Chex Quest Fan Forums

Chex Quest => Fan Projects => The Ultimate Chex Quest => Topic started by: Boingo the Clown on December 01, 2012, 01:07:19 PM

Title: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on December 01, 2012, 01:07:19 PM
Since Everybody seems to have liked the progress reports I was giving while I was converting over to GZDooM, I am starting this thread specifically for giving new progress reports.

Ironically, there may not be a whole lot of progress to report during the run up until Christmas due to the increased amount of work I am getting right now, including manning Christmas kettles for the Salvation Army, and the fact I need to finish my Christmas shopping (natuarally).

Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on December 03, 2012, 10:56:04 AM
Progress Report:  December 3, 2012

Very little to report today, except for a repaint of the chef in the diner.  I didn't want to steal Chukker's repainted version from CQ3, so I did my own repaint.

(http://img850.imageshack.us/img850/3871/screenshotdoom201212021.png)

I will admit he looks kind of grumpy now, but it is an improvement.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 25, 2013, 09:41:11 PM
Progress Report:  January 25, 2013

I have been working on E2M1 again. I raised the room with the red key in it up 16 units, so it is now no longer possible to jump up and get the key. The elevator no longer works from the secret door side, making it impossible the grab the red key early from that direction too.

{{EDIT: I also added all the table supports as promised.}}

I am trying to fix up the exterior of the diner to look a little more like a 1920s-1950s style diner. I built out an overhanging section at the top with the corrugated metal as a temporary texture (I will change it as soon as I can.)and added chrome trim at the corners. I made up a robins egg blue wall texture with black and white chackerd tile at the bottom, largely because robins egg blue was popular in the 1950s. The colour is not entirely satisfying to me.

Here is what I have so far.

(http://img267.imageshack.us/img267/1633/screenshotdoom201301251.png)

Any suggestions as to how I can make it look better?
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on January 25, 2013, 09:45:52 PM
I think red might look better. (Red was also popular back then, right?)
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 25, 2013, 09:51:29 PM
Yeah. I was thinking about switching to red too—probably a dark red.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 25, 2013, 10:05:06 PM
Hmm... IDK about red, but perhaps try some neon accents? Also, I think the window needs some sort of trim; it looks too much like someone cut a whole in the wall and stuck a piece of glass in.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on January 26, 2013, 01:11:09 PM
I'm cool with red because it just matches alot of the established colors in Chex Quest.

But on that neon vibe, this was from the 90s. Neon might not be too far off...
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 26, 2013, 02:06:29 PM
 I do prefer the idea of a '50s retro look for the diner, but neon is still a heavy part of the retro look.

Actually, last night I tried something very simple, but it made a huge difference to the look of the diner exterior.  All I did was round off the corners, and suddenly the diner looked a whole lot better.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 27, 2013, 09:01:53 PM
Progress Report: January 27, 2013

I have been working a little bit on E2M4. The first thing I did was fix that railing up a bit so the warning striped posts no longer show throught the railing itself.  Then I fixed up the sky bridge by giving it some better textures than just that ugly default grey.

Remember that 3D police barrier made out of lines in DeiM?

I am trying to get it to work in T.U.C.Q. and I am transfering it in to E2M4. I have not had much luck with building 3D models, so I am falling back on my tried and true method of faking 3D models using 3D sectors and lines. So far the results seem fairly good.

(http://img11.imageshack.us/img11/4316/screenshotbarrier.png)

Mind you this is not a finished version.  It only looks good from this angle. The legs of the barrier are just lines and from a more direct view they look like the cardboard cutouts they actually are. The main bar of the barrier is a 3D sector, and I am probably going to have to fill the legs with 3D sectors to make the legs look solid.  The reason the insides of the legs appear to be glowing is I set the brightness levels high to make it harder for the perspective to reveal the trick.

In any case, I am working on it. There will definitely be police barriers in the next release.

I noticed the two Egyptian statues in the museum were not solid. I fixed them.

There doesn't seem to be enough exhibits in the museum. I need to think of more of them.
Title: Re: T.U.C.Q. Progess Thread
Post by: Replica on January 28, 2013, 04:13:13 AM
Perhaps 3D Sloped floors would look better on the legs of those barriers? They're rather frustrating to get working correctly, but they look really good when you finally get them right.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 28, 2013, 09:23:32 AM
Hmm, the only problem with the sloped floors is incompatibility with software 3D floors. Don't suppose its too big a problem if were going full GZDoom here, though. They ARE really annoying to set up, however (speaking from agonizing hours of experience).
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 28, 2013, 12:03:20 PM
Yes.  My main problem is that my experience is with Legacy and vanilla DooM, and all of the levels are taken from Legacy. That means there is an incompatability issue, and I currently don't have the proper experience to switch it all over.

BTW: I have figured out why it is so dark back in the storage room on E2M3.  It appears that the flemoids slimed the fuse box and shorted out much of the power back there, so I am going to have to make a fuse box with a 3D sector and make the appropriate texture to go on it.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 30, 2013, 09:09:10 AM
Progress Report: January 30, 2013

I have done a lot of things over the last few day, but a lot of it is subtle.

The main thing I did was to finally get around to detailing most of the walls in the teleporter rooms. I had previously detailed just three teleporter rooms with sector based glowing walls instead of the animations that were there before.  As of last night, all but one of the teleporter rooms have glowing walls, and the one that is left is only because of the floor and ceiling height difference. I will get back to that one later.

(http://imageshack.us/a/img844/2599/screenshotdoom201301292.png)

Ooh! Slimey!

This one amuses me me.

(http://imageshack.us/a/img607/746/screenshotdoom201301291.png)

Why?

Because the width of the room was odd and the far wall could not be done with the existing texture, because it just didn't match up.  I decided the only thing I could do was to divide up the wall and try to  fudge it. As I started doing so I came across an odd teleporter texture in the textures section. It turns out I actually made a new teleporter texture specifically for that wall years ago and completely forgot about it.

Oh well.

I also did some work on the museum.  The first one was a bit of a pain, and ends up being subtle again. Legacy's bug that allowed some walls and ceiling behind void space with sky texture in front had previously allowed the main facade of the museum to be entirely visible from the courtyards, but without that bug GZDooM blocks part of the facade out with sky whenever the ceilings of the entryway (and their void space) were in the way.  The solution was simple. I made all of the entryway walls lowers, raised the ceilings slightly and put sky on them, and used 3D sectors as new ceilings. So now the museum facade is fully visible everywhere.

And do you think anyone will notice?

Nooooooooooooooo!

I also added  more wall lights, fixed up the railings around the dinosaurs so they don't look so chaotic, and added some sinage to the dinosaurs.

(http://imageshack.us/a/img228/8832/screenshotdoom201301280.png)

(http://imageshack.us/a/img801/8832/screenshotdoom201301280.png)

I also did some extra detailing on some of the buildings on E2M4 and swapped the switch at the end of the level with a doorway with stairs leading down in to the sewers.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 30, 2013, 04:14:20 PM
SO MUCH BEAUTY


In all serious Boingo, your work on this is simply amazing...
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on January 30, 2013, 04:54:05 PM
Loving the signs. XD
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexCommander on January 31, 2013, 06:36:26 PM
I haven't been this excited to play a mod update in years!
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 03, 2013, 07:06:24 PM
Progress Report: February 3, 2013

I have kind of lost track of what I have been doing over the last couple of days, but I have been working.

Most of what I have been doing (or remember) has been on E1M2.

Those secret areas that open without switches on the sides of crates and desks have been bothering me, so I made up a quickie switch textre to put on the back of the one crate and built a couplo of 3D switches for the others.

Now they make sense.

(http://img7.imageshack.us/img7/3518/screenshotdoom201302031.png)

After all that time I spent working on transporter rooms I can't believe I actually went and built another one.

As of now E1M2 ends with a teleporter room as a way of transitioning into E1M3 instead of just the switch that was there before.

When you first enter the teleporter room the teleporters are turned off and are dark like the one you arrive on at the start of the level.

(http://imageshack.us/a/img843/3518/screenshotdoom201302031.png)

At the far end of the room is a console that you have to activate.  Until you activate it the teleporters remain dark and you can not exit the level. Once you do active it though ...

(http://imageshack.us/a/img542/3518/screenshotdoom201302031.png)

All is well.

