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#1
Please excuse the quadruple post, but RC4 has now been released! There are a lot of changes in this version, but I'll go over a few highlights.

First of all, I went ahead and changed the GZDoom autoload/filter name to "chex3vanilla", except now that's actually a new filter category, consisting of "chex3vanilla.cq3" which is the main WAD you've probably already been using and "chex3vanilla.d2". The latter is another addition to this version: a Doom 2 based WAD called "chex3d2.wad" which contains most of the same resources as the main WAD but is in the Doom 2 format instead.

Unlike "chex3v.wad" it doesn't contain its own levels (not counting the dummy levels) and is solely meant to be the foundation for other PWADs. You can make a PWAD based on this instead of the main WAD if you'd prefer to use the Doom 2 style format or want to make use of the Super Large Zorcher or Megasphere in levels. Due to it only being of interest to modders and anyone wishing to play a PWAD that requires it, it's included in its own separate package. It currently doesn't have a DOS version.

Lastly, the source code of the CQ3HACK utility is now included in the DOS package as per the request of someone over at Doomworld. At any rate, enough rambling. Grab it here:

For DOS: https://drive.google.com/uc?export=download&id=10Y5ttqfrNuHRew583p6M48MKufEVWxHX
For source ports: https://drive.google.com/uc?export=download&id=1iApi9bs4SdYkJzgjKUzuRJPd8PXAm4OG
Modding version: https://drive.google.com/uc?export=download&id=14KQpR67K9LBy0a8diwaAOSm9mR4a3jr1

Full changelog:

  • Re-arranged the demos so that the CQ1M1, CQ2M1 and CQ3M1 demos are shown before the CQ1M0 demo.
  • Removed the "enterpic" and "exitpic" definitions from the UMAPINFO lump.
  • Adjusted the ZMAPINFO to better support using Doom II as the IWAD in ZDoom-based ports.
  • Merged the EMENUS and EDFROOT lumps into a single EDFROOT lump.
  • Merged the TEXTURE1 and TEXTURE2 lumps into a single big TEXTURE1 lump, so that PWADs can include just a TEXTURE2 lump without needing to have copies of the IWAD's TEXTURE2 definitions.
  • Added a replacement for the PISTA0 sprite, copied from the MINZA0 sprite in zdoom.pk3.
  • Fixed a misaligned and missing texture near the lift near the red key door in CQ3M1.
  • Increased the delay for the CQ2M5 ACS exit script to ensure the voodoo doll can collect the invulnerability sphere if the voodoo doll spawns at all.
  • Added custom menu back button and WISLASH graphics for ZDoom.
  • Moved the ZDoom obituaries into the DEHACKED lump since Woof supports ZDoom-style obituaries, and moved the Eternity obituaries into the EDFROOT lump in order to provide ones that otherwise conflict with the ZDoom-style ones.
  • Added a DM-only teleporter that allows exiting the maze area in CQ2M3.
  • Merged a few pointlessly split lines in the maze in CQ2M3.
  • All levels now have 10 DM starts.
  • Fixed a switch door, and adjusted texture alignments on two lines in CQ1M3.
  • Added a DM-only exit from the final area in CQ2M4.
  • Adjusted the STARMS graphic to be the same width as the STPTS graphic.
  • Made all intermission screens have the last frames of animation be part of the background, and also corrected the bad offsets in the CQ1 intermission animation.
  • Fred Chexter's foot is now in a different position depending on the level in the CQ2 intermission screen.
  • Made some texture alignment adjustments in the main area of CQ3M1.
  • Corrected a typo in the EMAPINFO lump.
  • Changed the GZDoom autoload/filter name from "chex.chex3vanilla" to "chex3vanilla.cq3" in order to prevent issues with mods that expect the Chex Quest 1 or ZDoom Chex Quest 3 actors, which Chex 3 Vanilla doesn't use.
  • Removed the "ENDFLT*" flats and references to them in the DeHackEd files, as they already exist under different names and there's no visual difference with the ones that are used by default in the text screens.
  • Added dummy textures for the Doom 2 switches. They're present both WADs only because the Doom 2 style modding base WAD needs them, which is auto-generated from the main IWAD and a stub WAD.
  • Removed patches that were present in the WAD but not referenced in PNAMES.
  • Introduced chex3d2.wad, an alternate IWAD specifically to be used as the basis for PWADs that want to go with a more Doom 2 style format or make use of the Super Large Zorcher or Megasphere, and contains none of its own levels.
  • The "cast call" duplicate of the armored bipedicus was replaced with one of the cycloptis, because it otherwise doesn't show up in the cast call.
  • Added an Eternity-compatible version of the big font.
  • Added an introduction and known issues section to the readme.
  • Added the source code of CQ3HACK to the DOS package.
  • Added a DECORATE definition for the Flem Mine to remove the translucency that only made sense for its Doom counterpart in ZDoom.
  • Added a link to the YouTube upload of the additional music to the readme.
#2
The Lost Quest / Re: Shiny Grimer shiny Muk and...
Last post by King Ezra The Wise - April 21, 2024, 08:36:05 PM
What Pokémon should I give flemodious Forms for if I made this mod these Pokémon are GZDoom exclusive and can only be found in Chex Quest
#3
The Lost Quest / Re: Darker green flemoids
Last post by King Ezra The Wise - April 21, 2024, 08:34:00 PM
Is it possible to play this with other Chex quest wads I'm asking because I may do the Bazoik mission with only the Ultra Zorcher
#4
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by chexman107 - April 09, 2024, 06:14:09 PM
I am not sure about the outfit; that seems pretty gimmicky in my opinion. But a giant flemoid sneezing a spray of slime seems like good, creative idea to simulate a rocket-like ball of slime.
#5
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by Replica - April 06, 2024, 10:00:38 PM
That's a great idea. I like it. It'd be cool if decorate/dehacked was used to give it's attack a shotgun like effect with multiple rockets, to simulate a bigger nastier sneeze.
#6
RC3 has been released! The most notable part of this is the introduction of the DOS package! I assume everything in that package is legally fine to redistribute, but if something isn't please let me know so I can remove it in another update.

