places. Take E3M1 for example. If you use jump, you can totally skip the red door section, which kinda makes me feel like I'm cheating... I think jump should be off (with the exception of E3M3 of course), because it would be like the original CQ. Chukker, could you make it so you don't have to jump off the balcony in E3M3, but instead make it lower or allow something so the player can step up off the ledge?
Personally I thought you were supposed to run back through that door before it closes. I always ended up jumping though.
I downloaded the latest version off of your website, but the Flem Mines ramming still seem to cause damage to each other and to other Flemoids. The yellow flemkey thing is also not fixed. Was that intentional or not?
It seems that in E2M1, you altered the path to the hidden elevator to the red key near the start some. I can't get the elevator to activate, and I can no longer pass through the window-thingamajig that the red key is by.
Finally, do you plan on remaking the Chex Quest 2 intermission screen to look more like the new Chex Quest 2 sky box?
Quote from: EnjayI'm not a member of the Chex forum, but I know a few people here are, so perhaps someone could raise this over there. I was just playing Episode 3 and I noticed that on map E3M2 there are 3 key doors (one for each colour) however, they are not set up properly and all of them can be opened without a key which makes the level somewhat shorter than it is meant to be.
This affects the original version that was posted and Graf's newer fixed version (including the one with the fixed lockdefs).
On a quick check, the lines seem to have been given the door/key type (13) but the arg that specifies which key is needed has been left blank. I don't know if this mistake has been made on any other levels. Certainly I found doors on E3M1 and E3M3 that were set up correctly.
From the ZDoom Forums.
EDIT: Hey! The Propulsor explosions hurt you in the latest version! It isn't supposed to do that anymore!
EDIT 2:
Quote from: EnjayIn E3M3 right by the exit line there is a nasty unclosed sector which causes flat-bleeding and looks ugly.
In E3M5 line 508 opens a door but it is only single use. It needs to be repeatable or else you can get stuck in that room.
Also in E3M5, lines 264, 267 and 268 activate a raising lift. When the lift rises, these lines need a lower tex, but they don't have one so you see a big HOM if you step off the lift.
Can someone please pass these messages along to the Chex forum so that the revised edition is released as bug free as possible?
The Propulsor thing doesn't happen to me. Also, the HOM on E3M5 has already been fixed in the latest version released at http://www.chucktropolis.com/gamers.htm
Isn't that still the custom-EXE in there that will cause all sorts of problems? Wouldn't it make sense to dump this and use the version that is compatible with regular ZDoom?
I'm actually waiting for Chukker himself to re-release this in a form that doesn't rely on a custom engine and is ZDoom/GZDoom/Skulltag compatible. It gets a little confusing when other people mess with mods like this and release external patches and changes that can cause confusion from the original version.
Hi there. I'd been looking for a thread like this, but couldn't find it. So I've been posting here
http://chexquest.org/index.php?topic=918.120
and modifying my copy of the WAD that was posted by other people in that same thread. However, Manny Cav has just pointed me in the direction of this thread. I guess what I should do now is let you know what is in my fixed WAD and you can let me know what, if any, of it you need. The easiest for me would, of course, be to upload the entire thing but seeing as how there may be different versions of the maps etc, that may not be practical. So, I'll let you know what I have done:
The following mapping changes have been made. I just went through the maps and used the DeePsea error checker. Anything it flagged up I fixed. Some things were very minor and probably don't matter but I fixed them anyway.
E1M3 - a sector near the end is type 21. As far as I know, this is not a valid sector type so I set it to type 0. It still works as it ever did (ie it gets bright when you cross a line).
E1M5 - There was a vertex right on a line which was causing a minor rendering glitch, so I moved it slightly.
E2M5 - There was a missing texture
E3M1 - a few minor fixes, including some unclosed sectors/invalid sector references.
E3M2 - Something very minor here, but I forget what it was.
E3M3 - Unclosed sectors/sector references fixed. Also, as has been mentioned in this thread, the only way to the blue key is by jumping. This is the only place in the entire game (as far as I can tell) where jumping is essential to progress. I put a small step at one end of the balcony to allow the player to get over the balcony wall and down to the blue key rather than having to jump.
E3M4 - Quite a few lines had invalid texture names on them. All of these were on lines that should never be seen anyway but they caused error messages at the console. I think, again, there may have been some unclosed sectors.
E3M5 - Some more unclosed sectors. 1 switch that was a single use one needed to be repeatable to stop you getting stuck in a room. Lower textures missing from the rising lift. The doors that are opened by shooting the walls sometimes didn't get opened if there were no stray shots hitting the walls (it happens). This is in the area with the pink shootable electical/green goo gizmos. Also, I noticed that a bunch of lines in that area look as if they were intended to be tagged to the appropriate doors as they have the right tag, but no line special. I made one of these have a suitable special so that if you progress into the room with the switch that opens the doors giving access to the slime key, the hidden doors open and don't rely on the player randomly deciding to shoot walls for the hell of it. However, IMO, this would be better addressed by using a script to open the doors if the player shoots all the pink electrical thingys.
So, there you go, all those mapping issues exist, and have been fixed in my copy, but if those maps have been worked on elsewhere, then I guess that isn't ideal.
In addition, I have tweaked the following resources.
The rocket sprite is not longer backwards when viewed side-on. This can be fixed by either renaming it or flipping the sprite in a graphics program. I used the second method, keeping the lump names as they are, then put the sprites back in the wad with correct offsets.
An enemy (the big guy using the BOSS sprite names) was also backwards when viewed from any direction other than front or back on. Again, sprites were extracted, reversed and inserted back into the WAD with suitable offsets.
And finally, Around 25 sounds (mainly older ones that I suspect would have originally been put in a WAD using DMAUD, which sometimes added a click to the end of sounds) had a very audible and annoying click at the end (especially annoying with the pickup sounds). So, I edited all of these and put them back in the wad sans clicks.
I also sorted out the order of the lumps because the maps were in a non numerical jumble and some patches were outside the P_* markers.
So, that's everything I have done. Do you want me to upload this WAD anywhere?
In addition, I noticed that there are a lot of doors in the maps where the doortracks have not been lower-unpegged so they move with the door. This may be intentional but it is a common view that this looks bad.
And finally, I have been playing the WAD perfectly with a stock version of the most recent revisions of both Zdoom and GZdoom. These can be got from here:
http://svn.drdteam.org/
Zdoom r1223 and GZdom r177 were compiled by me and I've had no problems with them at all today (and I have used both quite heavily).
Right, so I hope some of that is of some use. If my WAD is needed, let me know, or if any of the changes I have made are needed, or any further information etc etc
I appreciate this comprehensive list of corrections. I will try to get them into my version soon. Everyone should know that I don't plan on replacing the version on chucktropolis.com with the native zdoom one. There are large numbers of people that are downloading CQ3 that are my friends and family or are from places like Independent Gaming Source that I just want to provide a standalone game for. I will leave the mod-friendly version up to you guys. Change and modify as you see fit. Remember, I don't actually own Chex Quest 3. As a "derivative product" of the original Chex Quest, it's the property of General Mills.
Quote from: Chukker on September 14, 2008, 07:23:58 PM
I appreciate this comprehensive list of corrections. I will try to get them into my version soon. Everyone should know that I don't plan on replacing the version on chucktropolis.com with the native zdoom one. There are large numbers of people that are downloading CQ3 that are my friends and family or are from places like Independent Gaming Source that I just want to provide a standalone game for. I will leave the mod-friendly version up to you guys. Change and modify as you see fit. Remember, I don't actually own Chex Quest 3. As a "derivative product" of the original Chex Quest, it's the property of General Mills.
Why don't you post a version that comes with an original ZDoom.exe on your site? The problem I am seeing is that people with little technical knowledge will download your version and later upgrade to a newer (G)ZDoom version and then find out that it refuses to load the IWAD because it can't do anything with it. If your own version is the compatible one it will create much less problems in the future.
And to be fair, from the point of view of a casual observer, the only practical difference between the stand-alone release and the new one packaged to work with an unmodified Zdoom would be the icon looking different. Doing so would be perfectly possible now that Graf has added native support to Zdoom for the modified chex3 WAD.
ie, if the one on chucktropolis was replaced with the modified IWAD and packaged with an unmodified Zdoom (or nothing changed except the icon) someone wanting nothing more than a stand alone game would get it, and anyone else downloading it would have a file that could be played with current and future versions of Zdoom. :)
Enjay, can I get you to zip up your chex3.wad and email it to me? (chuck@chucktropolis.com) To get this settled, I need to reconcile the differences in our versions. Clearly the version of the wad file that had the decorate lumps added to was not the most current, because you are fixing bugs I had fixed in my own version which I was uploading daily. There is also other polish that needs to make its way into your version.