I am amused at the console, largely because I created it in a test level quite a long time ago.

How long ago?

Long enough that it actually has a CRT monitor and I didn't think anything of it at the time.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on February 03, 2013, 07:17:03 PM
Nice. I love that transporter room!
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on February 04, 2013, 02:06:27 AM
I remember poking around the extra levels and seeing that console. XD

Transport room looks awesome.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on February 04, 2013, 11:47:19 PM
I showed that to a friend, and he was mildly impressed...till I told him it was DooM engine XD

Very cool, Boingo!
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 05, 2013, 04:22:50 PM
Progress Report: February 5, 2013

Not much to report here per sé.

I had been planning to do so for a very long time, and I finally got around to doing it. Way back in one of the betas (I don't remember which one) I changed the pit with the yellow key on E1M5 so that instead of having five cyclopti in it, I have five holes in the rock face and silent teleport five larvae in to the holes when the player falls into the pit. Up until now the holes have been rectangular, but I had intended to have hole textures to make them less regular. Last night I finally got around to fixing the problem.

(http://img502.imageshack.us/img502/5918/screenshotdoom201302050.png)

It is quite nice watching the larvae emerging from these holes. Perhaps I will edit the hole textures a bit later so that there is some slime hanging around the edges.

I have been fiddling around with the textures on E2M4, mostly the cornerstone textures I made (I know they appear in CQ3, but I made them for T.U.C.Q. years ago.) to make the buildings look better, especially without windows sitting so close to the corners.

(http://img803.imageshack.us/img803/5995/screenshotdoom201302051.png)

I have also been using thin sectors to remove inappropriate windows and  other textures that should not be there. The Chex Condominiums office now has a glass window.

I also made changes to the two windows on the top floor behind the yellow key door so that the windows appear as normal windows from the street, just as I had done with some other windows on the main street, but I am not satisfied with the results.

I did a little work on the diner on E2M1. I went to flamingtext.com and created a transparent neon sign patch. I am testing it out in the picture below.

(http://img577.imageshack.us/img577/5918/screenshotdoom201302050.png)

Yes. I know it repeats.  I am just testing.

Is it too large? Is it too gawdy? What do you think?

I also made a brick texture for that bit of wall on the left. It is just a repaint and resize of the sewer wall texture, and looks fairly appropriate.  The formerly solid wall is just a sector now. I intend to cap the wall with grey stone or cement. Some fence posts are sticking out of the top of the wall and will eventually have a chainlink fence texture strung between them. The exterior of the large hangar is now visible in the backround.



Meanwhile, I made the mistake of going through the CQ3 version of CQ2. It was sort of a mistake, because I want to avoid copying anything Chuck has done, and the less I see it the less likely I am to end up copying something.   (It's a pride thing I guess.)

It was also kind of depressing to see such nice work done in CQ3 when work on T.U.C.Q. has been so slow. Development Hell (http://tvtropes.org/pmwiki/pmwiki.php/Main/DevelopmentHell) sucks.  T.U.C.Q. is the Duke Nukem Forever of Chex Quest projects it seems at times like this.

Then I popped into the original Chex Quest 2 and got a good look at what I started with.

(http://img822.imageshack.us/img822/5995/screenshotdoom201302051.png)

I feel much better now.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on February 05, 2013, 09:08:15 PM
LOL


Anyways, I think the Diner sign works quite nicely. Maybe just a tad bit smaller, but other than that, good. The brick wall on the other hand... I think it needs some brown/orange hints?
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on February 05, 2013, 11:36:02 PM
I love how much different The Ultimate Chex Quest looks in comparison to Chex Quest 3.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on February 07, 2013, 02:13:26 PM
I was feeling inspired to move my project forwards some...but then I realized alot of my content is CQ3 (and by inheritance, TUCQ) based...makes me hesitant to proceed because so much content will change in the next release.

Not a bad thing at all! I'd rather get a new TUCQ.
not to mention nobody will use my project even if I finished it <_<
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 07, 2013, 05:39:59 PM
I am certain somebody will use your project if you finish it.  :)  :whale

No progress report today. I have been working. You know how work ruins everything, and here is yet anotrher example.
Title: Re: T.U.C.Q. Progess Thread
Post by: Orangestar on February 10, 2013, 04:42:09 AM
I don't normally post twice in such a short time like this, but would the diner sign look cool as a scrolling texture? Just a thought.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 12, 2013, 06:53:48 PM
Progress Report: February 12, 2013

There is very little to report today.  I had extra work to do this past week  (in a snowstorm!), then some other stuff, et cetera, and so forth.  I did do a little bit today however.

The cereal munch is back!

I missed it.

I brought it back.


I altered the secret area in Hangar 12 oF E2M1. Instead of a pannel you just walk through, I changed it to a door that opens when shot.  I got the idea from the fact the crooked hallway had all of its lines set as a shootable door trigger, leading me to believe that might have been the original plan when the level was created. The texture misalignment is still left on the shootable door to draw the player's attention to it.

The crooked hallway has been changed to something a little more regular, albeit still zigzagged, and more appropriate textures have been put in place.

I made up some runway lights for Hangar 12, but I am not very satisfied with them.

(http://img145.imageshack.us/img145/6762/screenshotdoom201302121.png)

They are not bad, but I am not satisfied with them. I am thinking I might redo them with animated flats or a script turning sector lighting on and off to create a chaser effect.

I am afraid that's all I am able to do for now.  There is more work to be done tomorrow and until the end of the week.

As usual, your thoughts and suggestions are appreciated.

Title: Re: T.U.C.Q. Progess Thread
Post by: Replica on February 13, 2013, 09:02:20 PM
It's hard to tell what I think about those lights, as I haven't seen them in action. I assume they blink right?

The runway seems rather empty to me. Too many shades of grey, but I guess that the whole level is like that. Perhaps adding some slime to the room? A puddle on the runway perhaps? Maybe even slimed spaceships? The ceiling textures are a bit off too, but I'm sure you know that.

What happened to the runway tower and things in the background? Those were really neat.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on February 14, 2013, 01:23:15 AM
I'd definitely say yes to the chaser effect. I'd recommend toggle-able lights and a script that runs them, as it may be a little easier to do, and you'd be able to use the lights in other scenarios.
Title: Re: T.U.C.Q. Progess Thread
Post by: Orangestar on February 15, 2013, 01:25:41 AM
What happened to the runway tower and things in the background? Those were really neat.

Oooooo! Put 'em in the skybox! Put 'em in the skybox!
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 19, 2013, 09:43:35 PM
Progress Report: February 19, 2013

Not very much to report on today, aside from the fact that playing T.U.C.Q. on my new 51" TV is loads of fun.

There are a few things to report however.

I was attempting to get Flemoidus Gyro and the Flem Balloon working in DECORATE using the existing sprites for the gyro and  a quick and dirty sprite made from my old sketch for the flem balloon. I hit a snag when I tried to test them. It appears that the lost soul attack (A_SkullAttack) that makes the gyro lunge at the player also causes it to damage other flemoids *even when it is set up not to*.  The same thing is true of the flem balloon when it launches a gyro. Even with infighting turned off, they still kill each other. According to the people I have talked to on the ZDooM forum this is hard coded, and may not be fixed for a while.

Dang.

I did find my old drawings of the gyro, which means I may be able to work on animating him in the hopes that he will be used.

On E2M4 there is a wall you can fall through to find the secret. I quickly painted a hole in that wall.

(http://img801.imageshack.us/img801/833/screenshotdoom201302191.png)

I know it's not much, but it's better than nothing.

I noticed compatability issues when using the DooM II IWAD. The intermissions were using the DooM II intermission music and the DooM II intermission screens. Neither are appropriate for Chex Quest. I discovered that GZDooM has intermission scripts (I am still learning, remember?) and I used them to get the CQ1 and CQ2 intermissions working.  There should be no compatability issues there anymore.

Meanwhile, I have discovered that the weapons do not work properly when CQ3 is used as the IWAD.  DeiMWolf had the same problem. I will see what I can do about fixing that.

Oh yeah.  Flemoidus Cycloptis Tenacious is back.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on February 19, 2013, 10:06:44 PM
That infighting thing is weird...but that's games for ya, I guess.

And I thought there was a cracked yellow panel already... ?
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 19, 2013, 10:13:15 PM
CQ3 has one. CQ2 did not.