  • Fred Chexter will be seeing you at "chexquest.org" instead of "chexquest.com".
  • Added a credit for some ZDoom support lumps being based on zdoom.pk3.
  • Blue is now the default player color in ZDoom.
  • Added custom obituary strings for Eternity.
  • Fixed holes in the "WALL55_1" patch.
  • Fixed a discrepancy between the DeHackEd files and the DECORATE lump, where the second hanging plant was solid only in the latter.
  • Added a MENUDEF lump to make the big font green in ZDoom.
  • Fixed the E3 ending text having a missing word from the original ZDoom version.
  • E4M1 is now simply labeled as "E4M1" on the automap.
  • All Doom II/TNT/Plutonia level strings in the BEX file which were holdovers from before the switch to Ultimate Doom as a base were changed to simply say "level X".
  • Added replacement sound effect for the helper flem getting zorched.
  • Computer maps no longer affect item percentages, in order to make it possible to achieve 100% items on levels with more than one.
  • Marked a line in the starting window in CQ2M3 as impassable.
  • Added a picture of the maze to CQ2M3.
  • The ZMAPINFO now enforces no jumping or crouching.
  • Fixed the Cycloptis name in the ZMAPINFO cast call definition.
  • Introduced the package for DOS and modified the readme accordingly.
  • Made the readme and changelog more readable under DOS, and converted line-breaks to the Windows format.
  • Added a DECORATE definition for the SLZ in order to fix weapon auto-switching in Zandronum.
  • Added a DOOMDEFS lump for GZDoom and Zandronum in order to modify the lighting effects that only made sense in Doom.
  • Changed the teleporter leading to the maze in CQ2M3 to be multi-shot instead of one-shot.
  • Added code for CQ2M5 in the ZDoom-only ACS script to make the Maximus exit more reliable in ZDoom.
  • Added mentions of the YouTube trailers in the readme.

