Chex Quest Fan Forums

Chex Quest => Modding => Topic started by: Nomekop on August 08, 2016, 04:08:37 PM

Title: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 08, 2016, 04:08:37 PM
So, recently, I have been working on a little wad that replaces doom graphics and sounds with reasonable replacements from Chex Quest. I haven't gotten too far, due to me being highly indecisive as to what should replace what, but I have managed to swap out all of the graphics of the monsters themselves, as well as find a few textures that would swap out nicely. However, it is incredibly unfinished and unpolished, so I would like to ask for help from the community to help in locating graphics that would replace doom versions fairly well, as well as possibly create some new graphics for this to use, instead of having the darkened flemoids I currently have for a few of the monsters.

0.1 Download Link for those who are interested. (https://www.dropbox.com/s/iufar8i405wg13f/chexpatch_0.1.wad?dl=0)

Some graphics I put in that might be questionable would be the temporary Archvile Replacement, remapped from the Generation 2 Iwad, as well as the Super Shotgun replacement and a few doors found in The Lost Quest. If anyone has any issues with me using them, I will remove them in the next update.

Decorate edits of the monsters to remove hitscan attacks, as well as adjust them in other ways for more accurate gameplay is planned for the future.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: TrueDude on August 09, 2016, 12:48:59 AM
Reminds me of The New Chex Quest 2. I've been being Boingo to do this with TUCQ but the amount of work involved would be crazy, so progress hasn't been made much on that front.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 12, 2016, 03:24:49 PM
So, considering the different sizes of the switches, I threw together an edit that fits in a 32x32 space.

(http://i.imgur.com/ThGVDQj.png) (http://i.imgur.com/AEL2JTO.png)

Anyone is free to use them if they want.

Note that certain switch configurations with maps, including maps in the orignal doom have what is logical for open/locked backwards. There is no way to fix this, as it seems to be at random in the maps themselves.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: TrueDude on August 12, 2016, 10:44:51 PM
I made Boingo a whole slew of new textures, if you ask he may let you use them.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Boingo the Clown on August 13, 2016, 12:56:50 PM
True.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 14, 2016, 09:09:32 PM
Right now, the only resources that really catch my eye are DOOR15_3, LILDOOR1, and BAR1A0. If I could have permission to use those, that would be great.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 23, 2016, 03:30:29 PM
(http://i.imgur.com/jr5C6QM.png) (http://i.imgur.com/Y9gQrnP.png)

Threw together some switches using the door textures. I think it looks somewhat nice, to be honest.

Edit: Again, anyone is free to use these. If you have a way to make the red version look better, let me know, as I would love to see it.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: MajorSlime on August 23, 2016, 06:31:24 PM
If its a Doom replacement patch, try to keep it to textures only, so its compatible with other people using Doom at the same time. If you REALLY want some DECORATE edits, make a separate patch that includes them, otherwise you won't be able to do things like join Doom servers with CQ textures.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: 75 on August 23, 2016, 07:55:51 PM
...join Doom servers with CQ textures.

I'm pretty sure that will only work if this is loaded as a Skins wad, Slimeinator's IWAD used to work as a Doom 2 stand-in in the Skulltag days but I've never been able to get it to work since.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 23, 2016, 10:40:43 PM
So, I'm not entirely sure how to allocate the texture replacements. I know I want UAC related items to have chex on them, while anything "hellish" should be replaced with Flemoid related textures. Question is, do I use the Flemoid Meteor textures for the Gothic or Hellish texture sets? Like, part of me wants to put the Sewer textures over the gothic textures, but then you would probably run into random sewers in the same areas as that of flemoid meteor textures. What do you guys think?
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: darkstone on August 24, 2016, 01:45:24 AM
So, I'm not entirely sure how to allocate the texture replacements. I know I want UAC related items to have chex on them, while anything "hellish" should be replaced with Flemoid related textures. Question is, do I use the Flemoid Meteor textures for the Gothic or Hellish texture sets? Like, part of me wants to put the Sewer textures over the gothic textures, but then you would probably run into random sewers in the same areas as that of flemoid meteor textures. What do you guys think?
As much as your gut might be drawn to sewer textures for gothic, if I were you I'd look at what was going to be nearby... however something you might do if you thought it looked good is do sewer, but with slime patches all around the edges like the ones introduced in CQ3 to make it covered in slime. That's what I might do.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 24, 2016, 11:07:19 AM
https://www.doomworld.com/idgames/docs/editing/texture

I'm running off of this to get the texture themes. Some thoughts from other people as to what to replace textures with would be nice though.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Awesomedude249 on August 24, 2016, 03:03:03 PM
If you give me some textures to replace, I can probably whip something chex-y up.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 24, 2016, 03:22:16 PM
Really, what I'm asking for right now is: what themes should replace what themes?


Also, on another topic: what types of lumps prevent multiplayer compatibility? I know that Decorate supposedly breaks it with any use, but I am unsure if other lumps do the same thing. Would a Language lump remain compatible?

And if there is some uses of decorate that remain compatible, let me know.

EDIT: Having been playing with this on autoload recently online, an interesting conundrum has come up: Should I try to replace more popular Realm667 monsters with Flemoids? And if so, should I stick those replacements in a seperate wad?
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 25, 2016, 09:42:49 PM
Technically a double post, but I figure that this might work better at drawing attention than continuious edits.

