Main Menu

Recent posts

#41
Chex Quest and Related Topics / Re: Chex Quest HD!
Last post by chexman107 - July 01, 2023, 11:58:27 AM
One other thing I noticed in Chex Quest HD is that Wheatney Chexworth's ending had Chex Quest's E3M3 music in it, which is not listed in Andrew Benson's list of music he posted on Spotify.
#42
The Ultimate Chex Quest / Re: Release 6 Feedback Thread
Last post by Dacicus - June 27, 2023, 03:38:52 AM
I'm about a decade late, but I finally got around to playing with source ports and getting TUCQ working.  Thanks to Pokefan531 and Acts19quiz on Discord for much help.  I played through TUCQR6 in both ZDoom 2.8.1 and GZDoom 2.2.0 on "Gobs of Goo."  ZDoom has some graphical glitches in the lab and sewers, but I didn't notice other huge differences between them.  Here are my thoughts:

First, great job with the graphical updates!  The lighting on teleporters is really nice, as is the way the vines in the arboretum maze stand out from the surrounding walls.  I like how you set up the ending of one level to connect logically to the beginning of the next throughout the game (but the cinema is completely missing?).  The diner looks more vibrant than it did originally.  The sky tunnel leading to the red key area in E2M4 gives it a modern look, and the elevator leading back down to the streets is a nice touch.  Is the "large phasing zorcher recharge" completely new?  I don't recall seeing that graphic before.

Next up, some gameplay changes.  Giving the commonus and bipedicus long-range attacks increases the overall difficulty, IMO, and makes them more formidable foes.  I think it also makes the original ending video more realistic; I had wondered how the flemoids got close enough to the ship to cover it in so much slime, but that's not a problem any longer if they can attack from a distance.  Adding some larvae to the caverns was a surprise, but, again, one that makes sense.  It seems more difficult to move through the water in the sewers than to move on the platforms, which is another realistic change IMO.

Now for some things that I found odd.  In the caverns, you can only open the yellow key doors to the room containing the red key from one direction.  Is that intended, or is it an issue with the source ports I used?  Also in the caverns, the armored bipedicus in the secret path to the flembrane area somehow opened its door and flanked me as I was fighting the other enemies in the flembrane area.  It happened in ZDoom, and I had taken the long path through the level rather than the shortcut.  Never had that happen before, but I've mostly played CQ3.  Oh, and the quadrumpus by the yellow key in the sewers opened the panel in the wall leading back to the main sewer area; that was in GZDoom.  Another thing that's odd is how the entire blue key area seems optional in the sewers.  I don't remember the original, but CQ3 has a fence that forces you to pass through the blue key area.  That fence is missing in TUCQR6, so you just need the yellow key to get the red key and go to the end section.  Speaking of the end section, are you supposed to be able to use the teleporter there without defeating all of the flemoids in the room first?

There were some other oddities that were specific to the secret areas.  The way the secrets are counted in Episode 2 seems strange at times.  In E2M1, there's that passage through grates that goes between the blue key room and the small storage space holding one larva and some food.  You apparently need to enter it from each end, so it counts for at least two secrets.  Opening the secret door in the red key area of the same mission by attacking it was different than any of the other secrets.  There's apparently a secret in the museum that I could not find in either ZDoom or GZDoom.  IDK if I'm not triggering its counting or if I need to attack something to open it, but I can't get more that 6/7 secrets there.

Finally, there's a spelling error after completing the first episode: bannishment should be banishment.
#43
Chex Quest and Related Topics / Re: Gallary doesn't show up on...
Last post by Replica - May 09, 2023, 12:41:49 PM
It's because Google doesn't know the website exists. Not sure why this happens, but when I used to work on websites I remember having to submit some stuff to Google. It's kinda of a pain but, they have a help page about it. https://support.google.com/webmasters/answer/7474347?hl=en You'll want to follow step 2.
#44
Chex Quest and Related Topics / Re: Gallary doesn't show up on...
Last post by xbolt - May 01, 2023, 08:35:04 PM
Well that's bizarre.

I don't see anything on my end that could be causing that. For yucks, I tried searching with Bing, and I'm the top result. I guess Google doesn't like me. :(
#45
Chex Quest and Related Topics / Gallary doesn't show up on Goo...
Last post by Danfun64 - May 01, 2023, 02:40:28 PM
It's been a long time since I posted here.

Recent events had me look for the Chex Quest Gallery. The website is still up but none of its results appear on a Google search, to the point that "site:http://gallery.xboltz.net" gives me no results. Does anybody know why this is? Is it because of the TNCQ:G2 Base iwad or something?

#46
The Lost Quest / Re: Chex Quest: The Lost Quest...
Last post by 75 - April 17, 2023, 09:11:08 PM
In Language Lawyerese:

It's a decision the compiler can make, it just so happened that 32 bit gcc interpreted the number a different way than 64 bit did. Neither one is right or wrong because both numbers are invalid integers and undefined behavior.

My guess:

If it can't fit the whole number in 32 or 64 bits it tries to pick whatever it can fit into there, maybe it picked a different chunk of the data to interpret as an integer for the 32 bit version vs the 64 bit version.
#47
Chex Quest and Related Topics / Re: Chex Quest HD!
Last post by King Ezra The Wise - April 17, 2023, 06:16:40 PM
Can we have a patch for the game where it fixes the lag in the museum portion of the Coop mode
#48
The Lost Quest / Re: Chex Quest: The Lost Quest...
Last post by noob1234 - April 14, 2023, 07:46:51 PM
That's actually kinda funny lol. Why would it even work in 32 bits though? Maybe it just defaults to the maximum? Weird that there's no other way to make it indefinite, but it may as well be
#49
Chex Quest and Related Topics / Re: Chex Quest HD!
Last post by chexman107 - April 08, 2023, 12:29:14 PM
I am pleased to report that yesterday, I have completed single player mode with all six characters. I got a certificate to prove it, too.
#50
The Lost Quest / Re: Chex Quest: The Lost Quest...
Last post by 75 - February 27, 2023, 01:34:43 AM
New release of the patch: r03

This is a rather obscure bug, but the way that Arch defined the duration of the HighJumpBoots appears to trip some Undefined Behavior. The boots stopped working almost instantly if this wad was hosted on a 64 bit build of zandronum, it worked OK on a 32 bit build, but IFOC is now running 64 bit Zand (and 32 bit Ubuntu isn't really supported anymore).

Broken:
actor HighJumpBoots : PowerupGiver 12929
{
inventory.pickupmessage "You've equipped the High Jump boots!"
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "HighJump"
powerup.duration 1000000000000000000000000000000000000
translation "128:143=144:151"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
   states
{
Spawn:
   JBOT A 4
   loop
}
}


Fixed:

actor HighJumpBootsFix : PowerupGiver replaces HighJumpBoots 12929
{
inventory.pickupmessage "You've equipped the fixed High Jump boots!"
inventory.maxamount 0
inventory.usesound "pickups/slowmo"
powerup.type "HighJump"
powerup.duration 0x7FFFFFFF
translation "128:143=144:151"
+AUTOACTIVATE
+INVENTORY.FANCYPICKUPSOUND
   states
{
Spawn:
   JBOT A 4
   loop
}
}


I think Arch's account got zorched to the flemoid dimension but for anyone reading this now, remember that powerup.duration is just an integer, and 1000000000000000000000000000000000000 just won't fit in 64 bits.

0x7FFFFFFF is a couple years worth of time and is more than enough time.

http://ifocserv.net/ftp/wads/CQTLQB21_MPPatch_r03.pk3