Chex Quest 3: Vanilla Edition Dev Thread (Release candidate up for download!)

Started by Melodic Spaceship, December 23, 2023, 10:19:51 PM

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Melodic Spaceship

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):

RC4 (latest): https://drive.google.com/uc?export=download&id=10Y5ttqfrNuHRew583p6M48MKufEVWxHX
RC3: https://drive.google.com/uc?export=download&id=13kaL0xzVkyU4n_7fvjmMPoG-qX7ycNR4

Downloads (for source ports):

RC4 (latest): https://drive.google.com/uc?export=download&id=1iApi9bs4SdYkJzgjKUzuRJPd8PXAm4OG
RC3: 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

Downloads (modding version):

RC4 (latest): https://drive.google.com/uc?export=download&id=14KQpR67K9LBy0a8diwaAOSm9mR4a3jr1

Richie

This is awesome!  Just let me know if you need a sub-forum.

Melodic Spaceship

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).

Melodic Spaceship

#3
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.

Boingo the Clown

If you really need to you could use transparent textures for some of the trees ...

... but beware of the dreaded visplane limit.

Melodic Spaceship

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.

uni

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

Melodic Spaceship

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.

Melodic Spaceship

#8
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

Melodic Spaceship

#9
Sorry to triple-post, but...

THE FIRST RELEASE CANDIDATE IS NOW UP FOR DOWNLOAD!

Download it here: https://drive.google.com/uc?export=download&id=1Y7f0Z-OuNAibHoOJHwrdFh_OrkO8mG03

Edit: Sorry, I forgot to make the link publicly viewable. It should be fixed now.

uni

Oh uhh, Melodic Spaceship: Andrew Benon did indeed make the intro and ending cutscene music. Replying to this in the MIDI metadata. :Р
<COPYRIGHT> | Original likely by Andrew Benson, MIDI version by Melodic Spaceship
QuoteHey Enzo,

Yes — thanks for updating that. The official names are "Intro Soundtrack" and "Outro Soundtrack".

Cheers,

Andrew

+++++

Andrew Benon
stewardofpop@gmail.com


Melodic Spaceship

Quote from: uni on March 13, 2024, 05:38:35 PMOh uhh, Melodic Spaceship: Andrew Benon did indeed make the intro and ending cutscene music. Replying to this in the MIDI metadata. :Р

Thank you for obtaining that information! I'll be sure to update the MIDI metadata in the next release candidate.

Melodic Spaceship

#12
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

Melodic Spaceship

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

Melodic Spaceship

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.