I added one, because it makes sense.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on February 19, 2013, 10:32:11 PM
As far as the monster infighting, you can always write your own DECORATE code for it, but I don't know if you want to take the time to go through that XD. I'd write it myself if I wasn't so busy.
Title: Re: T.U.C.Q. Progess Thread
Post by: Orangestar on February 20, 2013, 12:35:23 AM
Flemoid infighting could be cool, if we could add a custom death if they're killed via Flemoid attack. Something like overfilling with flem and melting away (like if you put too much water in play-doh or something).
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on February 20, 2013, 01:10:18 AM
I think the point here is we DONT want them accidentally killing each other.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 20, 2013, 01:30:43 AM
The problem is that snot monsters, being made of snot, probably should not be harmed by the snot from other snot monsters.

It was a problem all the time I was working with Legacy that the flemoids were able to infight and harm each other.  I was quite pleased to eliminate that when I switched over to GZDooM. Having the problem reemerge with the gyro is more than a little annoyance.
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on October 07, 2013, 01:53:37 PM
Any progress since the last update? Or have you been too busy with DeiMWolf to work on TUCQ?
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on October 08, 2013, 11:35:27 AM
I have been working on DeiMWolf in the last few months.

I will get back to T.U.C.Q. at some point soon I reckon.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on October 26, 2013, 02:04:27 PM
Progress Report: October 26, 2013

Very little to report, other than some work on a texture.

75 was asking about making a new texture, and decided to get a little practice in GIMP.

Up until recently I had be doing the majority of my work in an ancient shareware copy of Paint Shop Pro from way back in 1995. It was good enough to become my workhorse graphics editor for the past 18 years, but the lack of layers and other problems have been giving me reason to move on to something better. I had been wanting to do my new sprites as hand drawn pics but colouring the drawings in PSP has not been very successful.

So I took the hand drawn test texture for the totem pole in the museum and brought it into GIMP, then I desaturated it and darkened it, and gave it an alpha channel.  I created some layers underneath it, and basically used the layers to colour it in and give it some shading.  Then, ironically, I had to bring it back into PSP in order to convert it over to the DooM/Chex Quest palette. This is the result.

(http://img21.imageshack.us/img21/1481/4rnq.png)

It is possibly the worst representation of Haida carving ever, but I suppose it will get better as I work on it. It is certainly better than the black and white version that was there before.

It may not seem like much, but it has great implications for the sprites and textures I am drawing mostly by hand on paper.

Let's see if this brings anything.
Title: Re: T.U.C.Q. Progess Thread
Post by: LAZ Trooper on October 26, 2013, 11:49:44 PM
Up until recently I had be doing the majority of my work in an ancient shareware copy of Paint Shop Pro from way back in 1995. It was good enough to become my workhorse graphics editor for the past 18 years, but the lack of layers and other problems have been giving me reason to move on to something better.
Dude, I've been using Paint Shop Pro 5 from 1998 forever. I love it, and it starts almost instantly compared to the fancier editors of today. The only thing I can't do is PNGs with transparency.
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on October 27, 2013, 01:56:44 AM
This page (http://zdoom.org/wiki/GIMP) has instructions on how to use GIMP to save files with the Doom palette. Also, I feel I should mention, since you're using GZDoom, you aren't restricted by the Doom palette anymore. You could PNG's if you like. Maybe it would clash a bit with the other art though, I dunno.

The carving looks pretty great! I always thought it was weird how that totem pole had no coloring, and figured maybe it was just a reference to some art I didn't get.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on October 27, 2013, 02:19:05 AM
That totem pole IS really nice...

Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on October 27, 2013, 06:00:06 PM
I convert to doom graphics format like this:

1. save as a png in GIMP
2. Import into slade 3
3. Right click, graphics, convert... Doom graphics format

It's worth noting that pngs take up much less space than doom graphics format images in general because they are compressed. The only time they don't is if the image is very small (images <32 pixels in either dimension seem to do better as doom gfx).

zDoom and GzDoom (and Zandronum) are capable of reading png graphics in opengl OR software mode, so there isn't really much of a reason to convert to Doom graphics (unless your image is small)...

However, if you want to be sure your image will look great in opengl AND software (i.e., in gzDoom and zDoom), temporarily converting your image to doom graphics is a good way to get a preview of what it will look like in game in the software renderer.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on October 28, 2013, 02:39:55 PM
I am just used to doing it, because that is the way I learned to do years ago.

I have been DooM editing  for at least 18 years now.

With the exception of graphics that need particular colours (like the blue on the diner), I will probably stick to the old palette and DooM format.

I think I will convert over to pk3 format when I am able to though. That may make things easier for me.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 14, 2013, 05:17:45 PM
Progress Report: November 14, 2013

It has not been much, but I am making progress.

I have been experimenting with the sky viewpoint thing.  It is an object that projects what it sees on to the sky to create backgrounds.  As you have probably seen on E2M1 I created some huge outside areas to put buildings in to improve the look of the level.  What I am trying to do now create some backgrounds in miniature. I have only created a couple of buildings, and they are not textured yet.  Here you can see a replica of the Toronto City Hall buildings.

(http://imageshack.us/a/img10/6447/gxop.th.png) (http://imageshack.us/photo/my-images/10/gxop.png/)

To the right of City Hall and slightly behind is a normal 64 x 64 crate for scale.  City Hall is only 32 pixels tall.

Ideas for other landmark buildings would be useful.

The sky viewpoint has even given my an idea for a couple of levels, which could be fun if it works.



Most people have the option to show the ENDOOM lump at the end of the game disabled (In fact it is the default), but I decided to ad an ENDOOM lump anyway.

(http://imageshack.us/a/img543/2933/liuo.th.png) (http://imageshack.us/photo/my-images/543/liuo.png/)

It is crude, but it is better than seeing the DooM version when you quit.



I stole some smoke sprites from Legacy (Legacy is dead. It is unlikely they will give me any guff.).  I used it unchanged with Flemoidus Gyro.  When I finally get around to making the new sprites for it, I plan on having the engine of the helicopter on its back emitting smoke.

Then I did a repainted version of the sprite in a pale grey, just off white, and created a spawner similar to the teleporter glitter to place at the bottom of the waterfals in the game to create rising mist from the falling water.

(http://imageshack.us/a/img547/1268/zq0v.th.png) (http://imageshack.us/photo/my-images/547/zq0v.png/)

(http://imageshack.us/a/img854/7817/xlx0.th.png) (http://imageshack.us/photo/my-images/854/xlx0.png/)



Two things in the big arena at the end of E2M5.

I finally dealt with that teleporter. 

Why is there a teleporter sitting in a sewage pond?  I have no idea.  Maybe it is some kind of strange overflow system.

Anyway, the teleporter is rotated 20° to the left, which is why I never switched it over to the same look as the other teleporters until now.  I was right about my reasons.  It was very difficult, but ultimately not impossible.

Before:
(http://imageshack.us/a/img713/7047/udm8.th.png) (http://imageshack.us/photo/my-images/713/udm8.png/)

After:
(http://imageshack.us/a/img109/383/2flo.th.png) (http://imageshack.us/photo/my-images/109/2flo.png/)

(http://imageshack.us/a/img822/5326/uyaz.th.png) (http://imageshack.us/photo/my-images/822/uyaz.png/)


A long while back I spent a heck of a long time make a whole set of floor textures for this room to make the floor grates match the contour of the room.  However, there were two platforms at the far end of the room that I did not create textures for.  Well, now I have gotten around to it.  I created four new textures just for them.

I hope they feel special.

Before:
(http://imageshack.us/a/img818/4273/w3rl.th.png) (http://imageshack.us/photo/my-images/818/w3rl.png/)

After:
(http://imageshack.us/a/img14/9656/tiw9.th.png) (http://imageshack.us/photo/my-images/14/tiw9.png/)



Finally, I added a new cursor that looks like a mini-zorcher in order to eliminate the bunny head from DooM.

... ... ... ... ...

Meanwhile, I have noticed some problems with compatibility with some of the IWADs, just as I did with DeiMWolf.  The most shocking was an incompoatibility with the original Chex Quest!  Heretic is the one that has the most troubles, with keys that turn into Heretic monsters and Heretic weapons in place of the Chex Quest weapons, but the ability to switch weapons in Chex Quest is a major problem.

