Chex Quest Fan Forums

Chex Quest => Chex Quest and Related Topics => The Ultimate Chex Quest => Topic started by: Boingo the Clown on February 24, 2016, 10:57:06 PM

Title: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on February 24, 2016, 10:57:06 PM
Now that Truedude is helping out with the conversion of Vilecore over to a T.U.C.Q. version, I figure I need to keep track of what is going on.

I hope this helps.

Maps

MAP01: Finished
MAP02: Finished
MAP03: Finished
MAP04: ~99% completed (Just needs some textures created)
MAP05: Finished
MAP06: Untouched
MAP07: ~50% completed
MAP08: ~15% completed
MAP09: Finished - Converted by TrueDude
MAP10: Barely Started
MAP11: Finished - Converted by TrueDude
MAP12: Finished - Converted by TrueDude
MAP13: Finished - Converted by TrueDude
MAP14: Finished - Converted by TrueDude
MAP15: Finished - Converted by TrueDude
MAP16: ~99% completed - Converted by TrueDude
MAP17: ~99% completed - Converted by TrueDude
MAP18: ~90% completed - Converted by TrueDude
MAP19: ~99% completed - Converted by TrueDude
MAP20: ~90% completed - Converted by TrueDude
MAP21: ~90% completed - Converted by TrueDude
MAP22: Finished - Converted by TrueDude
MAP23: Finished - Converted by TrueDude
MAP24: Untouched
MAP25: Untouched
MAP26: Untouched
MAP27: Untouched
MAP28: Untouched
MAP29: Untouched
MAP30: ~10% completed
MAP31: ~99% completed - Converted by TrueDude
MAP32: Untouched

DooM Monster Replacements

Cacodemon: Temporarily replaced with Cycloptis sprites. I will need to make new sprites.

Lost Soul: Flemoidus Gryo. Same unfinished sprites I made years ago. I really need to finish making them.

Chaingunner: Temporarily replaced with Commonus sprites scaled larger than normal. I will need to create Flemoidus Dervish sprites.

Hell Knight: Temporarily replaced with Maximus sprites scaled 50% smaller than normal. I will need to make new sprites.

Pain Elemental: Flem Balloon. Currently using a sketch I made as a makeshift sprite. I must make actual sprites.

Revenent: Currently using quadrumpus sprites. I will eventually make modified sprites for a Quadrumpus with Armour.

Arachnotron:  Trudude has offered use of his own sprites. They look good.

Mancubus: Temporary sprites added. Intentionally bad to show they are temporary.

Archvile: No sprites. Currently not working.

Cyberdemon: No sprites. Currently not working.

Spiderdemon: No sprites. Currently not working.


Other Items

Exploding Barrels: Using a drawing I made as the main sprite.  Not animated. Currently using the Heretic pop pod sprites for the explosions.  I need to make some more original sprites for them.

Various Torches and Lights: A lot of these were reused as other objects in CQ, so things like captives appear where torches should be. I have created new objects to use as substitutes with placekeeper sprites.

Other Miscellaneous Items need to be created to replace DooM objects.

A Credit Screen or Secret Tribute Room (like in E1M2) needs to be created.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on February 25, 2016, 01:33:35 AM
I've mostly finished the conversion of MAP15. After some editing Boingo plans to consider it finished and add it in.

(http://i.imgur.com/zwz6O4E.png)
(http://i.imgur.com/PnCat4i.png)
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: noob1234 on February 25, 2016, 10:40:41 AM
Are you leaving the Baron as the normal Maximus?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on February 25, 2016, 05:51:55 PM
Quote from: noob1234 on February 25, 2016, 10:40:41 AM
Are you leaving the Baron as the normal Maximus?
Yes. The Baron of Hell is replaced with Maximus.

Actually, the barons are normally replaced with the flembrane, which is not appropriate for the levels, so they will have to be swapped with the Maximus.

I noodled around with MAP15 and I am ready to call it "finished".
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Drwalrustein on February 25, 2016, 06:10:25 PM
This is actually pretty interesting. What would be the replacement for the SSG?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on February 26, 2016, 09:09:31 PM
If you want, I could create some sprites for the miscellaneous DooM items. I'm not all that amazing at pixel art but I can create decent stuff.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on March 03, 2016, 01:22:01 AM
TrueDude sent me his converted version of MAP13 a few days ago, but I just got around to tweaking it today.  My changes were relatively minor. I replaced the teleporters with standard T.U.C.Q. version, and I found two missing textures and two misaligned textures.

That's it.

It is otherwise the same as when TrueDude sent it to me.

8) That make four officially completed levels. 8)

The two invisible cyberdemons are a bit of a pain though.  I will get around to making sprites eventually.




