Chex Quest 3: Vanilla Edition Dev Thread (Stable release up for download!)

Started by Melodic Spaceship, December 23, 2023, 10:19:51 PM

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Technopeasant

Being a fan of vanilla Doom, this gets me quite excited about Chex Quest again.

Melodic Spaceship

#16
Well finally, after all the procrastination when I basically had 1.0 pretty much ready, I think it's now time. That's right, Chex 3 Vanilla 1.0 has now finally been released! While there may be future updates, any more updates past this point will not have demo-desyncing changes, just changes to additional lumps to support source ports and minor texture adjustments (if the texture adjustments can be applied without causing desyncs). This means that everyone is now free to start speedrunning it with demos and everything, which is in fact encouraged because speedrun demos will be used to make sure I don't cause any desyncs.

Anyways, here are the downloads:

For DOS: https://drive.google.com/uc?export=download&id=1_APJZVgvPO5KBAQlR8rdybWA9Jy37BtH
For source ports: https://drive.google.com/uc?export=download&id=1hshELR97TB33Rn9pI9HNE-5Swmkba4Sb
Modding version: https://drive.google.com/uc?export=download&id=16ReZvb0zgQFIstFmhgldWCKN0yZ-68f8

Version 1.0 has the longest list of changes yet, which is fitting for the jump from release candidates to stable:

  • The Doom II startup string has been reverted to also say "Chex(R) Quest 3: Vanilla Edition" due to some source ports using that string for chex3v.wad.
  • Added some replacement sprites for the beta BFG (LAZ Device) projectiles, edited from the Phasing Zorcher projectile sprites.
  • Slight grammar correction in the readme.
  • Fixed a misaligned texture in CQ3M2.
  • EMAPINFO changed so that the intermission is skipped after CQ1M6 and not skipped after CQ2M5 and CQ3M5 (as in ZDoom).
  • Add GZDoom friendly name strings to the ZDoom LANGUAGE lump.
  • Added a line break at the end of the EDFROOT and DEHACKED lumps.
  • The DECORATE definitions for the enemies now inherit from the enemies they replace in the DEHACKED lump.
  • chex3d2.wad's build script now puts TEXTURE2 right after TEXTURE1 in the directory index, and the actual IWAD is changed accordingly.
  • Cut the extra DSDA-Doom metadata out of the built-in demos.
  • Changed ZDoom and Zandronum "frag/kill" strings to more appropriate "zorch" strings in the LANGUAGE lump, and changed the ZDoom automap "monsters" string to say "flemoids" instead.
  • Corrected off-key timpani notes in the "Intro Soundtrack" and "Outro Soundtrack" MIDIs.
  • Cropped a bit of empty space off of the bottom of the Stridicus and Snotfolus sprites so that they play nicer with certain hardware rendering ports.
  • Added some of the widescreen assets into the main WADs under "*_WS" names for use in Nyan-Doom and any other ports supporting the feature.
  • Merged some needlessly split lines in CQ3M2.
  • Added more fake tall textures to the meeting rooms in CQ1M0, CQ3M1 and CQ3M2 to better recreate the look of the ZDoom version.
  • Added mention of slime trails / bad seg angles to the known issues list.
  • Fixed texture alignment on the exit switch and removed a duplicated sector tag in CQ2M1.
  • Re-recorded the built-in CQ2M1 demo due to desyncs caused from the changes to it.
  • Marked some lines as secret in CQ1M5.
  • Made the door to the exit room in CQ1M3 a single-use stay-open door, as in the ZDoom version.
  • Made a few door tracks in CQ1M3 use the correct door track texture.
  • Fixed a drawseg overflow in CQ1M4 by simplifying the geometry on and beyond the window to outside (also making the window's simplification consistent with the nearby ceiling window).
  • Fixed a hole in the "Refrigerated Storage" door texture.
  • Made the maze area and the starting area of CQ2M3 more disconnected in order to reduce the risk of a visplane overflow.
  • Fixed drawseg overflows in CQ3M3's garden area by simplifying geometry and adding a wall in the indoor fountain area.
  • Credited elf-alchemist for handling the Bethesda.net version.
  • Fixed a line that was mistakenly marked as hidden in CQ2M2.
  • Fixed a hole in the GRAY5B patch.
  • Removed the mention of the Doom Unity port from the readme, as that has now been obsoleted by the Nightdive port which has its own special version of Chex 3 Vanilla on Bethesda.net.
  • Added ID24 status bar graphics. These were originally created for the Bethesda.net version but were backported to the main version because ID24 may be adopted in other ports.
  • Moved all the dummy levels to be positioned right after the proper levels in the WAD file, to prevent issues with some ports.
  • Reformatted the finale texts in the UMAPINFO to use different lines as seperate strings, instead of relying on actual linebreaks.
  • Added a EMAPINFO entry, par time, level name and unique WILV graphic for CQ?M? (E4M1).
  • The dummy levels now all have distinct WILV graphics, and the CWILV graphics in chex3d2.wad have been updated to look nicer. Shout-out to Eevee for the recent update to the Doom Text Generator which helped with this!
  • Fixed remaining minor discrepancies between chex3.deh and the DEHACKED lump.
  • Made a slight texture alignment adjustment in CQ1M1.
  • Credited Andrew Benon and Strife for doing the soundtrack in the original version of CQ3.
  • Added a WADINFO lump. Also a backported Bethesda.net change.
  • Did various other minor texture fixes across accross E1.
  • Moved one of the DM starts off the top of the maze in CQ2M3 in order to block off access to any remaining VPO spots. Added a new DM-only area to compensate.
  • All dummy levels now have more than one sector in order to prevent crashes in some source ports.
  • Added more proper text color translation lumps, which translate both the red and green color ranges.
  • Re-recorded the CQ1M1 demo to bring it closer to the original intention with the demo from the original Chex Quest.
  • Updated CQ3HACK to make it so ENDPIC shows at the end of episode 1. This is done through CQ3HACK instead of the DeHackEd patch due to the latter doing a search-and-replace which would affect the demo loop too, which needs to still display the CREDIT graphic. It also needs to be applied only on the Ultimate Doom executable.
  • Backported most of the weapon wheel graphics from the Bethesda.net version due to Woof adding support for them. The "unknown" icon was redone from scratch due to the one in the Bethesda.net version being a recolored Bethesda asset.
  • Added ID24 intermission lumps, which allows the proper looping E2 intermission to work in any source port that supports it, as well as fixing the other intermissions in ports that require them.
  • Made some lines seperating the audience stands in CQ1M0 impassable in order to prevent a softlock if they player tries to get on top of them. CQ3M1 is left as-is because the player can still get out in the case of that level.

Edit: Just found out that in the changelog files I included I accidentally left the 1.0 section marked as "(NOT FINAL)". This is incorrect, it is indeed the finalized version of 1.0. It's fine if you speedrun it despite it being supposedly "(NOT FINAL)". This will be corrected in 1.1.

Technopeasant

Congratulations.