One other thing I'd like to throw in.
(http://chexquestgallery.webng.com/images/other/Screenshot_Doom_20080913_195340.png)
(http://chexquestgallery.webng.com/images/other/Screenshot_Doom_20080913_195353.png)
It's a minor cosmetic thing and isn't much to poke at. What it is is that a wall seems to be too tall or something and lack the proper texturing so that it appears very thinly on one side, and then vanishes on the other. The other end of the elevated area is also the same way. It's just a cosmetic thing, mostly, but it'd one more thing to polish off.
Quote from: Chukker on September 15, 2008, 02:04:03 PM
Enjay, can I get you to zip up your chex3.wad and email it to me? (chuck@chucktropolis.com)
No problem. I've uploaded it to my webspace and have sent you an e-mail with the link.
Let me know of any problems either via e-mail or here. :)
I downloaded the latest version of Chex Quest 3. The yellow flemkey still looks a little odd, the black textures are back for the table next to the Bazoik poster in E1M1, and the Flem Mines are still zorching each other. Some of the text is for the pickup messages is also a little different from the original game, though I still don't know if this is deliberate or not. :-\
Chukker, what do you think of Graf Zahl's idea to use a patched version of Chex Quest 3 and include ZDoom itself in the download to give the effect of having a custom engine, but without the strings or hassle? I think it's a great idea that not only allows everyone to get the standalone game that you mentioned, but it also lets them makes Chex Quest mods with the Chex Quest 3 changes and let's them also play it with newer versions of ZDoom, GZDoom, Skulltag, etc.
Quote from: Manny Cav on September 17, 2008, 08:07:09 PM
Chukker, what do you think of Graf Zahl's idea to use a patched version of Chex Quest 3 and include ZDoom itself in the download to give the effect of having a custom engine, but without the strings or hassle? I think it's a great idea that not only allows everyone to get the standalone game that you mentioned, but it also lets them makes Chex Quest mods with the Chex Quest 3 changes and let's them also play it with newer versions of ZDoom, GZDoom, Skulltag, etc.
This should already be the case. Are you finding that you can't run the latest chex3.wad with zdoom.exe? The latest chex3.exe is really just the most recent zdoom code compiled with some trivial alterations, a new name and new icon. zdoom.pk3 is now unchanged from standard zdoom.
is there a new version on your site yet Chukker?
Quote from: Chukker on September 17, 2008, 08:46:44 PM
Quote from: Manny Cav on September 17, 2008, 08:07:09 PM
Chukker, what do you think of Graf Zahl's idea to use a patched version of Chex Quest 3 and include ZDoom itself in the download to give the effect of having a custom engine, but without the strings or hassle? I think it's a great idea that not only allows everyone to get the standalone game that you mentioned, but it also lets them makes Chex Quest mods with the Chex Quest 3 changes and let's them also play it with newer versions of ZDoom, GZDoom, Skulltag, etc.
This should already be the case. Are you finding that you can't run the latest chex3.wad with zdoom.exe? The latest chex3.exe is really just the most recent zdoom code compiled with some trivial alterations, a new name and new icon. zdoom.pk3 is now unchanged from standard zdoom.
I get this error message:
__________
Script error, "DECORATE" line 8:
Replaced type 'FlemoidusCommonus' not found
Is this running under Graf's most recent build of zdoom that he linked earlier? http://www.megaupload.com/?d=GR15AG20 (http://www.megaupload.com/?d=GR15AG20)
Just using ZDoom 2.2.0 won't work because Chex 1 and 3 support has only been added in the development version thus far.
No, I'm afraid not. I usually never download beta, test, or otherwise "non-stable" releases of programs, so no, I did not do that. I'll download that when I get the chance and try it out, then.
I just checked this out. There's 3 warnings I got:
[code]
Tried to register class 'ChexPlayer' more than once.
Tried to register class 'PropulsorMissile' more than once.
Tried to register class 'PhaseZorchMissile' more than once.
I see that the only change to the player is a damage factor for 'zorch'. Is there any reason for this? In single player games the player can't hurt itself (aside from explosive damage) but this definition will make it immune to other players' attacks in deathmatch. If the only reason for this is immunity to the propulsor's blast damage that can be better done by adding 'donthurtshooter' to the propulsor's missile.
For the other 2 classes, better do this:
// PropulsorMissile ---------------------------------------------------------
actor PropulsorMissileV3 : PropulsorMissile replaces PropulsorMissile
{
DamageType Zorch
DontHurtShooter
}
// PhaseZorchMissile ---------------------------------------------------------
actor PhaseZorchMissileV3 : PhaseZorchMissile replaces PhaseZorchMissile
{
DamageType Zorch
}
to get rid of the warning and handle the propulsor properly.[/code]
Okay, made this fix. I didn't think about the MP implications of the Zorch damage type.
I downloaded the latest CQ3 build as of this writing and compiled the latest SVN build of ZDoom. While playing the first two episodes I've noticed the following.
E1M4
(983, -1003, 40) Missing floor texture.
E2M2
(-8816, -5073, -105) Vent is almost entirely missing textures
E2M3
(1360, -508, 320) Floor and ceiling are missing textures.
E2M4
Just about every floor/ceiling texture is missing
Yikes, this sounds bad. I will take a look when I get home tonight.
Edit - these are now fixed.
E3M1
(-3352, 542, 370) ceiling
E3M3 I think I can't remember and I forgot to label.
(2778, -1675, 15) floor
Also, while playing a 2 player co-op, I've noticed that there is a lack of ammo on all levels. You should add some multiplayer ammo so 1/2 of the time isn't spent with melee attacks.
Hi there, just downloaded the most recent build. Glad to see that the gameplay has been tidied up nicely. My only beef is that there are a few places where secrets need to be found to progress - something I personally don't like building into a level. However, that's clearly a design decision and, to be fair, most of the places where it happens, the secret is either pretty obvious or it is obvious that there should be something extra to find (eg needing to get a key to get into an apparently blank room means there must be something else hidden in the room).
Thanks very much for a mention in the text file too.
Seeing as how there has been mention of missing textures, I thought I'd simply go through the maps using the console and capture the console output. It doesn't say which sectors are missing textures but it does tell you which textures are missing and how many times per level. I haven't checked but presumably these textures have managed to get themselves deleted from the WAD somehow. If that's the case, the simplest fix would obviously be to stick them back in the WAD. Anyway, here's the console output:
/////////////////////////////////////////
]map e1m1
e1m1 - Landing Zone
ACS scripts unloaded.
Unknown texture: "FLAT18"
]map e1m2
e1m2 - Storage Facility
ACS scripts unloaded.
Unknown texture: "DEM1_5"
Unknown texture: "DEM1_5"
]map e1m3
e1m3 - Laboratory
ACS scripts unloaded.
Unknown texture: "FLAT18"
Unknown texture: "FLOOR4_8"
]map e1m4
e1m4 - Arboretum
ACS scripts unloaded.
Unknown texture: "FLOOR4_6"
Unknown texture: "FLAT10"
Unknown texture: "FLAT18"
]map e1m5
e1m5 - Caverns of Bazoik
ACS scripts unloaded.
]map e2m1
e2m1 - Spaceport
ACS scripts unloaded.
]map e2m2
e2m2 - Cinema
ACS scripts unloaded.
]map e2m3
e2m3 - Chex Museum
ACS scripts unloaded.
Unknown texture: "FLOOR1_6"
]map e2m4
e2m4 - City Streets
ACS scripts unloaded.
Unknown texture: "CONS1_1"
Unknown texture: "CONS1_1"
Unknown texture: "CEIL5_2"
Unknown texture: "CEIL5_2"
Unknown texture: "CONS1_1"
Unknown texture: "DEM1_5"
Unknown texture: "CONS1_1"
Unknown texture: "CONS1_1"
Unknown texture: "FLOOR0_7"
Unknown texture: "DEM1_6"
]map e2m5
e2m5 - Sewer System
]map e3m1
e3m1 - Central Command
Unknown texture: "FLOOR6_2"
Unknown texture: "FLOOR6_2"
]map e3m2
e3m2 - United Cereals
ACS scripts unloaded.
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
Unknown texture: "FLAT5_3"
]map e3m3
e3m3 - Villa Chex
]map e3m4
e3m4 - Provincial Park
ACS scripts unloaded.