I am going to have to spend some time fixing the compatibility problem.  I will keep you updated.
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on November 14, 2013, 08:39:07 PM
Progress Report: November 14, 2013

It has not been much, but I am making progress.

I have been experimenting with the sky viewpoint thing.  It is an object that projects what it sees on to the sky to create backgrounds.  As you have probably seen on E2M1 I created some huge outside areas to put buildings in to improve the look of the level.  What I am trying to do now create some backgrounds in miniature. I have only created a couple of buildings, and they are not textured yet.  Here you can see a replica of the Toronto City Hall buildings.

(http://imageshack.us/a/img10/6447/gxop.th.png) (http://imageshack.us/photo/my-images/10/gxop.png/)

To the right of City Hall and slightly behind is a normal 64 x 64 crate for scale.  City Hall is only 32 pixels tall.

Ideas for other landmark buildings would be useful.

The sky viewpoint has even given my an idea for a couple of levels, which could be fun if it works.


I love this, I always thought the city would be cool if it the buildings were actually rendered. Are you planning for this to replace the billboard city texture in the background? It'd be neat if you did, but if so, you should at least make a new giant red pyramid, that building is pretty iconic for Chex Quest 2 imo.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on November 14, 2013, 08:57:33 PM
I like it. I've played around with that method of creating a skybox; its always fun XD. Its a good idea though. And I never thought of making miniature buildings - mine were full scale. Genius!
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on November 15, 2013, 12:49:08 AM
I've got a miniature replica of Jade Plateau in that later desert DM level in Chex Pack (i.e., a piece of rock with a tin can on it connected to another piece of rock with a toothpick), but I like the shape of your buildings better so far.

I like the idea, if you're looking for a starry sky background that doesn't have the buildings on it (just stars and urban light pollution), I have something you can use.

I agree about the goofy pyramid building, it is a must. I'd say add a lot of strange colors to it too (pink, purple, green, blue); avoid gray, the colors in the city sky and the bizarre building shapes really gave E2 an interesting look!

Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on November 15, 2013, 02:42:05 AM
I also just realized, with that method, if you made larger than normal textures for the mini skybox buildings, you could make them look bigger than they actually are rather than all pixelated. It would help the illusion a lot.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 15, 2013, 02:44:50 AM
Yes.  High res textures are my friend here.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 15, 2013, 11:13:09 PM
Progress Report: November 15, 2013

I'll bet you weren't expecting another progress report so soon.  Right?

Remember how I was talking about compatability problems with IWADs other than doom.wad?

Well, I have been working on the problems and I have largely fixed it.

For the menus in Heretic I went into the gzdoom.pk3 file and looked around in the MENUDEF lump. I then basically copied the lump to T.U.C.Q. and deleted everything that was not DooM or Chex related, and switched it all to not being game specific.  That did the trick.

Game Menus: fixed

I then went to the ZDooM wiki and copied the SBARINFO lump example for DooM, removing anything not Chex related and switching it to not being game specific.

Statusbar: fixed

I then fiddled around with a bunch of stuff in the MAPINFO lump.

Miscellaneous Junk: Fixed

Then there was the problems with the keys, ammo, and weapons not appearing in Heretic.  It was kind of annoying to have a Heretic imp appearing where the blue key should be and an iron lich appearing where the yellow key should be.

I made up a LOCKDEF lump to make sure the locks were working okay and giving the proper messages.  (Heretic has a green key instead of a red one after all.) I then copied the key definitions from the ZDooM wiki into my DECORATE.

Keys: Fixed

I basically copied the Chex versions of the ammo types from the ZDooM wiki into my DECORATE, with adjustments.

Ammo: Fixed

Then I copied Chex versions of the weapons over, with adjustment.

Weapons: Fixed.

There are still some problems with Heretic.  There is a major problem with the sky, its large font in place of the graphics used for the intermission screens is a real pain, and the wrong sounds are played for the doors, lifts, and a few other item, but those can probably be fixed too.

T.U.C.Q. is now known to work with the following IWADS:

DooM

DooM II

Chex Quest

Chex Quest 3

Heretic (with issues)

FreeDooM

HACX - Twitch 'n KIll (v 1.2)



T.U.C.Q. is known to NOT WORK with:

Strife (sort of works, but with major issues that make it unplayable)

Hexen (crashes)


Oddly enough, while Hexen crashes when used as the IWAD, I found its expansion game "Death Kings of the Dark Citadel" does work as an IWAD.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 17, 2013, 10:57:04 AM
It looks like that last progress report is moot. Compatability is no longer an issue.

I messaged Graf Zahl and he gave me the information I needed.

T.U.C.Q. is now an IWAD.
Title: Re: T.U.C.Q. Progess Thread
Post by: Anonymous (ChexGuy331) on November 17, 2013, 03:17:06 PM
oh, sick. major strides.
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on November 17, 2013, 10:48:46 PM
T.U.C.Q. is now an IWAD.

Truly, these are modern times.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 19, 2013, 03:36:00 PM
Maybe not so modern.  I am currently working on some stuff on my old computer, mainly because there are programs that do not work in Windows 7.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on November 24, 2013, 06:28:46 PM
Glorious 16-bit programmes for your personal home computer system.

Sorry I kinda "dropped out" of the "scene" we have here...Definitely an achievement, and one that will be useful for times to come.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 25, 2013, 01:04:32 AM
I am glad you are back Atari.  I was wondering where you went.

Progress Report: November 24, 2013

Minor progress to report.

A couple of weeks ago I made up a replacement ENDOOM lump as experiment even though most people have the ENDOOM display option turned off.  This week I obsessively made a better one.

(http://imageshack.us/a/img842/1600/msot.th.png) (http://imageshack.us/photo/my-images/842/msot.png/)

The lift in the big hangar at the north of E2M1 has been bothering me for a long time. I want to change it to being a 3D platform like the small lift, but the method I used changed that lift's behaviour, requiring switches to raise and lower the platform. I do not really want to change the way the large platform moves, so I have left it alone.  A couple of days ago I was playing HACX and saw a lift using a technique I had seen before, but never used myself, so I decided to give it a try.  The method is simply to use an invisible sector and use transparent mid textures to build a grid to fake a visible floor.

This is what I ended up with.

(http://imageshack.us/a/img33/9516/44ib.png)

(http://imageshack.us/a/img4/2006/uibf.th.png) (http://imageshack.us/photo/my-images/4/uibf.png/)

(http://imageshack.us/a/img29/5597/me99.th.png) (http://imageshack.us/photo/my-images/29/me99.png/)

I do have another option or two I might try.  What do you think og this method?


I finally got around to making that chainlink fence texture and put it in today.  That was really easy.

(http://imageshack.us/a/img690/4782/sbxx.th.png) (http://imageshack.us/photo/my-images/690/sbxx.png/)

I made some minor changes to the diner in the hopes of giving it a little more of a 1950s googie style. In fact, I am planning on changing the interior of the diner from brown to a salmon pink if I can.  I am even thinking of adding a jukebox (the squared off kind like I used to see when I was a kid  like this one (http://jukeboxesunlimited.com/products/Rockola-437/Rockola%20437-1-W.jpg), not the round topped kind due to it being easier to make) that with scripting might be able to play a little music.

I spent some time on the old computer early in the week making up new(er) versions of the title screen indentifying the next release as release 6.  Don't get excited. I am not ready for a release yet. Progress continues to be slow.

As a side note, I was manning a Christmas kettle for the Salvation Army the other day. I decided that drawing snot monsters might be off putting for people walking by, and so I decided to do some sketches of a blimp I might have as a background element in E2M1. I started sketching a nice cigar shaped object with tail fins like this (http://www.photo-dictionary.com/photofiles/list/7879/10622blimp.jpg), when somebody stopped and asked me why I was drawing a bomb! (http://thespecialistsltd.com/files/100lb_Bomb.jpg)

Anyway, I kind of stopped drawing.  Maybe snot monsters are not so bad.

As an experiment, I installed MorphVox Pro on my new machine.  Maybe I will attempt to do some voice acting for a cutscene or two if I can get over my stage fright.
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on November 25, 2013, 01:16:23 AM
OMG JC A BOMB!