Download (for source ports): https://drive.google.com/uc?export=download&id=10oT_8ffznWThWxelqdccUKWS5LyLIelm
Download (for DOS): https://drive.google.com/uc?export=download&id=13kaL0xzVkyU4n_7fvjmMPoG-qX7ycNR4
#7
If it interests anyone, I have considered a possible replacement for the DooM cyberdemon.

A giant flemoid with a cold.  He would have an ice pack on his head and a thermometer in his mouth and could possibly be wearing a bathrobe.  What can be worse than a snot monster with a cold?

Instead of firing rockets he would sneeze (ah Ah AH-CHOOOOOO!) and send out a disgusting burst of flem towards the player.
#8
Chex Quest and Related Topics / Re: get slimed catch a cold th...
Last post by chexman107 - March 23, 2024, 01:27:35 PM
According to the comic book from Chex Quest HD, "[The flemoids] were concerned with one thing: The consumption of any & every possible nutrient from their environment" (p. 37). So, my theory is when you get slimed by a flemoid, the flemoids could then proceed to drink NOT blood, but instead drain the vitamins and minerals from your body, shriveling you up like a plant lacking nutrients. In the case of "Rescue in Bazoik" episode, the Flembrane may simply be holding the Chex citizens hostage. I don't know what kind of demands the Flembrane made to the Intergalactic Federation of Cereals (or Snacks), if at all, or whether it intended to cause the hostages to lose nutrients or keep them stuck in the slime for the rest of their days. So, my theory on that is that the Flembrane had made a demand to the IGFC/S to let the flemoids have planet Bazoik all to themselves (the flemoids, however, would move on to another nutrient-rich planet once they're done with planet Bazoik) or the Chex citizen hostages lose their nutrients, giving the IGFC/S three days to decide. So, the IGFC/S sent Fred Chexter (or one of his Chex Mix Squadron allies) to stop the menace and free the hostages.
#9
I believe in cannon you just get stuck in place.  Suffocation would not be a child-friendly option.
#10
RC2 has been released! Download here: https://drive.google.com/uc?export=download&id=1y9F8xnL6u-d666M-BG7mv-h3NBZBQo2_

Here is a list of changes in this version:

  • Removed the offsets in the WIURH0, WIURH1 and WISPLAT lumps to fix a crash in Nugget Doom.
  • Added replacement Super Slimey confirmation string in the external DEH and internal BEX.
  • Crushed enemies/players are now invisible instead of turning into beakers.
  • Added the "Chex Quest 3: Vanilla Edition" startup string to the BEX file.
  • Added replacement sprites for the MBF helper dog (a yellow recolor of the larva).
  • Added an EDFROOT file to make sure the title music plays in full in Eternity, and also to change the Eternity credits background.
  • Added a changelog.
  • Added a mention of the Doomworld thread and some other ports supporting widescreen to the readme.
  • Removed the ZMAPINFO and PFUB1 lumps from the widescreen pack and renamed PFUB1B to PFUB1, as the GZDoom-compatible PFUB1 works with other ports too.
  • Added unmarked exits to E4M1 and all the dummy levels, in order to allow full level completion in DSDA-Doom.
  • Shifted player starts in CQ1M3 to prevent illegal reads in DOS when novert is used.
  • Removed Boom-specific thing flags from all levels.
  • Added a DM-only teleporter in CQ1M5 to make the Flembrane area exitable in DM.
  • Made it so that leaving the DM-only room in CQ3M5 opens the door back to the key door hub area.
  • Added extra checks to the ZDoom-only ACS script to make absolutely sure E3M1 is Central Command and not a custom level before applying any effects.
  • Added a self-referencing sector near the balcony in the boss room in CQ3M5 to emulate the everything-blocking line in the original ZDoom version.
  • Removed a possible drawseg overflow in CQ3M2 by simplifying the windows in the subway.

Edit: Had to make a quick RC2.1 release due to an oversight preventing 100% secrets in CQ1M5. Download it here: https://drive.google.com/uc?export=download&id=15-Q_opuzVXffuzG1Hni3N8bscAR8uTaX