I added TrueDude's Flemoidus Arachnus sprites, making the arachnotron functional.   They fire invisible shots however.   ::)




MAP03 is essentially done, and has been since before Christmas.  I just need to make one door texture and rebalance the ammo supply and it is finished.

Maybe tomorrow ...

Note: When I talk about rebalancing ammo, what I mean is this; the DooM trooper, sergeant, and chaingunner drop ammo when they die, but the commonus, bipedicus, and dervish do not.  In DooM, the ammo drops help the player stay stocked, but without them in T.U.C.Q. the player is left with a chronic shortage of ammo.  This means I need to add additional amunition to compensate for the lack of drops. 

There needs to be 1 minizorcher recharge for every 2 commoni, 1 large zorcher recharge for every 2 bipdici, and a minizorcher recharge for every dervish. 

Additionally, since the chaingunner drops a chaingun when he dies, and the player can pick up a chaingun when he kills his first chaingunner, a rapidzorcher needs to be placed in the vicinity of the first dervish the player is expected to encounter as an equivalent.



Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on March 03, 2016, 11:48:00 PM
Quote from: Boingo the Clown on March 03, 2016, 01:22:01 AM
The two invisible cyberdemons are a bit of a pain though.  I will get around to making sprites eventually.
Why can't you just replace them with Snotfolus or Maximi?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on March 16, 2016, 07:02:53 PM
Quote from: Awesomedude249 on March 03, 2016, 11:48:00 PM
Why can't you just replace them with Snotfolus or Maximi?
I have an idea for new new flemoid.

What is worse than a flemoid?

A big flemoid.

What is worse than a big flemoid?

A big flemoid with a cold who sneezes a lot, especially if he sneezes gigantic flem balls that splatter all over the place.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: darkstone on March 16, 2016, 08:35:34 PM
Quote from: Boingo the Clown on March 16, 2016, 07:02:53 PM
Quote from: Awesomedude249 on March 03, 2016, 11:48:00 PM
Why can't you just replace them with Snotfolus or Maximi?
I have an idea for new new flemoid.

What is worse than a flemoid?

A big flemoid.

What is worse than a big flemoid?

A big flemoid with a cold who sneezes a lot, especially if he sneezes gigantic flem balls that splatter all over the place.

I did that once. All the Flemoids had colds. Their health was lower but they slimed //a lot//. :-)
It was fun.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on March 17, 2016, 02:45:31 PM
Quote from: Boingo the Clown on March 16, 2016, 07:02:53 PM
Quote from: Awesomedude249 on March 03, 2016, 11:48:00 PM
Why can't you just replace them with Snotfolus or Maximi?
I have an idea for new new flemoid.

What is worse than a flemoid?

A big flemoid.

What is worse than a big flemoid?

A big flemoid with a cold who sneezes a lot, especially if he sneezes gigantic flem balls that splatter all over the place.

Ooh, I like the idea. Mind if I make some sprites for it?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on March 25, 2016, 10:42:04 PM
MAP03: Quadrumpus Court ...

... is now finished.

As per 75's request, here are some screen shots.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160325_205943.png)

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160325_210737.png)

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160325_210903.png)

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160325_211053.png)


The quadrumpus in the screen shots is not the normal quadrumpus. It is the quadrumpus with armour, the replacement for the DooM revenant. I plan on making new replacement sprites sometime soon ... or eventually at least.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on April 12, 2016, 08:00:47 PM
Just a quick work in progress pic

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160411_182000.png)

The pic shows my replacement for the exploding barrel.

QuoteThe flemoids fear zorch energy, so they encase it in flem, creating these flem pods. However, there is so much zorch inside that the flempods are unstable. If you shoot them with your zorchers, the extra zorch energy could be too much for the flem pods to contain, and they will burst, zorching any nearby flemoids ...

... but watch out! The bursting pods also send flem flying in all directions!  If you stand too close to one, it could slime you!

This is a very crude version. I will have to do a lot of work before it is game worthy.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on April 14, 2016, 05:48:39 PM
Quote from: Boingo the Clown on April 12, 2016, 08:00:47 PM
Just a quick work in progress pic

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160411_182000.png)

The pic shows my replacement for the exploding barrel.

QuoteThe flemoids fear zorch energy, so they encase it in flem, creating these flem pods. However, there is so much zorch inside that the flempods are unstable. If you shoot them with your zorchers, the extra zorch energy could be too much for the flem pods to contain, and they will burst, zorching any nearby flemoids ...

... but watch out! The bursting pods also send flem flying in all directions!  If you stand too close to one, it could slime you!

This is a very crude version. I will have to do a lot of work before it is game worthy.