I've never been a huge fan of lattice-style elevators. I believe you could still have a 3D floor elevator, but have a thin invisible wall in front of it that would act as the barrier to get underneath, and have that be the switch to trigger the lift. (If that makes sense)
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on November 25, 2013, 04:23:57 AM
Wait, what exactly is the issue with the 3D floor lift again? Was it that you don't want people walking under the lift?
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 25, 2013, 11:45:40 AM
I've never been a huge fan of lattice-style elevators.

To be honest, neither have I.

After you posted I went back and used an old vanilla DooM trick to make the platform look solid.  The latice is still there and it is still a fake 3D sector, but it definitely looks like a solid platform now.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on November 25, 2013, 02:33:04 PM
I'd be interested in what other methods could be devised...to me the lattice is classic ZDooM, and not a problem, but if something equally useful can be made looking better, it'd be for the best.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on November 25, 2013, 04:59:33 PM
I used a semi invisible sector.  It works great in GZDooM and Zandronum.

(http://imageshack.us/a/img29/1366/j2u8.th.png) (http://imageshack.us/photo/my-images/29/j2u8.png/)

(http://imageshack.us/a/img28/9793/du8f.th.png) (http://imageshack.us/photo/my-images/28/du8f.png/)

(http://imageshack.us/a/img27/5961/vy3f.th.png) (http://imageshack.us/photo/my-images/27/vy3f.png/)

It did not work well in ZDooM, so I came up with a comprimise. The platform now looks black in ZDooM, but that is better than it looked before
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on November 25, 2013, 09:23:28 PM
I'd be interested in what other methods could be devised...to me the lattice is classic ZDooM, and not a problem, but if something equally useful can be made looking better, it'd be for the best.

Boingo mentioned that he'd rather not use a separate switch to raise and lower it, since he's using Legacy format (AKA Doom in Boom format with extras).

Keep in mind that his maps can't execute scripts (at least in no way I know of, only actors and global ACS) from linedef actions in that format, only Hexen and UDMF maps can trigger scripts from linedefs.

I'm guessing he can't do things like make a walkover activated elevator because  there isn't an action for it, though I'm not sure if he's considered using Boom Generalized Actions which should in theory support any combination of floor, ceiling, and activation methods (even gunfire).

Also, even under the best of situations the "Elevator" action does NOT have an automatic return like the platform actions do, so that would need to be some sort of script; the alternative is to have another lindef on the elevator lower it, but that can be tricky...

I'm not sure if Legacy format supports Boom generalized actions. He might be able to make his Boom actions in another map and copy the random number it generates into another map, that should work...
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on November 25, 2013, 11:42:39 PM
I'm pretty sure Legacy supports all Boom functions.

But that said, there really is very few ways to go about it...  :-\
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on November 26, 2013, 12:08:40 AM
I'm pretty sure Legacy supports all Boom functions.

But that said, there really is very few ways to go about it...  :-\

True... if it were me I would have used CJLIFT (custom texture) and used a plain old platform action and been done with it; it's really the only safe way to avoid online griefing since it bounces off of people's heads instead of getting stuck permanently if someone or something jams it.

I really wish there was a Elevator_Lower_Wait_Raise... I mean Doom has crushers (ceilings that sort of auto return) and platforms (floors that auto return), but no elevators (floors and ceilings that move together) that auto return. I guess they assume you would just use Sector_SetLink? (ACS)
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on December 10, 2013, 01:54:34 AM
I have not had any time to work on anything since the last report.  It is unlikely that I will have another release ready in time for Christmas.

I do have some interesting new however.

Today I came across a number of pics of the various pickups from Chex Quest. I downloaded them many MANY years ago and completely forgot about them.

The pics are about 50% larger than the CQ sprites, but do not appear to be scaled up versions of the sprites.  They appear to have been *scaled down* from the same original drawings the CQ sprites were made from. They match the sprites very closely, but have more detail, and each has its own optimized 256 colour palette. Many little idiosyncrasies in the pics match up with those in the sprites (except more detailed), and each has an outline around it, something that was eliminated from most of the finished sprites.

I emailed Chuckker with copies of some of the pics to see if he could authenticate them, but he said he could not remember (It has been a looooong time after all.).  I am confident however that these pics are indeed based off of the originals. I am hoping that with a little clean up and some adjustment they will make some nice higher res sprites for the pickups.

What do you think?  Should I give it a shot?
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on December 10, 2013, 06:35:08 PM
Go for it! :whale
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on December 11, 2013, 03:54:46 AM
Man, you should upload the original versions too. I'd love to see those.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 05, 2014, 02:44:54 PM
I had never tried slopes. I always assumed they would not work in my maps, because they had originally been made for Legacy.

I finally got around to asking about it on the ZDooM editing forum, and it turns out they do work.

Right now I am experimenting by switching a large number of floors and ceiling in E1M5 to slopes.

(http://img23.imageshack.us/img23/4772/rf7m.png)

I am not sure if I like it ...

... but that's what backups are for.

Wish me luck.

{{EDIT: Mastrius says that he likes it. I am still not so sure that I do. I guess I will just include it in the next release and get a more general opinion.}}
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on January 05, 2014, 04:18:35 PM
Be careful with the slopes on floors, it tends to cause slippery physics, if you put a lot of steep slopes it will be like you're on ice.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 05, 2014, 10:25:30 PM
I like it. But like 75 says, avoid steep slopes.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on January 05, 2014, 11:03:07 PM
It depends. Overuse would feel weird, but if you've ever seen rough cut steps, some are nice and flat, others tilt all over the place. if done right, it'd look nice.
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on January 06, 2014, 01:18:38 AM
At the very least it'd work well for the pseudo-slope you currently have in place on E1M1.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 07, 2014, 12:53:11 PM
Progress Report: January 7, 2014

I made some excellent progress yesterday on a few fronts, although I am not quite so sure anyone would notice.

First of all, 75 pointed out to me that DooM Builder has a find and replace function, which I was unaware of.  Ever since I made changes to several texture names (remember all the walls with "Change me!" written all over them?) I have been getting long lists of error messages at the start of every level listing every line number with old nonexistant textures on them (i.e. "Unknown texture BROWNHUG on upper of first side of line 248"). Manual attempts to find these were mostly fruitless, but the happy knowledge of a find and replace mode allowed me to finally hunt down all of these rogue textures, eliminating them. Now there are no more error messages at the beginning of the levels.

Second, since I switched the project over to GZDooM the textures on the built up crown areas at the tops of walls in the landing bays have been fouled up. (Take a look in Release 5 and you will see what I mean.) The problem was worst in landing bay 1 where I raised the heights of the walls to account for the height of the interior spaces and there are actually crowns overlapping. The reason for it is simply the difference in the way Legacy and GZDooM handle textures on 3D sectors. Legacy always top aligns the textures on 3D sectors with the y offset having no effect, while GZDooM applies the y offset to the 3D sectors. When the textures are applied based on Legacy, they are fouled up in GZDooM.

Fixing the textures in landing bays 3 and 4 were fairly simple, but fixing the textures in landing bay 1 was a royal pain. Where the crowns overlap the map is broken up into 15 sectors with 38 lines to keep track of, and each sector has multiple dummy sectors attached to it with multiple lindefs to track down.  It was a nightmare. Still I persevered, and landing bay 1 now looks great again.

Finally, I went back to more detailing In the blue area of E1M1. More crowns and baseboards added. The sloping floor is now a real slope and it now has sloping baseboard as well.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 13, 2014, 11:51:26 PM
Progress Report: January 13, 2014

More adventures in texture alignment.

I added a dummy landing bay on E2M1 as a way of explaining how the player ended up at the end of a dead end street.  It has a toll barrier to stop the player from going back to the landing bay, so It doesn't change game play.

I turned the interior of the diner pink!

(http://imagizer.imageshack.us/v2/800x600q90/607/6rbb.png) (https://imageshack.com/i/gv6rbbp)

This is because pastel interiors, including pink, were popular in the 1950s, so hopefully this will help with the 1950s diner feel. The black and white checked tile on the lower section helps with the look too.

I experimented a little bit with the buildings in the skybox. Here I have reproduced the pyramid.

(http://imagizer.imageshack.us/v2/800x600q90/837/epbl.png) (https://imageshack.com/i/n9epblp)

I do not have many buildings (only five, with textures only for the pyramid), but it is fun to have a little success.  Here is a pic of the buildings taken inside the skybox itself, showing how tiny they actually are.