]map e3m5
e3m5 - Meteor Spacecraft
/////////////////////////////////////////
So, I reckon that makes it these entries that are missing:
FLAT18
DEM1_5
FLOOR4_8
FLOOR4_6
FLAT10
FLOOR1_6
CONS1_1
CEIL5_2
FLOOR0_7
DEM1_6
FLOOR6_2
FLAT5_3
Looking at those names, they are all flats (Doom floor/ceiling graphics)
Also, I think it has been mentioned before but the yellow flem key gives the wrong message when it is picked up. I suspect this will be a typo in the lockdefs lump.
Yeah, I was cleaning out the dozens of featureless grey flats in the wad and slowly replacing them with something better. I will get these missing ones addressed shortly.
I was toying around with Chex Quest 3 trying to extrapolate information, and I came across a few other things. The "joelkoenigs" cheat doesn't work properly, and the "kimhyers" cheat still references "idmypos."
Also, while I'm at it, how, exactly, did you change the cheat codes? (You can probably figure out what I was messing around with at this point. :D)
It's changed in the source in st_stuff.cpp
Oh. So, it can't be changed externally, like in a PWAD or something?
Also, I noticed that the "mikekoenigs" and "scottholman" cheats were reversed from the original game. The "sherrill/iddt" cheat didn't seem to work, either.
There is no mechanism for changing cheat codes in Zdoom unless you actually alter the source. Even the old method of using dehacked has been disabled by popular request. Well, actually, there was initially a bug that stopped it working, but fixing it was potentially problematic and the general consensus was that cheat changing was more of a pain than a benefit so it wasn't reinstated.
...well, couldn't you make a script or two that will sense for the right words and enable the modes accordingly? (pardon me if thats just dumb)
With the latest GZDooM, the Goggles don't work properly. They act like the original Power Visor instead of making everything look fullbright. This is unfortunate.
No, I think thats an option you can set...between just 255 lightlevel, and a green nightvision.
Indeed.
options/display options/opengl options/enhanced night vision mode/off
As for scripts to do cheats - not really possible with ACS. Using console aliases can approximate it, but it wouldn't work as well as a native cheat.
For info, with the latest development G and Zdooms, there is a CVAR "allcheats". Set this to true at the console and all cheats from all Zdoom supported games will be available in all games - just in case you can remember god mode (or whatever) in Doom but not Hexen, for example.
Quote from: Zorchdude on October 05, 2008, 04:46:06 AM
With the latest GZDooM, the Goggles don't work properly. They act like the original Power Visor instead of making everything look fullbright. This is unfortunate.
Uggh, I really dislike how the goggles look when you use them. X(
Quote from: Enjay on October 05, 2008, 09:43:31 AM
options/display options/opengl options/enhanced night vision mode/off
Oh Ya! ^^
im not sure if this is were to post this but the CQ3 doom builder file wont work for me . instructions maybe on what to do.
The vanishing sound effect for the Super Cycloptis and the Flemoidus Maximus are the same as the original Flembrane sound effect. This would be fine, except that the at end of the effect is what sounds like a beckon from the slimed cereal people in the Caverns. This has a good effect for zorching the Flembrane, but makes absolutely no sense for other flemoids.
Also I noticed two typos in the readme, "suprised" instead of "surprised" and "similiar" instead of "similar".
In E1M4 there are two Supercharge Breakfasts that weren't in the original game. The first is, beyond the blue door, in the small closet-like room with two Bipedici. In the original game there was a Zorchpack there instead. The other is in the large room adjacent to the maze, and I think it was probably a bowl of vegetables or something in the original. (I don't see how these discrepancies could have arisen, but nonetheless there they are.)
Also in E1M4, when I walk down the stairs to the bottom and turn left to get the bowl of veggies, it tells me I found a secret area.
The breakfast replacements actually happened in the scifience version. I speculate that TUCQ Phase I was an edit off of the scifience version, and since Chex Quest 3 used TUCQ Phase I was a base form putting in the two original games, the changes in the scifience version carried over.
(http://www.majhost.com/gallery/TTOT/ChexQuest/screenshot_chex_20081010_173756.png)
This is a bug caused by the radius of the key JUST exceeding that pole's radius.
I found three issues in the latest version, plus what Zorchdude pointed out.
First of all, (this isn't really a bug, it's more of a request) perhaps skill difficulties could be implemented? Other than the hard-coded stuff.
Secondly, I observed that when you pick up a Flem Key, in the upper right "Key Inventory" section, it displays a Chex key rather than a Flem key.
|
|
V
(http://img373.imageshack.us/img373/7232/screenshotchex200810120vm3.png)
Thirdly, there is a texture problem in E3M4.
(http://img373.imageshack.us/img373/6915/screenshotchex200810120cr7.png)
There is also a texture problem to the left on the cabin.
(http://dsr.rewound.net/temp/c3drop.jpg)
E3M1. Drop from here and you're stuck, because it's the opposite side of a wrap-around that you can't get to otherwise.
(http://dsr.rewound.net/temp/c3vent.jpg)
E2M1 The top of the texture is missing.
(http://dsr.rewound.net/temp/c3undoor.jpg)
E1M2 The texture under the door's wrong. (This isn't the case in the parallel on the other side of the map, though.) This occurs in other places in this level too.
(http://dsr.rewound.net/temp/c3sewer.jpg) (http://dsr.rewound.net/temp/tucqsewer.jpg)
E2M4 The picture on the left is CQ3, the one on the right is TUCQ. This is one of the few TUCQ things that I think would make a nice addition to CQ3. It's a more gradual introduction to the fact that you're heading into the sewers.
Something that might be useful: if you type idmypos at the game screen before taking your screenshot, your coordinates in the map will be displayed on screen. This might help when people want to track down the exact location of the problem.
Oh, and a technical point relating to the "radius" of the key problem that people might be interested in: Although the property is referred to as "radius", and many editors show them as round, objects in Doom are not round, but square, when viewed from above. If you type "am_cheat 3" at the console and look at the automap, you will get an advanced version of the IDDT cheat that shows the size and shape of the things in the map.
E2M5, in the last part of the sewer (the big circular room with the maximi) there's one step with the wrong texture.
(http://img155.imageshack.us/img155/6453/screenshotchex200811170vl3.th.png) (http://img155.imageshack.us/my.php?image=screenshotchex200811170vl3.png)(http://img155.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
In E1M3 the door is a gray texture, and may I sugest I diffrent ceiling texture, that always anoyed me in the orignal Chex Quest.
(http://img213.imageshack.us/img213/3904/screenshotchex200811170jo7.th.png) (http://img213.imageshack.us/my.php?image=screenshotchex200811170jo7.png)(http://img213.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
In E1M4 the vent and arboretum logo textuers don't match the walls, I think changeing the wall texture will look better and I would like there to be sky in the level besides a carpet for the ceiling.
(http://img155.imageshack.us/img155/3503/screenshotchex200811170go8.th.png) (http://img155.imageshack.us/my.php?image=screenshotchex200811170go8.png)(http://img155.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
In E1M5 the Flembrane looks darker than the normal slime and the ceiling is cliping into his head.
(http://img505.imageshack.us/img505/7476/screenshotchex200811170yq8.th.png) (http://img505.imageshack.us/my.php?image=screenshotchex200811170yq8.png)
In E2M5 a step is incorect like Batmanifestdestiny said.
(http://img155.imageshack.us/img155/2730/screenshotchex200811170hs4.th.png) (http://img155.imageshack.us/my.php?image=screenshotchex200811170hs4.png)(http://img155.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
In E2M5 I think that that platform is no longer needed.
(http://img505.imageshack.us/img505/6648/screenshotchex200811170xl5.th.png) (http://img505.imageshack.us/my.php?image=screenshotchex200811170xl5.png)
In E3M2 theres a small texture offset problem.
(http://img213.imageshack.us/img213/2245/screenshotchex200811170te8.th.png) (http://img213.imageshack.us/my.php?image=screenshotchex200811170te8.png)(http://img213.imageshack.us/images/thpix.gif) (http://g.imageshack.us/thpix.php)
E3M2: This one is more of a sugestion. I don't think you should have the switch in the secret room in the bookcase. Normaly levels don't require you to find a secret to win a level.
The problem with the Flembrane is that for some reason he is a little in front of where he was in the original game. I'm guessing this is because in TUCQ the Flembrane was removed, so then in Chex3 he was put back in but not lined up quite right. The coordinates he should have are X 3456 by Y 4440. Once he is moved to those coordinates, he lines up right. Then he actually looks like he's part of the slime-wall, rather than looking like a flat thing sitting incongruently in front of the wall. It makes a world of difference.