If THAT's a crude version, the finished one will probably look amazing. ;D
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: noob1234 on April 15, 2016, 07:27:07 PM
What an incredibly elegant solution to the constant Chex Quest problem of having two types of damage that damage the player and the enemies differently. (Zorch vs flem)
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: 75 on April 15, 2016, 09:14:09 PM
Quote from: noob1234 on April 15, 2016, 07:27:07 PM
What an incredibly elegant solution to the constant Chex Quest problem of having two types of damage that damage the player and the enemies differently. (Zorch vs flem)

It really is awesome, I'm glad he's back to working on TUCQ; it seems like he really puts a lot of thought into this sort of stuff.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on April 28, 2016, 10:44:19 PM
I worked a little bit on MAP08 today.

CQ (and T.U.C.Q.) has such a tiny number of textures compared to DooM 2, that it is extremely difficult to make any progress.

I can only make new textures by recolouring the old ones so many times.   ::)

MAP08 Has a big Wolfenstein section, with a great big swastika on the floor in one room.  Today I replaced it with something more appropriate.

(http://www.doomlegends.com/chexquest/screenies/Screenshot_Doom_20160428_210904.png)
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: darkstone on April 28, 2016, 11:13:28 PM
Ewww brand X :8
Bti
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: DestroyedEDGE on April 29, 2016, 05:24:27 PM
I've been working on MAP06. I changed the light on and off randomly rooms to normal because on and off is un-chexquesty.
Progress: 22%
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on April 29, 2016, 07:07:20 PM
MAP06 is some kind of reactor core as far as I know. I have been avoiding it, because I can't figure out what textures to use for it.

QuoteEwww brand X :8
Bti

In case you don't know, Brand X , in universe, is a rival cereal company to Chex.  It's a really crappy cereal.  They also make things like power doors, and these are also inferior in quality.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: DestroyedEDGE on April 29, 2016, 08:16:55 PM
Great. Now I can't run ANY port of DOOM that is based on ZDooM or BOOM (which pretty much rules out every port in the world).
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on May 31, 2016, 12:20:22 AM
MAP14 is virtually done aside from bugtesting. Here's a preview:

(https://i.gyazo.com/df76bf9331926389f14cd81171f496eb.png)

Hopefully you get your issue fixed WindowsVistaLover, the more people helping out the better!
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: MajorSlime on May 31, 2016, 12:33:11 AM
Not really a fan of that red-brick. The brown one is fine, but the red one makes my eyes bleed, and the gritty/grainy image it produces at a decent distance away isn't really Chexy. Maybe less contrast + slight color change?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on June 21, 2016, 11:07:47 AM
I went back into MAP14 and made some tiny tweaks.  I think it is time to add it to the "finished" category.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on June 29, 2016, 07:33:45 PM
Had anyone gotten work done on their own maps? We'd appreciate any help we could get!
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on July 08, 2016, 04:54:48 PM
So, I guess I must have been really motivated last night or something, because I practically finished both MAP11 and MAP12 from scratch. Hopefully this means I'll continue pumping these out and doesn't mean I'll get burnt out quickly. :p
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on July 09, 2016, 01:06:17 PM
Ack!  Stop embarrassing me!

You've got more levels converted than I do now!

I have those level listed as 99% completed right now, because of minor issues with texture alignment, one or two missing textures, and little things like that.  I will try to tweak those things today (if possible) before marking the levels as officially finished.

BTW they look fantastic.

I know you guys have not seen it yet, but TrueDude made a really nifty sepia tone sky for MAP11.  It reminds me of Mars, or a desert at sunset.  You're gonna love it when you see it.


As for me ...

MAP05 is essentially done. The only reason it is not officially finished is the fact I need to build one new texture from scratch to replace a texture from DooM 2.  I need to create a large wooden door, and I am not sure whether to start it as a hand drawing, or to do it all in GIMP.

MAP04 is also mostly finished, and waiting on new textures to be made.  Also, some of the green wall textures I have already made need to be finshed.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: darkstone on July 09, 2016, 08:48:13 PM
Exciting!
If either of you need a beta tester let me know. I'd be more then happy to zip through a map watching for misaligned textures, funny monster placement, etc.. I have an eye for those things. Feel free to PM. (grr need to be in the chat more often)
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on July 10, 2016, 05:35:38 AM
You should ask Boingo about it and see what he says. Regardless of how much work I do and input I have he is still the project leader.

Also! MAP09 can join the list of 99%-or-higher complete maps now! I'm on a bit of a roll lately, heh.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on July 10, 2016, 03:29:05 PM
TrueDude has been on fire!

Three levels in three days!

This is stellar work.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on July 10, 2016, 09:02:33 PM
Here's some pictures so there's proof I've gotten this done so far:

MAP09:
(http://i.imgur.com/tLDbiiL.png)

MAP11:
(http://i.imgur.com/d3O7Cx9.png)

MAP12:
(http://i.imgur.com/XIbCbDs.png)

And I've also begun work on getting MAP19 getting completed as well:

MAP19:
(http://i.imgur.com/peAE6eG.png)
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on July 11, 2016, 04:09:43 PM
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: darkstone on July 11, 2016, 10:18:39 PM
/me whistles
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on July 12, 2016, 07:50:36 PM
We can add MAP22 to the "pretty much complete" list.