(http://imagizer.imageshack.us/v2/800x600q90/823/8thh.png) (https://imageshack.com/i/mv8thhp)

Work is going slowly on the buildings, so it is going to be a long time before I have a real cityscape done, but looking at how ZDooM and Zandronum stretch the sky texture out ridiculously, it is probably what I am going to have to go with.  BTW: I have discovered a bug where 3D sectors in the skybox are displayed as full solid sectors in ZDooM when the sky is seen through areas with complcated geometry.

That's bad.

I think I have finished with the diner exterior for now.

I reduced the size of the oudoor areas on E2M1. They were originally created for making ful sized buildings in in Legacy. Now that I can use skyboxes, they are no longer needed.  I still left in reduced versions, so that the player can still see into other parts of the level.

I finally completed those blasted police barriers!  Yippie!

(http://imagizer.imageshack.us/v2/800x600q90/833/q469.png) (https://imageshack.com/i/n5q469p)

Considering what a simple and effective trick it was to make these in Vanilla DooM with just some lines and a single texture, it sure was a pain in the fleshy gutes to reproduce it in GZDooM with at least triple the number of lines, more textures, and 3D sectors.  Ugh!

It had come to my attention that the larvae were coming out of their holes prematurely on E1M5. They were meant only to come out after the player has jumped or fallen into the pit, but the narrow ledge was causing people to accidentally trigger them early. To fix this, I removed the triggers from the edge of the ledge (I'm a poet!) and transfered them to another set of lines just inside the pit.  Hopefully this will keep the larvae in their holes until the player is actually in the pit.




Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on January 14, 2014, 09:02:05 PM
I am in love with the diners interior.
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on January 16, 2014, 01:16:33 AM
I am glad you are back Atari.  I was wondering where you went.

Progress Report: November 24, 2013

Minor progress to report.

A couple of weeks ago I made up a replacement ENDOOM lump as experiment even though most people have the ENDOOM display option turned off.  This week I obsessively made a better one.

(http://imageshack.us/a/img842/1600/msot.th.png) (http://imageshack.us/photo/my-images/842/msot.png/)

The lift in the big hangar at the north of E2M1 has been bothering me for a long time. I want to change it to being a 3D platform like the small lift, but the method I used changed that lift's behaviour, requiring switches to raise and lower the platform. I do not really want to change the way the large platform moves, so I have left it alone.  A couple of days ago I was playing HACX and saw a lift using a technique I had seen before, but never used myself, so I decided to give it a try.  The method is simply to use an invisible sector and use transparent mid textures to build a grid to fake a visible floor.

This is what I ended up with.

(http://imageshack.us/a/img33/9516/44ib.png)

(http://imageshack.us/a/img4/2006/uibf.th.png) (http://imageshack.us/photo/my-images/4/uibf.png/)

(http://imageshack.us/a/img29/5597/me99.th.png) (http://imageshack.us/photo/my-images/29/me99.png/)

I do have another option or two I might try.  What do you think og this method?


I finally got around to making that chainlink fence texture and put it in today.  That was really easy.

(http://imageshack.us/a/img690/4782/sbxx.th.png) (http://imageshack.us/photo/my-images/690/sbxx.png/)

I made some minor changes to the diner in the hopes of giving it a little more of a 1950s googie style. In fact, I am planning on changing the interior of the diner from brown to a salmon pink if I can.  I am even thinking of adding a jukebox (the squared off kind like I used to see when I was a kid  like this one (http://jukeboxesunlimited.com/products/Rockola-437/Rockola%20437-1-W.jpg), not the round topped kind due to it being easier to make) that with scripting might be able to play a little music.

I spent some time on the old computer early in the week making up new(er) versions of the title screen indentifying the next release as release 6.  Don't get excited. I am not ready for a release yet. Progress continues to be slow.

As a side note, I was manning a Christmas kettle for the Salvation Army the other day. I decided that drawing snot monsters might be off putting for people walking by, and so I decided to do some sketches of a blimp I might have as a background element in E2M1. I started sketching a nice cigar shaped object with tail fins like this (http://www.photo-dictionary.com/photofiles/list/7879/10622blimp.jpg), when somebody stopped and asked me why I was drawing a bomb! (http://thespecialistsltd.com/files/100lb_Bomb.jpg)

Anyway, I kind of stopped drawing.  Maybe snot monsters are not so bad.

As an experiment, I installed MorphVox Pro on my new machine.  Maybe I will attempt to do some voice acting for a cutscene or two if I can get over my stage fright.

In my now long-gone version, I recreated your old lifts perfectly. If you'd like, I could do it again. Also, hello everybody. :3

EDIT:>> Wow... I *HAVE* been gone a bit too long. Just realized that the majority of lifts work, just not the large one. Still, I think it's doable. As for the lattice... just... no, please.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 16, 2014, 06:38:23 AM
You should have read the following report where I changed the lift to look solid.

Link: http://www.chexquest.org/index.php?topic=3670.msg187392#msg187392

In case you are wondering, it is an old trick that works in vanilla DooM, which is where I first learned of it.
Title: Re: T.U.C.Q. Progess Thread
Post by: Atariangamer on January 16, 2014, 02:00:10 PM
My thoughts...I like pastels, but pink? IDK, it does fit.

The 'real' skybox thing looks amazing, but how would it look/appear in other levels? Or are you just doing it for M1, where you're in open streets?

I do like those barriers, and as for the E1M5 larvae...That's brilliant. I seem to remember playing through a modern version and noticing that I could just stand on the ledge and 'snipe' them...now with old school rules on, you'd never quite see them to shoot them, but also considering infinite tall actors, I think I had an issue once where they came out, and trapped me on the ledge because their heights were like pillars. That's a good solution to the problem.


Also, random note...the oversized text on that post makes me feel as if I was being talked to by HAL. Though can HAL really wonder?
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on January 16, 2014, 09:42:14 PM
You should have read the following report where I changed the lift to look solid.

Link: http://www.chexquest.org/index.php?topic=3670.msg187392#msg187392

In case you are wondering, it is an old trick that works in vanilla DooM, which is where I first learned of it.

While it does look nice, why not just use a step activated GZDoom 3d sector? I'm sorry if I seem like a critic. I just wanted to put out an idea.

Also, would you like if I were a sort of "team member" of sorts? I have the tools, and a fairly decent knowledge of the Zdoom/GZDoom/Zandronum editing techniques. I miss this fandom, working on hardcore projects like these. Will you have me?
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 16, 2014, 10:26:33 PM
I would have to agree about the 3D Floor idea. Although, it might be because Boingo wants to have it work in ZDoom as well...? But if thats the case, that makes no sense, because I thought the project was being moved to GZDoom, hence a lack of need for ZDoom. Actually, simple 3D Floors work in ZDoom as well, so theres that. All signs point to "why no 3D Floor?" Its very simple to implement.


As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on January 17, 2014, 12:18:18 AM
Quote
As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.

Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.

Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.

The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on January 17, 2014, 04:02:53 AM
Hmm, fair point. i remember in the Lost Quest arch used a linedef to let a monster/thing travel down a small path elsewhere that had a moving floor. This would then cause multiple linedefs to trigger as the thing moved down the path. That could solve the double linedef issue, but theres still that about getting stuck underneath...
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on January 17, 2014, 05:30:08 AM
Quote
As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.

Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.

Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.

The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)
I got it to work easilly in GZDoom before.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 17, 2014, 12:00:14 PM
I think my solution is a good one.

I am still learning new things, and if I figure out a better way, I will probably use it when I learn how to use it properly. Until then I will go with what I know works.
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on January 17, 2014, 12:39:55 PM
I think my solution is a good one.

I am still learning new things, and if I figure out a better way, I will probably use it when I learn how to use it properly. Until then I will go with what I know works.

You're teh boss. I'm still here i you want a team mate. Did you make the ramp on E1M1?
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 17, 2014, 03:51:09 PM
I think I will answer that question tomorrow.  ;)
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on January 17, 2014, 11:29:06 PM
Quote
As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.

Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.

Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.

The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)
I got it to work easilly in GZDoom before.

Using Legacy format maps? What was your solution? Fragglescript?

Legacy's map format has less actions than zDoom (Doom in Hexen) and zDoom (Doom in UDMF), it's about equivalent to Boom format; it's possible to do a lot with Boom but it's not really something I have a lot of expertise in so by all means, I'd be interested if this is possible.
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on January 18, 2014, 04:06:12 AM
Quote
As for getting it to work on walk-over, use a Platform Raise Wait Lower function, with a tag to the 3D Floor control sector. Unless such a function doesn't exist in the format Boingo is using... idk.