And about the color thing, I never noticed it. Maybe it's only noticeable in OpenGL mode? (GL mode doesn't work in GZDoom on my computer.)
Quote from: damien on November 19, 2008, 04:39:08 PM
And about the color thing, I never noticed it. Maybe it's only noticeable in OpenGL mode? (GL mode doesn't work in GZDoom on my computer.)
Its the sector, its darker so it makes the flembrane look darker than the slime on the walls next to him.
As of the latest version, the mikekoenigs and scottholman cheats are still reversed. In the original, mikekoenigs provided ammo and said "Zorch Added," and scottholman provided ammo and keys and said "Super Zorch Added." However, in Chex Quest 3, those two cheats are reversed and do each others' jobs.
Also, I'd like to point out another issue that has remained unfixed:
Quote from: damien on October 09, 2008, 04:18:39 PM
In E1M4 there are two Supercharge Breakfasts that weren't in the original game. The first is, beyond the blue door, in the small closet-like room with two Bipedici. In the original game there was a Zorchpack there instead. The other is in the large room adjacent to the maze, and I think it was probably a bowl of vegetables or something in the original. (I don't see how these discrepancies could have arisen, but nonetheless there they are.)
The breakfast behind the door with the two Bipedici was a Zorchpak in the original, and the one in the large room with the Flemoids was a Zorch Propulsor Pack in the original.
Also, as The Slimeinator pointed out, the HUD displays a plain key when you pickup a Flemkey instead of an actual Flemkey.
I am playing Chex for the first time (in coop mode). Hit a problem with player2 start missing in the following map:
- e1m3, e1m4
- e2m3, e2m4, e2m5
Can we please fix this simple error? Thanks!
Quote from: Official Board Rules
3. Bumping veteran topics (topics where 60 days have passed since the last post) is not allowed. Fan Projects, Forum Games, and Off Topic Discussions are exempt from this rule.
Please read the board rules first, and then introduce yourself in the Introduction section. Thanks.
Matthias, this is a stickied topic and is therefore exempt from that rule. ;)
Pinned topics are exempt, but Richie never got around to correcting that rule to say that they are, so it still looks like necromancy when it isn't. I told him to post in this topic, anyway. I wouldn't tell someone to break the rules, would I? :P
IDK, you're quite the mad person. ::)
@WildGoose: You're not going to get a update any time soon. I suggest that you download doom Builder, and add them yourself.
Quote from: Manny Cav on March 24, 2009, 09:41:45 AM
I wouldn't tell someone to break the rules, would I? :P
Probably not, but then again, it could just be Manny being Manny. XD
Quote from: Replica on March 24, 2009, 10:10:02 AM
IDK, you're quite the mad person. ::)
Oh me, oh my! Is this an "insult" to my name? :P
Quote from: Replica on March 24, 2009, 10:10:02 AM
@WildGoose: You're not going to get a update any time soon. I suggest that you download doom Builder, and add them yourself.
I strongly recommend against this. We really shouldn't be messing with his WAD, since it isn't ours, and he has the official version on his own website. Think of the confusion with all of the possible different versions floating around! Not good.
My apologies. I didn't know that. Duly noted for next time. ;)
Quote from: Manny Cav on March 24, 2009, 11:10:47 AM
Quote from: Replica on March 24, 2009, 10:10:02 AM
IDK, you're quite the mad person. ::)
Oh me, oh my! Is this an "insult" to my name? :P
Quote from: Replica on March 24, 2009, 10:10:02 AM
@WildGoose: You're not going to get a update any time soon. I suggest that you download doom Builder, and add them yourself.
I strongly recommend against this. We really shouldn't be messing with his WAD, since it isn't ours, and he has the official version on his own website. Think of the confusion with all of the possible different versions floating around! Not good.
No, it's not. It's a compliment... in a way. XD
I never said he should upload it. ;)
If he's going to be doing COOP with his friends, he's going to have to upload a corrected WAD for them, trashing the whole thing. This is something Chukker has to do.
Quote from: matthias720 on March 24, 2009, 09:26:17 AM
Quote from: Official Board Rules
3. Bumping veteran topics (topics where 60 days have passed since the last post) is not allowed. Fan Projects, Forum Games, and Off Topic Discussions are exempt from this rule.
Please read the board rules first, and then introduce yourself in the Introduction section. Thanks.
Here we go with the whole BSM-ing thing with the people modding who don't know the rules....but it's okay. You're updated now.
Hm, I haven't heard from Chuck in a looooooooooongcat time. Maybe we'll have to email him.
I've already sent PM signal. ;)
Hey guys, I've uploaded a new wad at the usual place, primarily to fix the missing coop start locations and to incorporate E3M4 and E3M5 soundtracks composed by Strife. I think they are very good tracks and now all 15 levels have unique music.
As has been requested by numerous people, the download page on chucktropolis.com now features a version number so you know if you are have the latest. There is also a version.txt file in the download outlining changes from previous versions. I will try to make some time to address more of the texture bugs and other suggestions, but anything that requires recompiling the exe like the cheat codes I might leave alone. Editing code and recompiling can often lead to unknowingly creating new bugs. We'll see.
Woohoo! New musiks! I'm liking them. ;D
And now, come summer, we can all have fun romping through the game together! :D
Here's a list of bugs and other things of note that are still present.
- The "mikekoenigs" and "scottholman" cheats are reversed. I know you stated that you're aware of this. I'm just putting this up for future reference.
- The "sherrill" cheat doesn't seem to work, though that's one of them things you need to edit the source code for.
- The Flemkeys have the same HUD icons as the regular keys.
- The "mikekoenigs" cheat also messes up the HUD bar. There are "combination icons" for having both color Keys, but since you didn't replace them, we get to see ZDoom's key cards and skull keys.
- E1M1: There's a controversial exit at around IDMYPOS at X: -819 and Y: -908. Opening the large hanger door and using the left edge activates a secret exit.
- E1M1: The area with the Rapid Zorcher has been made into two separate secret areas when it should be a single secret area.
- E1M3: The first area with a Computer Area Map has been messed up like the E1M1 area--the room should be a single secret area, not two.
- E1M5: The waterfall in the shortcut to the Flembrane acts like a door.
- E1M5: Two hidden Flemoid "caches" don't work properly because of 'clipped things,' making seven Flemoids unable to be zorched without cheating. There is a Cycloptis and four Commoni near IDMYPOS X: 1354, Y: -33, Z: 64, and two Commoni at X: 872, Y: 305, Z: 320.
- E2M3: The door that reveals the LAZ Device, bowl of vegetables, and two Quadrumpi is faulty. It closes, but the one in the original CHEX2.WAD doesn't.
- E3M2: Past the yellow key door, the walkway, and the two mini zorch packs, there are two black doors. The second one is a one-time use door on both sides.
- E3M3: The secret door next to the Mona List painting that leads to the LAZ Device and phasing zorcher pack is one-time use on the side with the painting.
- E3M4: The small bridge at IDMYPOS X: -2940, Y: -2493, Z: 250 has a minor texture error. The left and right sides where the water passes through are aligned differently, making for an odd bridge.
- E3M4: There's a "clipped" Larva near the bowl of vegetables.
- E3M5: The door leading to the yellow flemkey opens at different speeds, depending on which side you open it on. The doors past the blue and red key doors also do the same thing. This may be a thing affected all doors that can be opened with a switch on one side, and with a regular use on the other side.
- E3M5: There's an unusually dark wall just beyond the yellow key door. I've seen more of these, but I"m not sure how many, if any, are deliberate.
- E3M5: The door leading to the Flem Mines near the red key has "slippery sides" that open with it.
- E3M5: The red flemkey doesn't seen obtainable without jumping.
- E3M5: It's also possible to get stuck with the red flemkey, because both doors are one-time use on the ends leading out.
- E3M5: The graphics file WILV24 says that the level name is METEOR SPACESHIP, but LANGUAGE says this in line 60: HUSTR_E3M5 = "E3M5: Meteor Spacecraft";. These two names need to be reconciled.
- Player Deathmatch starts would be nice.
Woot! No more telefrag madness! Let's Skulltag CQ3! However, I wouldn't mind some DM starts as well. And the music is great!
Thanks Chukker for updating the Wad with the new music by Strife, it really helps give the new levels the atmosphere. ^^
I can only remember there being some graphical bugs, but besides that I think Chex Quest 3 is about finished.
