The "To Do" List

Started by Boingo the Clown, February 09, 2011, 03:10:09 AM

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Boingo the Clown

Options > Mouse Options > Cursor

Click on the style type until "Chex" comes up.

TrueDude

#31
I feel I should mention that when going through TUCQ assets, at least in Release 5, I noticed TEKWALL4 and FLOOR5_4 are from the old stolen Chex Quest 3. They should probably be removed. There may be other relics from the old CQ3 that I assume you put in when you planned on porting those maps to TUCQ.

EDIT: Another idea I thought of, you should try adding in some brightmaps. It'd look good on textures like the lights in Caverns of Bazoik, and you could add them to the flemoids eyes, which would kinda add a fun cartoony factor to them, since whenever it'd get dark in a room you'd only be able to see their eyes walking around in the pitch black.

LAZ Trooper

I had actually started working on that for one of my own ideas. I also made brightmaps for the zorch effects. I forget how much I finished. If anyone's interested, I can upload whatever I did.
Use the CQ IRC channel! (were it working...)

Current Projects:
Chex Quest: The Great Invasion (on hold)
Chex Quest Skulltag Pack - mapper
The Chex Crusades: Return to Bazoik
Map of Epic (unannounced. If you notice this and ask about, good for you. You won't get any information. And I am out o

Boingo the Clown

Yeah.
Brightmaps eventually.

LAZ Trooper

I just checked, and I apparently only did the Commonus, Flembomination, and Lord Snotfolus, although I presume you won't use the last two as they're CQ3?
Use the CQ IRC channel! (were it working...)

Current Projects:
Chex Quest: The Great Invasion (on hold)
Chex Quest Skulltag Pack - mapper
The Chex Crusades: Return to Bazoik
Map of Epic (unannounced. If you notice this and ask about, good for you. You won't get any information. And I am out o

TrueDude

Just thought of this, you could make the floors in the museum reflective. For example. Would make a neat effect if you can pull it off.

A video tutorial on how to do so.

Boingo the Clown

Quote from: TrueDude on February 21, 2013, 11:35:53 PM
I feel I should mention that when going through TUCQ assets, at least in Release 5, I noticed TEKWALL4 and FLOOR5_4 are from the old stolen Chex Quest 3. They should probably be removed. There may be other relics from the old CQ3 that I assume you put in when you planned on porting those maps to TUCQ.

EDIT: Another idea I thought of, you should try adding in some brightmaps. It'd look good on textures like the lights in Caverns of Bazoik, and you could add them to the flemoids eyes, which would kinda add a fun cartoony factor to them, since whenever it'd get dark in a room you'd only be able to see their eyes walking around in the pitch black.
Thanks for pointing out the flat and wall texture. They are now removed.

Brightmaps are definitely in the future some time.

Boingo the Clown

Quote from: TrueDude on February 20, 2013, 09:15:15 PMOh, another thing I just realized, using TUCQ with either the Ultimate Doom IWAD or Doom II IWAD in GZDoom gives you a mouse cursor made specifically for them on the menu... which is the decapitated bloody head of Daisy the bunny. I don't know how you can replace the cursor, but since I've seen it done once I assume it's possible.

LOL!  This is ten years late, but I changed the menu cursor to a zorcher quite some time ago.  It works much better than the Chex piece. I don't know if it was in the last release or not.

Boingo the Clown

Okay, folks! I spent the last few days coming up with a whole diaper load of new things to add to the list.

TUCQ To-Do List


EPISODE 1


E1M0:

Record voices
Make music
Make intro animation



E1M3:

Get the secret exit working
More flasks
More lab equipment
Add old-fashioned Computers in the big round room
Different coloured books for the red key room
Make sloshing slime texture
Smashed beaker/flask flat?
File cabinets
Table/desk/cabinet texture to be redone in colours other than red.  Gad!  I am tired of those red cabinets everywhere!
Add visual interest to the blue key room. It's too plain and empty.
Build out walls; blackboards and analysis thingie
Animate computer textures
Make a version of the orange wall that is not orange for the secret exit room.
Make new steps texture.



E1M4:

Animations in Hydroponics
More varied items in hydroponics
A retaining wall (railroad ties?) around the raised bed in the first room at the top of the elevator
More trees and other crops in the greenhouse
New types of tree
More detail on the vines in the maze
Elevator down to the mines.
New Mines door texture


E1M5:

Finish the texture realignment
Create some original wallsnot textures
Create a texture of citizens stuck in a wall of snot as in the original outro
More animated snot river textures?
Flying bats (harmless)?
An item that makes falling water sound
An item that makes running water sound
An item that spawns splashes and throws snot chunks randomly for the bottom of the snotfalls
Items that make citizens' calls for help
Create the master slime pillar
Create additional slim pillars
A script that removes all other slime pillars when the master pillar is zorched away
Possibly make extant monster teleport destinations functional on the highest difficulty levels?
Make some hanging snot like CQ3 has.
Make an addition to snotfall animation. The current version seems to appear from nowhere and does not tile.

