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#11
Well, I went ahead and recreated the intro cutscene soundtrack myself to the best of my ability. You can download the MIDI here if you want to listen to it: https://drive.google.com/uc?export=download&id=1T2Ach5YiFdFaW18Mj4aFguoBLLN_-lBA

I'll likely also edit this post if I finish the ending cutscene soundtrack before anyone replies.

Oh, and I forgot to say this in my last post, but welcome to the forums!

Edit: I did the ending cutscene music! You can get it here: https://drive.google.com/uc?export=download&id=17t4Ymqtx-T239TRljHjgsLJV38zd1Rro
#12
I was using the original ChocoRenderLimits, because I couldn't get CRL working on my system. I'm probably gonna have to switch to it once I can get it working, though.
#13
Chex Quest and Related Topics / Re: Chex Quest 3: Vanilla Edit...
Last post by uni - March 09, 2024, 12:06:45 AM
Looks awesome! Would love to be able to use this in DSDA-Doom, using GZDoom feels weird to me... >w<
Are you using CRL to vanilla bug-test this? :Р
#14
That's an interesting suggestion, but it might feel too inconsistent when they're in the same level as sprite trees.

Anyways, Meteor Spaceship is already done, unless I missed something! This level was so much easier to do compared to the previous one. The only two areas that had any problems were the flemoid power strand room and the Snotfolus boss room, which both had VPOs but both could be fixed by removing a bit of mostly cosmetic detail in some places.

Since I have all the levels done, I might release a public beta soon. I still would like MIDI renditions of the CQ1 intro and ending cutscene's background music.
#15
If you really need to you could use transparent textures for some of the trees ...

... but beware of the dreaded visplane limit.
#16
And Provincial Park is done! This level was a bit of a doozy, considering it was the first time I had any problems with the vanilla sprite limit. (Vanilla Doom can only show a certain amount of sprites on-screen at once.) To get around this, I had to remove a bunch of the trees (and other decorations) in the problematic areas.

PSA time: Vanilla limitations cuts down hundreds of trees each year for its own benefits. Boycott vanilla limitations today.

I think I might start on Meteor Spaceship almost immediately now.
#17
I just began work on Provincial Park. So far it's just the "raw" conversion plus the preparation of the needed textures.

One thing I would like to mention is that in order to get the "raw" conversions that I then clean up and edit down for vanilla compatibility, I programmed a special converter script to convert Hexen format maps (which is what CQ3 uses) to the original Doom format. Initially, the maps were converted by opening a map in chex3.wad, selecting everything and copying it, and then pasting it into a Doom format map. This didn't work as well since SLADE (which is what I actually use for mapping as well as WAD management) doesn't properly re-adjust values like line specials to work the same way in the Doom format. My own converter script handles this properly by mapping certain combinations of Hexen format specials, arguments and activations to specific Doom format specials.

I might consider releasing the conversion script I made too sometime, but do note that it's written in the Ruby programming language which is hard to set up outside of Unix-based operating systems (though not impossible).
#18
Chex Quest and Related Topics / Re: Chex Quest 3: Vanilla Edit...
Last post by Richie - December 23, 2023, 11:34:13 PM
This is awesome!  Just let me know if you need a sub-forum.
#19
This is a project I've already brought up in other corners of the internet, but I figured it would only be fair to properly announce it to the actual Chex Quest community. Here's a screenshot of it:


Basically, this is an attempt to backport the official Chex Quest 3 over to vanilla. This is not actually a mod of the original Chex Quest, but rather of Ultimate Doom using a trick involving secret exits to shorten episode lengths and with a special DeHackEd patch applied which is mostly a recreation of Chex 3's DECORATE stuff. It can also run as standalone in some ports.

I released a trailer for it a few months ago on YouTube, which can be found here (the description and pinned comment also contain a bit more info about the mod):


So far, the entirety of the first and second episodes have been converted to vanilla (though a few levels may still need to be touched up a little) as well as the first three all of the levels of the third episode. For the first episode, since I couldn't cut down that episode's length to any lower than 7 levels I also added small levels before and after the "real" 5 levels which serve as rough representations of the intro/ending cinematics. I'm hoping they can eventually also have MIDI versions of the intro/ending cutscene's background music but I'm not that good at music transcription despite my other music skills. I made a MIDI version of the intro and ending music for that myself.

I'll try to post updates about this project to this thread whenever further developments happen.

Music upload:


Release candidate trailer:


Downloads (for DOS):

RC3 (latest): https://drive.google.com/uc?export=download&id=13kaL0xzVkyU4n_7fvjmMPoG-qX7ycNR4

Downloads (for source ports):

RC3 (latest): https://drive.google.com/uc?export=download&id=10oT_8ffznWThWxelqdccUKWS5LyLIelm
RC2.1: https://drive.google.com/uc?export=download&id=15-Q_opuzVXffuzG1Hni3N8bscAR8uTaX
RC2: https://drive.google.com/uc?export=download&id=1y9F8xnL6u-d666M-BG7mv-h3NBZBQo2_
RC1.1: https://drive.google.com/uc?export=download&id=1105T2jQWd-dM0d0Civu0DHcIJHlP-ehb
RC1: https://drive.google.com/uc?export=download&id=1Y7f0Z-OuNAibHoOJHwrdFh_OrkO8mG03
#20
Chex Quest and Related Topics / Re: Deep Dream Chex Quest
Last post by King Ezra The Wise - December 02, 2023, 07:42:55 PM
So what's new in version 2.0 besides the quality of life improvements