I've found a new issue. On E1M1, it appears that the area with the Rapid Zorcher was somehow made to be two different secret areas, where in the original WAD, the area with the Rapid Zorcher is a single secret area. The Chex Quest 3 E1M1 has 3 total secret areas, but the original WAD has only 2 total secret areas.
I might find more errors of this kind, since I'm currently in the process of writing a walkthrough for Chex Quest 3.
I found yet another little boo boo for E3M5. The graphics file WILV24 says that the level name is METEOR SPACESHIP, but LANGUAGE says this in line 60: HUSTR_E3M5 = "E3M5: Meteor Spacecraft";. These two names need to be reconciled.
I'd say "Spacecraft." It sounds better, imo.
Spacecraft win.
Another boo boo: The first area with a Computer Area Map in E1M3 was mangled in a fashion similar to the E1M1 area. The area should be a single secret area (as per the original chex.wad), but there are actually two secret areas.
I found another curiosity that's been present since the original WAD. In E1M5, approaching the waterfall in the shortcut to the Flembrane and using it as a door triggers a door effect, but I can't find the door that it's trying to rise. Is there something weird here that I'm not getting?
EDIT: Some more E1M5 problems. Two hidden Flemoid "caches" don't work properly because of 'clipped things,' making seven Flemoids unable to be zorched without cheating. There is a Cycloptis and four Commoni near IDMYPOS X: 1354, Y: -33, Z: 64, and two Commoni at X: 872, Y: 305, Z: 320.
Quote from: Manny Cav on April 27, 2009, 11:54:53 AM
I found yet another little boo boo for E3M5. The graphics file WILV24 says that the level name is METEOR SPACESHIP, but LANGUAGE says this in line 60: HUSTR_E3M5 = "E3M5: Meteor Spacecraft";. These two names need to be reconciled.
You know, I think a level of the original DooM II did this too, like it was called 'O' of Destruction! on some parts but was another name on the actual names and stuff.
You're right. It's MAP11: Circle of Death (http://doom.wikia.com/wiki/MAP11:_Circle_of_Death_(Doom_II)).
EDIT: E2M3: The door that reveals the LAZ Device, bowl of vegetables, and two Quadrumpi is faulty. It closes, but the one in the original CHEX2.WAD doesn't.
E1M1: There's a controversial exit at around IDMYPOS at X: -819 and Y: -908. Opening the large hanger door and using the left edge activates a secret exit.
EDIT: E3M2: Past the yellow key door, the walkway, and the two mini zorch packs, there are two black doors. The second one is a one-time use door on both sides.
E3M3: The secret door next to the Mona List painting that leads to the LAZ Device and phasing zorcher pack is one-time use on the side with the painting.
I have the rest of E3M3 and the next two levels to go in my walkthrough, so this scavenger hunt will be ending soon.
I have finished the main part of my walkthrough and will present the conclusion of my scavenger hunt.
- The "mikekoenigs" and "scottholman" cheats are reversed. I know you stated that you're aware of this. I'm just putting this up for future reference.
- The "sherrill" cheat doesn't seem to work, though that's one of them things you need to edit the source code for.
- The Flemkeys have the same HUD icons as the regular keys.
- The "mikekoenigs" cheat also messes up the HUD bar. There are "combination icons" for having both color Keys, but since you didn't replace them, we get to see ZDoom's key cards and skull keys.
- E1M1: There's a controversial exit at around IDMYPOS at X: -819 and Y: -908. Opening the large hanger door and using the left edge activates a secret exit.
- E1M1: The area with the Rapid Zorcher has been made into two separate secret areas when it should be a single secret area.
- E1M3: The first area with a Computer Area Map has been messed up like the E1M1 area--the room should be a single secret area, not two.
- E1M5: The waterfall in the shortcut to the Flembrane acts like a door.
- E1M5: Two hidden Flemoid "caches" don't work properly because of 'clipped things,' making seven Flemoids unable to be zorched without cheating. There is a Cycloptis and four Commoni near IDMYPOS X: 1354, Y: -33, Z: 64, and two Commoni at X: 872, Y: 305, Z: 320.
- E2M3: The door that reveals the LAZ Device, bowl of vegetables, and two Quadrumpi is faulty. It closes, but the one in the original CHEX2.WAD doesn't.
- E3M2: Past the yellow key door, the walkway, and the two mini zorch packs, there are two black doors. The second one is a one-time use door on both sides.
- E3M3: The secret door next to the Mona List painting that leads to the LAZ Device and phasing zorcher pack is one-time use on the side with the painting.
- E3M4: The small bridge at IDMYPOS X: -2940, Y: -2493, Z: 250 has a minor texture error. The left and right sides where the water passes through are aligned differently, making for an odd bridge.
- E3M4: There's a "clipped" Larva near the bowl of vegetables.
- E3M5: The door leading to the yellow flemkey opens at different speeds, depending on which side you open it on. The doors past the blue and red key doors also do the same thing. This may be a thing affected all doors that can be opened with a switch on one side, and with a regular use on the other side.
- E3M5: There's an unusually dark wall just beyond the yellow key door. I've seen more of these, but I'm not sure how many, if any, are deliberate.
- E3M5: The door leading to the Flem Mines near the red key has "slippery sides" that open with it.
- E3M5: The red flemkey doesn't seen obtainable without jumping.
- E3M5: It's also possible to get stuck with the red flemkey, because both doors are one-time use on the ends leading out.
- E3M5: The graphics file WILV24 says that the level name is METEOR SPACESHIP, but LANGUAGE says this in line 60: HUSTR_E3M5 = "E3M5: Meteor Spacecraft";. These two names need to be reconciled.
- Player Deathmatch starts would be nice.
This is great! Thanks for your thorough playthrough and for compiling all these issues in one post. I should get to most of this shortly and drop a new version.
Not a Chex Quest 3 bug per se, but the source at http://www.chucktropolis.com/downloads/chex3_zdoom.zip seems to have a few hiccups. WinRAR spat out this:
Quote from: WinRAR: Diagnostic messages
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\chex3.ncb. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\src\p_lights.cpp. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\tools\fmodapi375win\documentation\FMOD.chm. The file is corrupt
The standard Windows Extractor did an even worse job extracting the stuff, stopping as soon as it got any errors.
Quote from: Manny Cav on May 02, 2009, 12:57:39 PM
- E3M5: The red flemkey doesn't seen obtainable without jumping.
If you press the Use key on the sides of the platform the red key is on, the platform will lower.
Yeah, I found that out too late....
Anyway, I made a small run through the new version to see what was fixed, as well as if anything new got broke. I also took a hint from all of the secret area work that was done. This is what I came up with.
- E1M3: There's a second Computer Area Map in the yellow key door path, but it's on a damaging sector similar to the one that used to be in E2M5 that appears to be an ordinary floor.
- E1M4: There's a hidden door near the Zorchpak in the area where the first vent goes to. In the original game, this door is a regular plain metal door like you see throughout the game, but it was altered in the "Scifience" version upon which TUCQ Phase I, and subsequently Chex Quest 3, was based.
- E1M4: There's a secret area near the blue key with a Super Chex armor. It's concealed by an invisible wall (a practice which I abhor, since all secrets should be marked by something unusual on the wall). In the original chex.wad, a vent actually goes to the secret.
- E2M1: The cook in the diner from the original Chex Quest 3 isn't there.
- E2M4: There's a Zorchpak in a secret area around IDMYPOS X: 464, Y: 431 that can be obtained by either walking through an invisible wall around the large zorcher pack at gound level, or by going through an invisible wall near the yellow key at the top of the building, but both ways involve invisible walls.
- E2M4: At around IDMYPOS X: -1262, Y: 554, Z: 128 there's a window that 'floats' around.
- E2M4: There's another invisible wall near the red key door that leads to a Zorch Propulsor near a secret area. Again, invisible walls don't make for good secrets, since there's nothing there to hint to a secret, like an object on the wall, or a misaligned texture.
- E2M5: There's a hidden door near the yellow key that's just there. It neither looks like a door, nor has anything to suggest that it's a secret.
- E2M5: There's a hidden lift at around X: 111, Y: -2288, Z: 30. The bottom entrance is marked with misaligned textures on both sides, but the upper entrance isn't marked with anything on either side.
- E2M5: The secret area with a Zorchpak inside the yellow key maze has no markings or whatever on the door.