Platform actions just move the FLOOR of a sector, a 3d floor is a floor AND a ceiling, he needs an elevator action, unfortunately as far as I know Legacy format maps don't have an elevator action.

Elevator actions move the floor and ceiling of a sector together, retaining the height of the sector, no matter what happens, which is needed for 3d floor lifts like this. Those actions are only in zDoom in Hexen and zDoom in UDMF format, though.

The best option I can think of right now to implement this with 3d floors is to hackily string together a floor and ceiling move on two linedefs that are very close together using dummy sectors and hope that they don't go out of sync and have strange glitches (e.g., if the lift comes down on your head it will become infinitely thin, there's nothing to stop the 3d floor from changing shape; if you activate one linedef but not the other, well, you'll get the amazing stretchy lift)
I got it to work easilly in GZDoom before.

Using Legacy format maps? What was your solution? Fragglescript?

Legacy's map format has less actions than zDoom (Doom in Hexen) and zDoom (Doom in UDMF), it's about equivalent to Boom format; it's possible to do a lot with Boom but it's not really something I have a lot of expertise in so by all means, I'd be interested if this is possible.

I changed the map format to GZDoom's format, then redid all of the 3D sectors and such maticulously by hand. No scripts, just hard effort.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on July 04, 2014, 09:22:53 PM
Progress Report: July 4, 2014

It has been a long time since the last progress report.  Sorry about that.

Anyway ...

I tested out my first voxel object in T.U.C.Q. today.  I took the old diner sign patch and extruded it into a 3D object.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20140704_173934.png)

I was going to use some old school editing trickery to achieve the same effect, but I guess this is probably better.


Pandora's box is open.

Voxels are here.

Any ideas of what I can use voxels for?

Please note that I am not getting rid of sprites as a general rule.  I just want to use voxels in cases where they will definitely make the game look better.
Title: Re: T.U.C.Q. Progess Thread
Post by: Replica on July 06, 2014, 06:22:01 PM
I imagine anything that's sprites, but big. Such as those lamp posts, or the space ships (which you've said you intend to do anyway). Could decals be converted to voxels? If so, it'd make slime impacts look much better. I think it's been talked about, but maybe you could change the flembrane into a voxel? That would fix any problem with the sprite sliding around.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on March 11, 2016, 06:05:11 PM
Progress Report: March 11, 2016

It's not much, but considering it has been over a year and a half since the last progress report, it's better than nothing.

TrueDude convinced me to go back and work a little bit on the cinema level, so I made a crude street and the front of the theatre.

Like I said, it's not much, but it's better than nothing.
Title: Re: T.U.C.Q. Progess Thread
Post by: darkstone on March 11, 2016, 08:22:25 PM
I want screenshots! :-D I've missed TUCQ.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on April 26, 2016, 01:05:48 AM
Progress Report: April 25, 2016

Alright.  You twisted my arm darkstone.

Here are some screen shots.

I have not done much, but I have worked a little bit on the cinema level.

Here is the crude theatre entrance.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160425_220604.png)

Here are a couple of shots of the inside around the concession stand.

I made a sector based soda fountain.  It may be hard to see the individual drink dispensers, since they are all grey.  I will make textures for them with different colours and indistinct brand names some time in the future.  A fictional brand name, "FIZZ", will appear on the topper instead of the red that is there now, when I get around to making the texture.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160413_173317.png)

Planned future additions: sector based popcorn bags on the counter, voxel based drink cups, miscelaneous doodads.

A view of the lineup for the concession stand.  The voxel based finials are a little too detailed and will have to be replaced with simpler ones.  Also, there will be voxel based red velvet ropes hanging between the posts in the near future.  I am trying voxels instead of transparent textures, because textures look too flat.  I am hoping voxel versions will work out better.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160413_173339.png)

If you recall, in the original cinema level, there is a statue of a Chex Warrior standing in the middle of the street, and the street itself is not attached to any other streets, and it looks a little weird.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Chex_20160425_220811.png)

I have decided to create a more appropriate location for the statue.  Using over the top American patriotic displays as inspiration, I placed the statue on top of a pedestal, in the middle of a pool, surrounded by fountains and flags, with a small brick wall around the pool, a walking path around the wall, and a hedge around the path.  The large sector around this display will eventually be turned into a park where the player will start in the level.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160420_173308.png)

The slime fountains are there to give me an idea of what the final water fountains will look like.  I will make water fountains by recolouring the slime fountain sprites to blue, and making a new actor in DECORATE.

The tree sprites in Chex Quest are nifty, but they are kind of small.  For a park, I would like to see big tall mature trees like I see in the parks around here.  As a test to see how it looked, I downloaded photo of a tree and made a temporary sprite out of it.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160422_094906.png)

The sprite looks good and did not suffer from the problems I expected.  I will obviously have to make a hand drawn tree sprite to use instead at some point.

Finally, I started a new level that takes place after E2M5.  Storywise, the Chex Warrior continues from the main sewers into a pumping station.  He discovers the pumps have stopped and a massive amount of flem is threatening to flood the city.  He will have to find three fuses and restart the pumps in order to get rid of the flem and clear out the sewers in order to escape.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160425_230744.png)

It sounds like a great idea, but all I have is the room with the pumps, and no idea how to complete the level.  I find I am good at detailing levels, but not so great when it comes to level design.  I hope I can get this working, so keep your fingers crossed.

I also decided to come up with some provisional names for all of the levels that don't exist yet, just for the heck of it.

E1M6: Bazoik Nutritional Mines
E1M7: Stope 27
E1M8: Lair of the Flembrane

E2M6: Pumping Station 1 (or Sewage Treatment Facility)
E2M7: The Wrong Side of Town
E2M8: An Abandoned Lab

E3M1: Rolled Oats Institution (or Rolled Oats Penitentiary)
E3M2: The Regulus System
E3M3: The Rigel System
E3M4: The Orion System
E3M5: Kentok V
E3M6: Cepheus
E3M7: The Mysterious Asteroid
E3M8: Secret Base

E4M1: Beachhead
E4M2: Under Siege
E4M3: Forlorn Hope
E4M4: Hail Mary Pass
E4M5: The Turning Tide
E4M6: Flemoids On the Run
E4M7: Fleming's Fortress
E4M8: The Final Showdown
Title: Re: T.U.C.Q. Progess Thread
Post by: Awesomedude249 on April 26, 2016, 02:16:30 PM
Wow. Just wow. I wake up, a couple hours later check the CQFF, and I find a large amount of progress has been made on TUCQ! This is pure win. Also, I can make that "FIZZ" texture for you as long as you give me the dimensions the texture needs to be.
Title: Re: T.U.C.Q. Progess Thread
Post by: darkstone on April 26, 2016, 04:28:45 PM
This is incredible. All of it, Boingo, I'm so excited to see T.U.C.Q. being worked on again! I remember playing p2b3 way back when I was like 9 or 10, and getting addicted to Chex(R) Quest... this is so exciting and I'm glad to see you working on it!
Title: Re: T.U.C.Q. Progess Thread
Post by: WindowsVistaLover5570 on April 28, 2016, 08:37:24 PM
So, you've finally started working on Release 7.  ;D
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on April 28, 2016, 10:05:06 PM
Yup.

Progress Report: April 28, 2016

I fiddled around a little bit yesterday and today.

I worked on a new 3D sector based version of the billboards.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160428_175724.png)

It is in the park now, but will get moved somewhere else eventually.

I also made a grass texture, by simply resizing a grass texture from Deviant Art and recolouring it to the DooM palette.  It doesn't look all that good. I will try again.
Title: Re: T.U.C.Q. Progess Thread
Post by: Awesomedude249 on April 28, 2016, 11:31:08 PM
Maybe the billboard would look good with two legs on both sides and some lights at the corner? It would look more like a traditional billboard.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on April 28, 2016, 11:36:46 PM
I based it on the most common images I got for billboards when I searched.
Title: Re: T.U.C.Q. Progess Thread
Post by: Awesomedude249 on April 28, 2016, 11:40:05 PM
It probably looks weird because of it's size. You should make it much bigger, and possibly have some murky, run-down Brand X billboards.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on April 28, 2016, 11:42:37 PM
The size is based on the size of the billboard itself (256 x 128).
Title: Re: T.U.C.Q. Progess Thread
Post by: darkstone on April 29, 2016, 01:34:21 AM
I think the billboard looks fine.
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on April 29, 2016, 02:21:22 AM
Yeah, looks like a proper billboard to me.