E1M5A:

Record voices
Make music
Make animation


E1M6:

Make the stinking level


E1M7:

Make the stinking level


E1M8:

Add Truedude's level
Start making alterations as needed
Create a new version of the flembrane


E1M8A:

Record voices
Make music
Make animation

E1M9 (secret level):

Make the stinking level
Make music
Hope the music doesn't stink


EPISODE 2


E2M0:

Record voices
Make animation


E2M1:

Make bacon and eggs frying on the diner grill
Animate the fry cook?
Change the orientation of the girders in the large hangar.  Chuck was right. They make more sense going the other way.
Change the girders to make trusses
Raise the height of the hangar a little
Finish the airport tower
Make textures for and finish the other skybox buildings
Make more skybox buildings
Replace the landing approach light towers.  They are terrible.  It is my fault for making a sprite with a public domain model.


E2M2:

Implement the clock tower puzzle
Street lights and signs (Thanks for the idea Darkstone)
Make amusing storefronts based on the names of various CQFF members
Make department store and boardroom maze
Make new animations for theatre screens
Make a texture of the theatre front based on the now-defunct Capitol Theatre downtown.  (RIP) :'(
Animated marquee
New "coming soon" posters
Work on the textures for that blasted fountain drink dispenser
Maybe do a texture of some poor usher snotted to the wall
New textures/better textures for the interior of the theatres
Try and figure out how to explain that CQ3's theatres are based on mine and not the other way around.


E2M3:

Continue making the new textures for the exterior of the museum based on the old former library downtown
Work on fixing up that darned totem pole texture
Add more exhibits to the museum such as
...hanging pterodactyl
... The girl with the Chex earing
... something cubist
... a giant crystal
... trilobite
... an aeroplane?
Redo the stone background on the ichthyosaur
Make pedestal textures
Finish the short-circuited fusebox
Add even more crates to the storage area
Finish the extra detailing in the hedges in the hedge maze
Build a voxel police car outside the exit of the hedge maze

Intermission screen: Chex guy driving the police car as indistinct scenery whooshes by in the background.


E2M4:

Make more amusing storefronts based on CQFF member names
Make a few different types of brick for more variation between buildings
Ummm ... More detailing?


E2M5:

Voxel and/or texture-based pipes that run along the walls and ceilings.
Lightbulbs hanging from the ceiling
Wires along the ceiling for lightbulbs
Add secret level exit


E2M6:

Implement the scripting for the fuse-based quest.
Create fuse sprites
Create fuse panel textures
Finish the two quest sections.
Introduce Minimus
Finish the stinking level Dagnabbit!


E2M7:

Make the stinking level, you fool!
Make Dirty brick textures or use the one I already made for Vilecore.
Boarded up windows
Garbage can sprites
Garbage bag sprites
Textures for billboards for Brand X Cereal
Brand X doors
Introduce Gyro


E2M8:

Make the stinking level!


E2M8A:

Record voices
Make animation


E2M9:

Make the stinking level!


EPISODE 3


E3M0:

Record voices
Make animation
Note: This may be the longest and most difficult animation to make. A large number of citizens are hurried into an

emergency shelter while soldiers nervously stand outside. Meanwhile, The Commander, Dr. Erdbeere Muesli, and Chexter discuss who could be responsible for the flemoid invasion. (Spoiler: It's Doktor Flemming.)


E3M1:

Level by Truedude needs to be added, then modified
Outdoor rain effect needs to be added
Skybox needs to be added
Lightning and thunder effects need to be added
Dialogue needs to be added
New textures required

PFUB1 and PFUB2 replacements are needed.


EPISODE 4


E4M2:

Create skybox
Create sprites for gigantic flemoid monster
Create sprites for IFOC defense force fighters
Create a radio dialogue between a Galactic Control officer and General Mills.  "Launch the fighters! Launch the fighters!"
Make a level, stupid!


E4M4:

Finish the tower
More giant flemoid and fighter sprites
Sprites, voxels, or animated textures for planetary defense guns



GENERAL

Work on sprites for:

        Flemoidus Gyro
        Flem Balloon
        Super Cycloptis
        Anihilus/Ultimus
        Flem pod
        Quadrumpus with armour
        Dr. Flemming
        Flemoidus Rhinus
        Flemoidus Minimus
        Flemoidus Dervish
        Planetary Defense Guns
        IFOC fighters
        Rescuable IFOC citizens
        Commander?
        General Mills?
        Dr. Erdbeere Muesli?
        Improved teleport glitter
        Wandering dog?
        Wandering cat?
        Wandering mouse?