- E3M2: The elevator in the secret vent leading to a Supercharge Breakfast is uncooperative. It will often not work because the user doesn't step inside fast enough.
- E3M4: The switch that opens the door to the red key does something strange--it flips back to the lock position like it can be used again, but it can't.
- E3M5: The door leading to the yellow flemkey opens at different speeds, depending on which side you open it on.
- E3M5: At X: -2474, Y: 2195, Z: 300, a door has it's left track is aligned differently than it's right track.
- STKEYS3-8 have pixel offsets one pixel too low, causing some of them to get clipped at the bottom.
- STKEYS3-5 have useless pixel data on the first two image lines, causing them to be pushed too far to the right.
- The "mikekoenigs" and "scottholman" cheats are reversed.
- The "sherrill" cheat doesn't seem to work.
- All of the maps are either lacking Player Deathmatch starts, or have none at all. If you compare the chex3.wad E1M1, E1M2, E1M3, E1M4, and E1M5 to their regular chex.wad counterparts, you'll see good suggestions for those maps where more Player Deathmatch starts can be imported from. Even though the chex3.wad E1M1 and E1M2 have plenty of Player Deathmatch starts, they're still missing some locations from the chex.wad counterparts. The other maps only have one, or none at all. Four Player Deathmatch starts is a minimum number for playability, though the more, the merrier.
- A replacement for the IFOG series of spirtes is needed. The IFOG series is what appears when an item respawns in multiplayer.
- Not a Chex Quest 3 bug per se, but the source at http://www.chucktropolis.com/downloads/chex3_zdoom.zip seems to have a few hiccups. WinRAR and 7-Zip spat out this:
Quote from: WinRAR: Diagnostic messages
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\chex3.ncb. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\src\p_lights.cpp. The file is corrupt
! C:\chex3_zdoom.zip: CRC failed in chex3_zdoom\tools\fmodapi375win\documentation\FMOD.chm. The file is corrupt
The standard Windows Extractor did an even worse job extracting the stuff, stopping as soon as it got any errors.
Quote from: Manny Cav on May 03, 2009, 03:45:16 PM
E1M3: There's a second Computer Area Map in the yellow key door path, but it's on a damaging sector similar to the one that used to be in E2M5 that appears to be an ordinary floor.
That's there in the original game, isn't it?
Yeah, in the original CQ, just before you get to the red key, the top of the pedastal has a map, and if you stand there it hurts you. And I always wondered why there was 2 maps on only 1 level...
Quote from: xbolt on May 03, 2009, 08:35:11 PM
Quote from: Manny Cav on May 03, 2009, 03:45:16 PM
E1M3: There's a second Computer Area Map in the yellow key door path, but it's on a damaging sector similar to the one that used to be in E2M5 that appears to be an ordinary floor.
That's there in the original game, isn't it?
Yes, but part of this is fixing stuff from the original game, like the pits on E2M4 you couldn't escape from.
(http://chexquest.org/gallery/14_04_05_09_4_43_09.png)
Rendering error. I also cant get through the window, and there seems to be nothing else there...
Good eye! I'll add that to the list.
E2M4: At around IDMYPOS X: -1262, Y: 554, Z: 128 there's a window that 'floats' around.
In Chex Quest 3 on the second level there is a vent with an elevator in it but the elevator doesn't work... I looks like it is trying to work I mean it sort of jerks in place and makes the elevator noise but it wont move.
I don't know if it is supposed to do this but when I have tried stepping on it and running onto it and all sorts of things but it doesn't work I heard it was supposed to be one of the secret areas but it doesn't tell me "You revealed a secret!" or something like that so I think it must be at the top of the elevator.
(http://img19.imageshack.us/img19/8207/capture12052009153353.jpg)
(http://img19.imageshack.us/img19/4035/capture12052009153334.jpg)
Ah yes, I noticed that elevator too. That's in E3M2
That one always gave me trouble, you have to run REALLY fast to get into the elevator before it rises and bonks your head, causing it to go back down again.
Maybe make it rise a bit slower?
It might not be a glitch per se, but even if it isn't, it's sure annoying. I'm going to add it just in case.
It's because of the super cycloptis.
I'm taking a bugrun through CQ3 1.2
IDMYPOS true and Print Screen on the ready. I've already seen a fewthings, so expect a bit. ;)
Quote from: Replica on May 14, 2009, 09:28:32 AM
It's because of the super cycloptis.
No. It's because of something in the engine involving collision checks or some such nonsense.
...
In legacy, you would, if you got under something on an elevator, be pushed into a secret world. If you infact do this in ZDoom, it makes the elevator not move so this doesn't happen. ;)
It's simple logic. The low ceiling cuts off right at the lift. As soon as the player steps on the lift, the lift begins to go up. The player has a very limited time to make it across the rising lift before the top of the player hits the low ceiling, causing an interruption in the lift, making it lower.
At least that's what it seems like. There may be an underlying bug, improperly tagged sector, etc. that may be causing this, but based on lift behavior, it looks like what I posted first is the case.
I'm sorry if I'm wrong and just wasting space but I tried running onto it really fast and all sorts of stuff, but it didn't work! :o
The lifts work in GZdoom just fine.
The million dollar question, though, is if it works in chex3.exe (it does for me, but like I posted, I have to try a few times before getting success).
I have to use the Turbo console command to get them to work. *shrug*
Quote from: Manny Cav on May 14, 2009, 09:28:32 PM
The million dollar question, though, is if it works in chex3.exe (it does for me, but like I posted, I have to try a few times before getting success).
that's a no. In Zdoom, It works, but you really have to book it into that vent to get on the elevator in good time. It takes quite a bit of practice to get it on your first try. I can do it, but I've beaten the game about a hundred times by now.
also, minor texture error
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090514_233513.png)
found here
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090514_233529.png)
The only thing wrong I see there is at X: -2474, Y: 2195, Z: 300 (where you are), where the left track is aligned differently than the right track.
EDIT: Remember, when you're taking screenshots, don't forget to type KIMHYERS (for chex3.exe) or IDMYPOS (for other engines) so the coordinates of where you are are shown on the screenshot! This really helps Chukker find stuff.
Quote from: Replica on May 14, 2009, 07:52:44 PM
...
In legacy, you would, if you got under something on an elevator, be pushed into a secret world. If you infact do this in ZDoom, it makes the elevator not move so this doesn't happen. ;)
Where on earth have you been? I've played with it WAY more than you it seems, because that has never happened on any map i've tried. Mostly because this is a Doom thing, not a ZDooM/Legacy thing. Also, if you do 3D lifts, it will just stop on top of you (but a good mapper knows this and makes safeguards against it). D:<
But i'm almost done, should post some stuff on monday. (and sorry if there will be any repeats :()
I will graft any findings into my list upon checking them out.
Quote from: Atariangamer on May 15, 2009, 06:43:53 AM
Quote from: Replica on May 14, 2009, 07:52:44 PM
...
In legacy, you would, if you got under something on an elevator, be pushed into a secret world. If you infact do this in ZDoom, it makes the elevator not move so this doesn't happen. ;)
Where on earth have you been? I've played with it WAY more than you it seems, because that has never happened on any map i've tried. Mostly because this is a Doom thing, not a ZDooM/Legacy thing. Also, if you do 3D lifts, it will just stop on top of you (but a good mapper knows this and makes safeguards against it). D:<
But i'm almost done, should post some stuff on monday. (and sorry if there will be any repeats :()
Get a friend to play with you over a lan or what ever, then stand on a down lift, get your friend to jump onto of your head, and you'll be shoved through the ground. I'd know, considering I've play over the LAN on legacy a lot.
Quote from: Replica on May 15, 2009, 10:52:56 AM
Get a friend to play with you over a lan or what ever, then stand on a down lift, get your friend to jump onto of your head, and you'll be shoved through the ground. I'd know, considering I've play over the LAN on legacy a lot.
Ok, you win. ;) The multiplayer coding is UBER BUGGY, and that does happen.
Quote from: Manny Cav on May 14, 2009, 11:14:04 PM
The only thing wrong I see there is at X: -2474, Y: 2195, Z: 300 (where you are), where the left track is aligned differently than the right track.
EDIT: Remember, when you're taking screenshots, don't forget to type KIMHYERS (for chex3.exe) or IDMYPOS (for other engines) so the coordinates of where you are are shown on the screenshot! This really helps Chukker find stuff.
I did say it was minor ;)
Yeah, I forgot what the CQ code was for IDMYPOS, I usually use the console for the CQ3 engine
Updates below. The main list is here (http://www.chexquest.org/index.php?topic=929.msg78622#msg78622).