Lookin' sharp there, Boingo! Always nice to see good progress on TUCQ.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on April 29, 2016, 03:32:51 AM
While we are on the subject of billboards:

Just for fun, here is a screen shot of a couple of billboards I made in a test level for DeiM many MANY years ago,

(http://www.doomlegends.com/deim/screenshots/Screenshot_Doom_20160428_224859.png)

There are no 3D sectors here. There are just regular sectors and sky.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 04, 2016, 02:01:54 AM
Progress Report: May 4, 2016

Something looks different.  I can't quite put my finger on it.  ???

Do you know what it is?

http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160503_174930.png
Title: Re: T.U.C.Q. Progess Thread
Post by: darkstone on May 04, 2016, 03:45:44 PM
Is it the STBAR? It looks different.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 04, 2016, 03:51:06 PM
Maybe.

In what way does it look different?
Title: Re: T.U.C.Q. Progess Thread
Post by: SnowChex on May 04, 2016, 04:36:28 PM
It's a lot more ordered and nicer to look at than vanilla :V.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 04, 2016, 05:22:54 PM
I guess I had better let the bag out of the cat.

I made a high res status bar.  1280 x 128 instead of 320 x 32.

I did my best to make it look as much like the original as posible, and it looks like I succeeded, seeing how people have had so much trouble seeing the difference.  Trust me.  There is a difference/

I  made the numbers a little narrower, so the zorch, health, and armour amounts don't spill off their panels on the left side anymore.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on May 04, 2016, 06:54:26 PM
Oh believe me i noticed. Especially since some things are blurred when they're up-stretched (looking at you, mugshot, and you, keys).

Think you could do something about that?
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 04, 2016, 07:10:35 PM
The keys will probably be redone some time in the next week, but it is unlikely I will do anything with the face for a while.
Title: Re: T.U.C.Q. Progess Thread
Post by: 75 on May 04, 2016, 07:48:19 PM
I always thought the original "single shade of yellow" font could use some sprucing up, nice work

Also the high res hud looks really crisp, I like how you maintained the style of the original
Title: Re: T.U.C.Q. Progess Thread
Post by: xbolt on May 05, 2016, 02:20:05 AM
So sharp, I cut myself on that screenshot.
Title: Re: T.U.C.Q. Progess Thread
Post by: Datra on May 05, 2016, 10:23:55 PM
Is the powered down teleporter new? Or is that from an older version of TUCQ?
Title: Re: T.U.C.Q. Progess Thread
Post by: LAZ Trooper on May 05, 2016, 11:02:02 PM
The thing I noticed was the control panel.
Title: Re: T.U.C.Q. Progess Thread
Post by: noob1234 on May 07, 2016, 01:07:37 AM
That HUD. I love it
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 17, 2016, 08:11:00 PM
Progrees Report: May 17, 2016

Did some stuff.

On E2M1:

I finally replaced that terrible default grey texture on Hangar 12.  It is still grey, and it is just a desaturated version of the brown texture, but it looks a whole lot better.

On E2M2:

Built a park around that fountain I made.

Added some streets.

The park is now connected to the rest of the level.

Created a pair of variant textures. They red brick walls, one with windows like the city wall texture, and one has corner stones.

On E2M3:

I altered the Woman with Water Jug textures. The was a mismatch in the pair of them.  It appears they were rescaled to slightly different sizes, an while it was only a one pixel difference, it made the texture appear to stretch and jump when the switch was activated.  So I Frankensteined the two together to get them to be more consistant. I also repainted the second texture so the woman has a more exaggerated look of shock on her face, mainly due to the spider dangling in front of it.

I added a "new" dinosaur to the museum. The sprite was actually already in Chex Quest 2, but it wasn't used in the game. I touched up the sprite slightly, and used it to replace the space fighter on the upper floor of the museum, which never made sense.  I had to raise the ceiling a little to make it fit, but it looks good, and is a big improvement over the space fighter.

By the way, I need some opinions.

I wanted to change the neon sign on the diner in E2M1 so it looked less like a style from the 1970s, and more like a style from the 1950s.  I chose a more '50s googie style font, and gave it a try, but I am not certain whether I want to keep it or not.

Which do you like better?

The old version?

(http://www.doomlegends.com/chexquest/screenies/SSE2M1001.png)

or the new version?

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160516_231804.png)

(Yes. I had to make the roof taller for it to fit.)

Let me know which one you like, and I will (probably) go with that.
Title: Re: T.U.C.Q. Progess Thread
Post by: Awesomedude249 on May 17, 2016, 10:45:04 PM
I like the old one tbh, but that's just my opinion.
Title: Re: T.U.C.Q. Progess Thread
Post by: TrueDude on May 18, 2016, 12:37:58 AM
I'm a fan of the second, it has more character to me.
Title: Re: T.U.C.Q. Progess Thread
Post by: ChexMaster2109 on May 18, 2016, 07:19:24 PM
I agree with TrueDude, the second one fits the diner aesthetic better. Also the slightly taller roof just looks a bit better from an architectural standpoint (not as flimsy looking).
Title: Re: T.U.C.Q. Progess Thread
Post by: sinkillerj on May 18, 2016, 11:13:48 PM
Which do you like better?

I vote old simply because the roof on the new one seams a bit too tall.
Title: Re: T.U.C.Q. Progess Thread
Post by: noob1234 on May 18, 2016, 11:58:31 PM
I would vote the second, except the first seems like it has more color to it. If you added more pink or made the colored portion thicker the second one would be better.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on May 19, 2016, 12:05:44 AM
The gamma is turned up in the second one. Everything looks a little pale.
Title: Re: T.U.C.Q. Progess Thread
Post by: Awesomedude249 on January 03, 2017, 05:29:00 PM
Sorry to bump, but most of the images in this topic seem to be down :L
Title: Re: T.U.C.Q. Progess Thread
Post by: Ether Bot on January 03, 2017, 11:17:42 PM
On the topic of bumping, and images:

I like the second one more. It's both more stylistic and just feels more like a real building that could really exist. First version looks like an abstract building for a doom/chex mod
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 04, 2017, 12:44:42 AM
You will have to tell me which post you are referring to.

Otherwise I have no idea what you are talking about.
Title: Re: T.U.C.Q. Progess Thread
Post by: Ether Bot on January 04, 2017, 01:33:51 AM
I'm uh..

..

"..the pictures"

I'm talking about your pictures from like a page ago
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 05, 2017, 04:12:27 AM
Sorry to bump, but most of the images in this topic seem to be down :L
That's because I used image shack for those ones, then image shack got greedy and stopped hosting free images.

I highly doubt I will be able to remember which images were used, so I won't be able to replace them.

I'm uh..

..

"..the pictures"

I'm talking about your pictures from like a page ago

That post was from seven months ago, and your post gave no context whatsoever.

If you had put something like "Regarding the two versions of the diner:" or something like that it would have helped.
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on January 22, 2017, 02:54:52 AM
Here is a tiny bit of news.

Earlier this week I downloaded the new version of GZDooM, version 2.3.2.

The new version fouled a few things up. The weapons were not switching properly, and the keys were not working at all.

Luckily, 75 took a look, and was able to figure out how to fix the problems.

Everything should be working fine again in the next release.

Of course I still have to deal with this ...

(http://www.doomlegends.com/deimwolf/screenshot/BuriedPlant.png)
Title: Re: T.U.C.Q. Progess Thread
Post by: WindowsVistaLover5570 on January 22, 2017, 03:16:05 AM
OpenGL is broken
Title: Re: T.U.C.Q. Progess Thread
Post by: Boingo the Clown on February 11, 2018, 04:30:31 PM
Gadzooks!

Has it been a year since I last posted here?!?

I must do something to change this.
Title: Re: T.U.C.Q. Progess Thread
Post by: Super Chex on March 09, 2018, 08:09:16 PM
Gadzooks!

Has it been a year since I last posted here?!?

I must do something to change this.

Please do. We miss you, man!