Z Chex Quest: Froot Gone Bad
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Z Chex Quest: Froot Gone Bad
should i work on making chex quest a PWAD for doom2? (basicly a TC)
or does nobody care about lame ol chex quest?
or does nobody care about lame ol chex quest?
Last edited by Bio Hazard on Tue Sep 16, 2003 5:54 pm, edited 1 time in total.
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If you like. I did it a couple of years ago with the original for my kids. It's easy enough to simply port the maps over, copy any other relevant resources and do a mapinfo etc for it. You could probably do that in half an hour. I simplified quite a few things whilst I was at it - made keys easier to find, made maps more straight forward, reduced enemy hitpoints, gave them weaker attacks etc. All necessary because my kids are young, and therefore not too good (yet) at doom. I'm not even sure they still have it on their computers though.
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ID# swapping in dehacked.Bio Hazard wrote:how do i make it so the shotgun dude dosent drop a shotgun? "man if that flemoid had a zorcher, why didnt he use it?"
1: Give an item that doesn't normally drop anything all the attributes of the shotgun guy. Including the shotgun guy's ID# (ie its map editnum)
2: Give the shotgun guy all the attributes of the item from 1. Again, including the item's ID#
Voila, wherever there used to be a shotgun guy, you will actually have the hacked item behaving like a shotgun guy. Wherever there used to be the item, you will now have a shotgun guy behaving like the item. The game is apparently unchanged until you kill your apparent shotgun guy and he drops... nothing!
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k i have no idea how to do that (i SUCK at Dehacked)Enjay wrote:ID# swapping in dehacked.
1: Give an item that doesn't normally drop anything all the attributes of the shotgun guy. Including the shotgun guy's ID# (ie its map editnum)
2: Give the shotgun guy all the attributes of the item from 1. Again, including the item's ID#
also how do i get PLAYMOVIE() tho work? i put a divx movie in my wad and added PLAYMOVIE("lumpname"); to the acs but nothing happens... is there a "MOVIEINFO" lump or something?
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OK, here you go. This swaps the candle and the shotgun guy to prevent the shotgun guy dropping a weapon when he dies. There is no obvious other change to the game. ie shotgunners and candles are still where you would expect them to be, but they are actually swapped with each other, and given each other's attributes. The only minor side effect is you get a generic "player died" message if a shotgunner kills you because you have in truth been killed by a candle.Bio Hazard wrote:k i have no idea how to do that (i SUCK at Dehacked)
Code: Select all
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
Thing 3 (Sargeant)
ID # = 34
Initial frame = 911
Hit points = 1000
First moving frame = 0
Alert sound = 0
Injury frame = 0
Pain chance = 0
Pain sound = 0
Far attack frame = 0
Death frame = 0
Exploding frame = 0
Death sound = 0
Speed = 0
Height = 1048576
Action sound = 0
Bits = 0
Respawn frame = 0
Thing 100 (Candle)
ID # = 9
Initial frame = 207
Hit points = 30
First moving frame = 209
Alert sound = 37
Attack sound = 2
Injury frame = 220
Pain chance = 170
Pain sound = 27
Far attack frame = 217
Death frame = 222
Exploding frame = 227
Death sound = 60
Speed = 8
Height = 3670016
Action sound = 75
Bits = 4194310
Respawn frame = 236
Been a while since I messed with this, but I'm pretty sure it does not accept movies in WADs. If your movie file is in the same dir as Zdoom just use PLAYMOVIE(filename.avi); or you can give it a complete path name and it works. You can also specify playmovie filename (using the console command playmovie rather than ACS) in a cfg file and have Zdoom play the movie as soon as the game loads, just like a commercial game does.also how do i get PLAYMOVIE() tho work? i put a divx movie in my wad and added PLAYMOVIE("lumpname"); to the acs but nothing happens... is there a "MOVIEINFO" lump or something?
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it should... *hint**hint*Enjay wrote:ZDoom does not accept movies in WADs.
actually converting doom1 to doom2 is a pain so ill have to do the whole thing from scratch
ZChexQuest
k new question:
should i:
A. Continue on Vanilla Chex Quest (R)
B. Make an original wad using ChexQuest resources (with cool scripts and stuff)
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The biggest difficulty I can think of is the different texture resources. As you know, there's a whole bunch of textures in Doom1 not in Doom2, and vice versa. However, there are a couple of tools that let you merge the texture and pnames lumps from different wads into one. That will allow you to quickly and easily put all the Doom1 specific stuff into a Doom2 compatible WAD and have both Doom1 and Doom2 textures available. Once you have done that, all the levels should run under doom2 because all the resources they need are now present. I know DeePSea does this merging very well (only takes a couple of seconds). I think Wintex is supposed to do something like it, but I can't get my head round Wintex. XWE may do it, I haven't checked.Bio Hazard wrote:actually converting doom1 to doom2 is a pain so ill have to do the whole thing from scratch
The map names are not a problem - just rename and make up a MAPINFO for them.
Can't think of much else that could cause problems.
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or, u can do what i did ( i had lots of fun with this one)
1. Copy the the TExtures resource from Doom2
2. Paste in a doom1 wad.
3. Copy flats resource from doom2
4. paste in a doom1 wad.
5. copy the patches from doom2
6. paste in a doom1 wad.
7. copy sprites(i loved this) and sounds
8. paste in a doom1.wad.
now, type idfka and play doom1 with a super shotgun
And, if you stick with the doom1 format, you can also replace
doom2 monsters with new monsters sprites. ^_^
1. Copy the the TExtures resource from Doom2
2. Paste in a doom1 wad.
3. Copy flats resource from doom2
4. paste in a doom1 wad.
5. copy the patches from doom2
6. paste in a doom1 wad.
7. copy sprites(i loved this) and sounds
8. paste in a doom1.wad.
now, type idfka and play doom1 with a super shotgun
And, if you stick with the doom1 format, you can also replace
doom2 monsters with new monsters sprites. ^_^
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k, im going to sound like the stupidest mapper alive when i say this but bear with me:
how do you ADD flats... (not replace) so that they show up as new flats in WA. i never figured this out
or should i wait till the interchangeable flats\textures thing come along? (hurry up randy! i have so many ideas! )
what i meant by continue was keep all the levels and evrything the same as vanilla chex quest
B meant do it from scratch with the same story and build off that "ZChexQuest: Froot gone Bad Episode II" or something
and if i do go from scratch would you like a super serious episode or a little comic releif evrey so often?
how do you ADD flats... (not replace) so that they show up as new flats in WA. i never figured this out
or should i wait till the interchangeable flats\textures thing come along? (hurry up randy! i have so many ideas! )
what i meant by continue was keep all the levels and evrything the same as vanilla chex quest
B meant do it from scratch with the same story and build off that "ZChexQuest: Froot gone Bad Episode II" or something
and if i do go from scratch would you like a super serious episode or a little comic releif evrey so often?
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