- E3M5: At X: -2474, Y: 2195, Z: 300, a door has it's left track is aligned differently than it's right track.
- STKEYS3-8 have pixel offsets one pixel too low, causing some of them to get clipped at the bottom.
- STKEYS3-5 have useless pixel data on the first two image lines, causing them to be pushed too far to the right.
This isn't exactly a bug, but the "cook-guy" in the first level of Terror In Chex City isn't there unlike the original.
Added.
Yeah the missing cook... I never did like that he was just a motionless prop like a statue. I wanted to make a full set of sprites for him and turn him into a bot that runs around the kitchen. I might still do that but it's just a lot of sprite work for a character that only shows up in one place.
I'm sure we have a lot of mod makers here that would be eager to use the new version if he were to be made. ;)
Quote from: Chukker on May 22, 2009, 11:38:25 AM
Yeah the missing cook... I never did like that he was just a motionless prop like a statue. I wanted to make a full set of sprites for him and turn him into a bot that runs around the kitchen. I might still do that but it's just a lot of sprite work for a character that only shows up in one place.
Oh my goodness... o_o
I for one would be greatful if you did that 'cause that would be awesome! ^^
All fans of the Chef, raise your hand! ;D
*raises hand*
Once I remember how to post screenshots, I'd also like to share a few other strange things that I noticed in Chex Quest 3.
BTW, I raise my hand to the Chef too!
I raiseth my hand.
Quote from: Lee-king on May 23, 2009, 06:21:24 AM
Once I remember how to post screenshots, I'd also like to share a few other strange things that I noticed in Chex Quest 3.
BTW, I raise my hand to the Chef too!
Use the {img}{/img} tags. { and }, of course, mean [ and ]. You will also need a place to upload your image to, like Photobucket (http://photobucket.com/) or ImageShack (http://imageshack.us/). Alternatively, we have out own image gallery here (http://www.chexquest.org/index.php?action=gallery) which you can use to upload your screenshots.
I agree for the chef also
I've been playing Chex three (the villa level) for some time now. I am having a problem when you go to the first switch in the room where there's two windows I switch it to open yet I can't even leave the room or get past the first window before its locked again and I can't get any further than that, Is there a problem with my game or a secret I'm not getting? I have the walkthrough.
Thanks for any help you could give me
Could you post a screenshot of where you are with the IDMYPOS/KIMHYERS cheat active?
I think he's talking about that one switch so many new players can't get through.
Remember this topic? http://www.chexquest.org/index.php?topic=1080.0
Also, welcome to the forums eabdeb!
I couldn't find any windows in that area. :-\
Maybe we should make that topic pinned, so when more new people show up, they can get help without posting in the wrong topic. Or better yet, a whole new section that gives help to new members. Almost like Manny's walkthrough, but in forum format.
Quote from: 75 on May 29, 2009, 10:38:41 PM
I think he's talking about that one switch so many new players can't get through.
Remember this topic? http://www.chexquest.org/index.php?topic=1080.0
Also, welcome to the forums eabdeb!
Thanks so much, I'm actually a she LOL
I've loved these games since it came out! I love Chex 1 2 and 3. I just started playing 2 and 3. I've tried the always run feature however I still can't get to the door in time because I have to life the door to the room I'm in then run to the door which is locked when I get there. I swear I'm not a bad player I just don't get this.
I have these games on both my desktop and laptop (however recently the colors went kinda funny so I mainly play on my laptop.)
Since Chex Quest multiplayer support has been a bigger issue lately, I'll post this little niggle, as well.
A replacement for the IFOG series of spirtes is needed. The IFOG series is what appears when an item respawns in multiplayer.
EDIT: I put the list in the first post so everyone can find it easily.
Another minor graphical niggle: The text in the menus is green, but still retails the old Doom font.
I found in the new version that it crashes when you hit the exit switch on E1M4 :(
Really? It doesn't do that for me....
Lemme know if you can consistently reproduce the crash with any out of the ordinary playthrough steps you are taking. I just played it a few times and haven't been able to reproduce it myself.
It might have something to do with playing it through Steam. I'll try it in and out of Steam.
UPDATE: I think that it was the combination of running through Steam, and being in fullscreen, for it works fine now :)
I completed another run through the fifteen levels. I must say that I'm very impressed with your creative fixes to many of the secret door issues, like the E2M4 hole in the wall, the new E2M5 switches, just everything. What we have here is a world-class freeware game that could easily sale for $20-$30. Great work, Chukker!
I will update the list and remove fixed bugs. There are also some new things (or perhaps things I missed before) that I'll list here.
- Rather than replace the current set of IFOG spirtes, you added a new set, which means there are two IFOGA0s, IFOGB0s, etc.
- E1M4: The switch at the end of the level seems to be hard to activate sometimes.
- E1M5: If you compare the original chex.wad E1M5 to the current one, you'll notice that a LAZ Device is missing in the hidden slime area near the Flembrane. It currently contains four BWAs and a Super Chex Armor.
- E2M1: The elevator near the beginning of the level that leads to the region with the red key exhibits unusual behavior. You can't use it from the bottom area, but you can goad a Flemoid into stepping onto it, which will lower it. However, this works only once. Once a Flemoid or the player has used the lift once, it can't be lowered again.
- E2M3: The large building structure you made doesn't render well as long distances, such as when viewed near the exit in the maze. It tends to move around in 'bands.'
- E2M5: At X: 102, Y: -2171, Z: 30, the door near the elevator with the bowl of fruit isn't marked in some fashion as a door on the side with the bowl of fruit.
- E2M5: The two trap doors near the red key door can be opened manually by Flemoids. This most notably affected the first one, where, sometimes, the door will be open by the time the player gets to it, rendering the trap moot. The trap doors in the maze containing the red key also seem to exhibit this behavior.
- E3M4: Two rendering anomalies can be found in the screenshot uploaded here (http://chexquest.org/gallery/7_15_06_09_7_25_22.png). There's a strange strand of texture going up to the top of the screen, and the tree nearest to the left edge is also too close to the rock wall, causing it to be clipped. It needs to be a little farther out.
(//) - E3M5: Misaligned tracks (tracks that appear to have improper horizontal offsets) on doors can be found throughout the level.
- Not a Chex Quest 3 bug per se, but the two Doom Builder configuration files you made have some slight inconsistencies. There's a hyphen in "Mini-Zorch Pack," which causes an error in the order. "Propulsor Zorch Pack" and "Propulsor Zorch Recharge" both have the "Propulsor" and "Zorch" out of order. "Zorchpack" is also spelled "Zorchpak" in Chex Quest nomenclature. "Bootspork" is actually called "Super Bootspork." "Slime Repellant" should be "Slime Repellent." "Slime-Proof Suit" should be "Slimeproof Suit." "Computer map" should be "Computer Area Map." "Slimey Urn" should be "Slimy Urn" (though it's worthy of note that "Super Slimey" is also misspelled). "Stalagtite" should be "Stalactite." I know that's a lot, but I have found myself using the Doom Builder 1 configuration file regularly, and some of those throw me off a bit and make things a bit more complicated.
I wasn't able to produce a crash on E1M4, so what BMD says is probably true, especially considering that Atariangamer has Steam, as well (he also experienced the E1M4 crash).
I didn't run it THROUGH Steam, tho...and I also encountered another level end error...
I went to E2M3, and tried to get a good shot of the rendering errors (I thought ZDooM was limit removing...), and then started getting shot at by flemoids. I typed in "KILL ALL", but it didn't work like it should have. so i tried something else, but hit enter too soon, and killed myself...however, upon hitting the use key, it froze in the same fashion as E1M4.
Quote from: Atariangamer on June 15, 2009, 11:41:42 AM
I didn't run it THROUGH Steam, tho...and I also encountered another level end error...
It could be that simply running Steam and Chex Quest 3 at the same time doesn't work well. I didn't experience any crashes in my 15-level play-through.
Quote from: Atariangamer on June 15, 2009, 11:41:42 AM
I didn't run it THROUGH Steam, tho...and I also encountered another level end error...
I went to E2M3, and tried to get a good shot of the rendering errors (I thought ZDooM was limit removing...), and then started getting shot at by flemoids. I typed in "KILL ALL", but it didn't work like it should have. so i tried something else, but hit enter too soon, and killed myself...however, upon hitting the use key, it froze in the same fashion as E1M4.
The command you was trying to use is KILL MONSTERS. As for the level freezing, see my previous note.
