Heh, Chex

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Captain Ventris
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Re: Heh, Chex

Post by Captain Ventris »

Real Chex Quest support = win-sauce.
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Re: Heh, Chex

Post by Gez »

If Chex were to be fully supported as a standalone game (and not as a Doom TC), then there would be a need for a new "Game" definition (in addition to the existing Game Doom, Heretic, Hexen, Raven and Strife), sprite renaming (so full redefinition of Chex actors because BOSS, POSS, SPOS would be changed to something like FLEM, FLMA, FLMB) and so on. Is it really worth it?
Last edited by Gez on Sat Aug 30, 2008 8:04 am, edited 1 time in total.
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Captain Ventris
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Re: Heh, Chex

Post by Captain Ventris »

Gez wrote:If Chex were to be fully supported as a standalone game (and not as a Doom TC), then there would be a need for a new Game definition, sprite renaming (so full redefinition of Chex actors because BOSS, POSS, SPOS would be changed to something like FLEM, FLMA, FLMB) and so on. Is it really worth it?
YES. :P

I actually have sprite sets of the chex monsters that are all renamed for ZDoom Wars.
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Re: Heh, Chex

Post by Blzut3 »

Graf Zahl wrote:- The MiniZorcher needs a different icon. It still uses the pistol.
I might have fixed this between when I uploaded the last patch and now, but I don't see the pistol icon anywhere. If I did then this patch should be good.

Edit: I noticed we'll need a chex big font. The original artist for chex quest is supposedly on the chex quest fan forums, so perhaps we could get an official set from him?
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Re: Heh, Chex

Post by Gez »

Do the switches work for you when playing Chex? After being activated, they kept their "locked" texture... Maybe because the switches in ZDoom.pk3/animdefs.txt have game qualifiers, and Chex isn't considered as being Doom 1, 2 or 3.
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Re: Heh, Chex

Post by Blzut3 »

I don't ever recall seeing those switches working. Do you know what textures are being used?
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Graf Zahl
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Re: Heh, Chex

Post by Graf Zahl »

Is the patch complete? If so I'll add it and fix the switch issue.

One good side effect of having different actors is that the bullet hole decals are gone. They looked a bit weird.
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Re: Heh, Chex

Post by Blzut3 »

Unless I'm forgetting something it should be complete.
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Re: Heh, Chex

Post by Graf Zahl »

ok
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Re: Heh, Chex

Post by Gez »

Blzut3 wrote:I don't ever recall seeing those switches working. Do you know what textures are being used?
From a quick glance in Doom Builder (I may have missed some), those are the switch textures used :
E1M1: SWxSTONE
E1M2: SWxMETAL
E1M3: SWxMETAL, SWxBRNGN
E1M4: SWxBRCOM, SWxSTRTN

Looking in SLumpEd, the following textures appear to be usable as switches (some of the standard Doom switches do not look like switches at all in Chex):
SWxBRCOM, SWxBRN1, SWxBRN2, SWxBRNGN, SWxBROWN, SWxCOMM, SWxCOMP, SWxDIRT, SWxMETAL, SWxPIPE, SWxSTARG, SWxSTON1, SWxSTONE, SWxSTRTN, SWxBLUE, SWxGSTON, SWxHOT, SWxSKIN, SWxVINE, SWxWOOD

('x' stands in for both '1' and '2')
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Re: Heh, Chex

Post by Graf Zahl »

I just tested a bit. All switches I encountered were working. That includes those in the leftover Doom levels in chex.wad.
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Re: Heh, Chex

Post by Blzut3 »

chex.deh still needs to be deleted.
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