Also, I might, MIGHT have found someone to compose a few new tracks when possible. So that's exciting.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on July 13, 2016, 03:25:47 AM
I have been troubleshooting and tweaking the levels TrueDude has been sending me before marking them as "finished", but he has been sending them to me in such rapid succession that I am having trouble keeping up.

When I do catch up, and when I get that last texture for MAP05 done, I will throw another interm release together.  I promise.

MAP11 is finished.  As dumb as it sounds, it took me longer to troubleshoot it than it did for TrueDude to do the conversion.
MAP12 is finished.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on September 10, 2016, 11:00:14 PM
It doesn't say it on the map list, but I've managed to pump out maps 16, 17, and 18 the past week.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: King Lunar on September 14, 2016, 11:20:40 PM
Wow, it's been about 6 years since I've been active here! Nevertheless, my brother TrueDude asked me if I could compose a new track for MAP09 that had influences from Caverns of Bazoik and Sewer System so I concocted this for the project:

http://www.mediafire.com/download/73et05kiu55un0g/LOOP_MAP09.ogg
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: DestroyedEDGE on December 03, 2016, 12:45:44 PM
I wonder how many changes were made while I was gone?  :whale
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Awesomedude249 on December 03, 2016, 02:03:23 PM
Quote from: WindowsVistaLover5570 on December 03, 2016, 12:45:44 PM
I wonder how many changes were made while I was gone?  :whale
Not many, the fact that this thread is 3 months old should have given you a clue :P
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on December 05, 2016, 01:50:24 PM
Blame me.

I have been distracted with a physical project since the end of September.

I have been making bangle bracelets for my nieces for Christmas using recycled High Density PolyEthylene (HDPE) from old detergent bottles.  It is a lot of work and very time consuming, and I can only complete one every few days.

First I save my own HDPE bottles, bottles from friends and family, and collect more from recycling bins around the neighbourhood on recycling day.

The bottles have to be cleaned, their labels removed and the adhesive cleaned off, which takes time.

The bottles then have to be cut up into fingernail sized pieces, which is very time consuming, and the colours seperated.  (It take 3-6 bottles just to make one bangle blank.)

The plastic bits are then recombined into various colour combinations, and melted in large soup cans and compressed to create blanks.

The blanks are then lathed into rough bangles, and sanded with sandpaper and sanding meshes up to 12000 grit (!!!) to get them smooth and glossy.

Then the bangles are parted off and sanded with a sanding drum on the inside.

It is an absurd amount of work, but the results are very nice.

(http://www.doomlegends.com/HDPE/bangles/FirstHDPEbracelet01.png)
(http://www.doomlegends.com/HDPE/bangles/SecondHDPEbracelet04.png)
(http://www.doomlegends.com/HDPE/bangles/ThirdHDPEbracelet05.png)
(http://www.doomlegends.com/HDPE/bangles/FourthHDPEbracelet50.png)

So I am afraid I have not been working on my DooM related projects, other than some work on Doktor Schabbs for DeiMWolf a few weeks ago.

I have also been working for the Salvation Army for the last couple of weeks to raise a little cash, and helping my brother out cattering dinners.

I will also admit playing a lot of Minecraft lately.

Other than Minecraft, I have been fairly busy lately.  I will try to get my CQ projects running again as soon as I am able to.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: DestroyedEDGE on December 05, 2016, 10:26:55 PM
Quote from: Boingo the Clown on December 05, 2016, 01:50:24 PM


I will also admit playing a lot of Minecraft lately.



THAT I can understand (I did it while I was gone as well).
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: TrueDude on December 31, 2016, 07:44:29 PM
I should mention that I haven't had much time to get on the computer myself, and with how many maps I pumped out in a short time I've been a bit burnt out. Maybe next year I can get a few more done, though.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on January 18, 2017, 02:25:16 PM
Now that Christmas is over, and I am done with the bracelets, that it is time to pick up my projects again, especially Vilecore.

I hope there will be more progress to report soon.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Nomekop on May 27, 2017, 01:23:27 PM
Has there been any significant progress since January that would be worth making a new release for?
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on May 27, 2017, 03:57:56 PM
No.

I got pressed into helping me father throughout the months of February, March, and April. I really didn't have much time to work on aything.
Title: Re: The Vilecore Conversion Thread (Keeping Track)
Post by: Boingo the Clown on July 08, 2018, 11:20:21 AM
TrueDude converted MAP23 way back in Septemeber, and I forgot to add it.   :facepalm

I added it today.  MAP23 is completed.