Quote from: Manny Cav on June 15, 2009, 12:12:16 PM
Quote from: Atariangamer on June 15, 2009, 11:41:42 AM
I didn't run it THROUGH Steam, tho...and I also encountered another level end error...
It could be that simply running Steam and Chex Quest 3 at the same time doesn't work well. I didn't experience any crashes in my 15-level play-through.
You might be on to something. None of the other CQ3s had a problem, but this time when I had Steam and CQ3 running at the same time, it lagged sometimes. I remember some other problem, but I can't remember what it was. I'll run through it again.
It should be noted that Steam has just been updated, so it could be either program's fault.
Quote from: Manny Cav on June 15, 2009, 09:58:26 AM
- E2M1: The elevator near the beginning of the level that leads to the region with the red key exhibits unusual behavior. You can't use it from the bottom area, but you can goad a Flemoid into stepping onto it, which will lower it. However, this works only once. Once a Flemoid or the player has used the lift once, it can't be lowered again.
Manny, I don't think this is an error. The elevator isn't meant to go down from the lower level, since it would allow you to obtain the red key at the beginning of the game. Once you get through to the red key from the top, and walk on the elevator, it will lower just for convenience's sake. However, your goading a flemoid into walking on the elevator wasn't meant for another body to use it, and must be coded to lower for any being that walks onto it.
Quote from: ChexCommander on June 15, 2009, 03:24:39 PM
Quote from: Manny Cav on June 15, 2009, 09:58:26 AM
- E2M1: The elevator near the beginning of the level that leads to the region with the red key exhibits unusual behavior. You can't use it from the bottom area, but you can goad a Flemoid into stepping onto it, which will lower it. However, this works only once. Once a Flemoid or the player has used the lift once, it can't be lowered again.
Manny, I don't think this is an error. The elevator isn't meant to go down from the lower level, since it would allow you to obtain the red key at the beginning of the game. Once you get through to the red key from the top, and walk on the elevator, it will lower just for convenience's sake. However, your goading a flemoid into walking on the elevator wasn't meant for another body to use it, and must be coded to lower for any being that walks onto it.
I'm sure that Chukker didn't mean for the player to be able to shortcut through half the level. What I'm mainly pointing out is the fact that Flemoids can use the lift and let the player take the shortcut anyway (Though I'm not sure if you can actually tell a lift that a Flemoid can't use it. Every lift I've ever seen can be used by monsters.), and that the lift works only once.
Oh, you can go up the lift after a flemoid brings it down? Hmm...
Well, if you don't want to take the shortcut, you don't have to, I guess...
you can probably add a no monsters tag to the activation...
Actually, he needs to remove a flag. ~Monster Activates. You where close though. :)
The bugs, inconsistencies, and other anomalies are beginning to wane down. Here's what I found in my latest run through. The top one is the only carry-over from the last report.
- E2M3: The large building structure you made doesn't render well as long distances, such as when viewed near the exit in the maze. It tends to move around in 'bands.'
- E1M4: The new vines you added in the large room near the start leave black lines at the bottom of the patches.
- E1M5: This is an old-school bug, but the two Bipedici guarding a non-hidden yellow key are hung. You could either move them down into the pit, or make the cliff they're on larger, but the first option moots the whole guarding thing, and enlarging the cliff removes some of the difficulty of safely crossing it without falling down.
- E2M1: The elevator near the beginning of the level is still one-time use.
- E2M4: This is another old-school bug, but the door leading to the red key should be activated by a nearby switch. However, it can be simply opened by the player using it like a regular door, defeating the purpose of the switch.
- E2M5: Many of the trap doors in the maze containing the red key activate early if the player approaches the red key.
- E2M5: You blocked off the drop-off in the final arena so players can't drop down, but there is no guard rail, fence, or antyhing to suggest this.
As for that first one with the building warping around, why don't you just place a roof over the final maze area? The maze area is the only place where you can see this graphical glitch, anyway. Out of sight, out of mind.
IDK if it was the new code base, the fact I had steam off, or what...but i had no end level crashes.
and I dont think the E2M1 elevator thing is a bug...its not supposed to be used to go up, but to go down, but if we wanna keep to the old standard, then....
Quote from: Atariangamer on June 26, 2009, 04:22:59 PM
and I dont think the E2M1 elevator thing is a bug...its not supposed to be used to go up, but to go down, but if we wanna keep to the old standard, then....
I know. I'm not referring to the fact that it can't be used only on one side. I'm referring to the fact that it can be used only once from any side. Once it's used once, it can't be used again.
totally not the mess over a point...but if you do it right, you should only need to do it once...to get down.
Not exactly a huge bug. But I've noticed (in E1M3 and E1M4) that some of the doors don't close again once they're opened.
this is to aid speedruns...i think XD
A couple things
in E1M4, the space under this hole seems to hurt chexter,
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090702_161427.png)
Also
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090702_155843.png)
A locker got clipped on the end of this texture in E1M3
Random Note:
I NEVER noticed how big E1M5 was...last time I took the long way was when I first got it...
I NEVER take the long way, even the first time I did it I did the secret. I didn't know what the rest of the level looked like until I got to the bonus level in TNCQ G2. XD After that I always looked at the whole thing in playthroughs.
I know! I played the long way maybe once or twice as a kid, then always took the waterfall route. The regular way was just so big and twisty. Then again, being the final level in the game, maybe that's what it should have been. But I liked cutting to the chase. And I didn't use cheats back then.
the only time I went the long way was when CQ3 came out.
and in E3M2 with the secret elevator, the front texture of it is either nonexistant or bugged to the point where it blurs everything else until the elevator comes back down.
Quote from: 75 on July 02, 2009, 03:34:43 PM
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090702_155843.png)
A locker got clipped on the end of this texture in E1M3
Hmm...I never noticed that.
Quote from: 75 on July 02, 2009, 03:34:43 PM
A couple things
in E1M5, the space under this hole seems to hurt chexter,
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090702_161427.png)
Also
(http://i446.photobucket.com/albums/qq189/Jwaffe/Screenshot_Chex_20090702_155843.png)
A locker got clipped on the end of this texture in E1M3
The one on E1M5 won't hurt you when you have a slime-proof suit on, so there must be an invisible slime pool there.
And I noticed the slime floor in the room with the LAZ device in E1M5 won't hurt hurt you.
(http://www.majhost.com/gallery/protodermis/screenshots/screenshot_chex_20090815_110934.png)
There's a accidental mess up in that sector, where pain is turned on. There's no "Secret slime pool." ;)
I think that was done on purpose because it would be very... mean to place a LAZ on the end of a pain inflicted slime pool. (If you have low health, it could kill you. >.<)
Welcome to the forums! Can I suggest posting a topic in the introduction section? Well, enjoy you're stay, and make sure you look over the forum rules!
It wouldn't be mean... you should have to have a challenge to get the LAZ.
I think that LAZ area is intentional... That slime didn't hurt you way back in the original.
Wrong texture at the back door of Chex Lodge in E3M4
(http://i6.photobucket.com/albums/y221/drp740/Screenshot_Chex_20090906_175744.png)
It looks like the one at the front door was caught already, but this one wasn't...
I've found some bugs in E1M1, E1M2, and E1M3 that aren't exactly major bugs, just some minor cosmetic changes.
First, in E1M1, at the end, these stairs should have a more blue texture on some of the parts:
(http://i.imgur.com/vT5GVHw.png)
2nd, in this transporter area in E1M2, there's a texture that shouldn't be here. I think a transport area wall texture should be in this spot.
(http://i.imgur.com/mNfAyYH.png)
3rd, in this secret transporter area in E1M3, this ledge texture is a little...bland. A transporter texture here would look better.
(http://i.imgur.com/rG4E1gx.png)
4th, in this secret area in E1M2, this Digital Cafe logo is in a pit that is +1 lower than the actual floor.
(http://i.imgur.com/jHQChzp.png)
Again, this texture looks wrong here in this transport area.
(http://i.imgur.com/MvYSm9q.png)
Same with this locker, the texture just doesn't fit.
(http://i.imgur.com/CVgvUf1.png)
It also clips right here.
(http://i.imgur.com/DILyg4L.png)
And finally, this wall looks weird in front of the slime splatter.
(http://i.imgur.com/qAYiHMQ.png)
It's been years; this isn't gonna get fixed...
Then why don't you do a wad to fix the bugs then everyone will be happy.
Good idea.
You shouldn't because this is Chukker's game.
Because of copyright or you will be sued.
Not because of copyright, just because it's his game.