(http://i.imgur.com/kZKNuay.png)

In progress recolor replacement for the Skulltag Abaddon. I figure it looks somewhat better than just recoloring the slime.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: noob1234 on August 25, 2016, 09:53:24 PM
That looks great actually! You could do that on the BWA for the different imp recolors too
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 26, 2016, 12:52:35 PM
Ironically, recoloring armor seems to be a type of recoloring I actually feel is acceptable, as it makes far more sense than red flemoids :V
However, it takes a fair bit more effort. :|

But yeah, I'd like answers to the questions I've been asking.

Edit: Something that would probably help a great deal would be armored variants of the maximus. This would allow for me to replace the recolored instances of them, both the version in the main package, and the version in the addon that I have been working on, that has the shading pretty much gone due to repeating the process of halving the lighting level.

Then again, having more people willing to share their custom sprites would be nice as well.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: darkstone on August 26, 2016, 11:03:10 PM
Technically a double post, but I figure that this might work better at drawing attention than continuious edits.

(http://i.imgur.com/kZKNuay.png)

In progress recolor replacement for the Skulltag Abaddon. I figure it looks somewhat better than just recoloring the slime.

That looks really, really good. I like the way the slime ends up standing out in its firing port.
I would happily help recolor, but it'd come out in a sprite sheet, if that's okay. Would you be okay with splitting one up?
(Note: I have no ability to draw armor on a Maximus, it'd look terrible. BUT I would happily recolor the armor once someone with much more skills drew it.)
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 29, 2016, 11:26:59 AM
Alright, so I came up with a silly lore thing :P

Basically, the Black Armored Flemoids are considered to be their elite soldiers. This means that they will typically be the strongest form of that subspecies. Golden Armored Flemoids are more of... Well, between the standard and the elite. Now, this will probably mean that I'll need to work with other, custom flemoids if I wish to continue filling out the custom monsters.
...Which in itself is somewhat difficult when you consider that not all wads use the same sprite names for their custom monsters. (as I could see when traveling through KDIZD with my Skulltag Monster replacements, which caused bodies to be replaced.)

If I do throw together the "anti hitscan" patch, there will be one flemoid, only one, that still has hitscan attacks.

The Brand X Armored Bipedius.

which would have armor with a decorative x on the front of it, if I wasn't bad at custom sprites. Then again, I suppose editing the existing armored biped wouldn't be too hard, as it would just involve adding shading to emphasize the X.

"Brand X accepts employees of all species, regardless of present views and stereotyping. Brand X is not responsible for any interactions between employees."
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 30, 2016, 05:00:36 PM
It occurs to me that, considering how commonly modded enemies are renamed, that I would need to throw some sort of script together to support mods. Thing is, considering that we can't change enemy decorate to the correct sprites in engine, one would need to make a script that throws together a PK3 before loading the game. Note that this doesn't apply to the vanilla resources, since there is still a wide variety of mods that leave them alone.

So, if this is to support mods, then a script must be made that "compiles" a PK3 based upon the mods that would be loaded, so that one does not run into the issues of decorations getting swapped out with flemoids. This would need to be able to determine the mods loaded, and rename the sprite prefixes of flemoids in its library, as well as save them into a zip file, renamed to fit the PK3 extension. Bonus points if it can do all of this, then boot Zandronum to the server selected with Doomseeker, passing the command line parameters along to it in the process.

Of course, something like that is probably absurd to preform, so I suppose that it would be wiser to merely make patches for each, individual mod, and hope that the end user is wise enough to set the correct patches to autoload.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: 75 on August 30, 2016, 05:58:20 PM
Quote
It occurs to me that, considering how commonly modded enemies are renamed, that I would need to throw some sort of script together to support mods.
I would recommend working around this by providing pk3s for specific mods, e.g., MSPaintDoom has a special PK3 just to allow it to be side loaded with hard doom.

A script to automatically generating a pk3 for combinations of wads would be tricky to make, if both mods happened to define the same actor, or give the actor the same editor number, you would run into trouble trying to figure out which enemy to spawn. Eg, if hard doom had a custom explosive barrel with an ID of 12345 and Beautiful Doom had a custom weapon with an ID of 12345, what would happen if you loaded both at the same time? Or worse, what if both Hard Doom and Beautiful doom replaced the same actor? (this is pretty common, many mods replace weapons, for example). ZDoom even has trouble resolving these conflicts.




also oops, I missed some questions earlier

Quote
Also, on another topic: what types of lumps prevent multiplayer compatibility? I know that Decorate supposedly breaks it with any use, but I am unsure if other lumps do the same thing. Would a Language lump remain compatible?

And if there is some uses of decorate that remain compatible, let me know.

EDIT: Having been playing with this on autoload recently online, an interesting conundrum has come up: Should I try to replace more popular Realm667 monsters with Flemoids? And if so, should I stick those replacements in a seperate wad?

You can replace spirtes, patches, sounds, music, and graphics in a skins wad without causing problems, though note that there are certain exceptions to prevent cheating. E.g., if the player sprites are larger than the originals, the replacement might be ignored.

As far as I know, DECORATE, DEHACKED, ACS, or any other lump that has "code" is never safe to use in skins wads. PLAYPAL and COLORMAP will also be ignored to prevent cheaters from loading an "always render the game at full brightness" colormap. A language lump might work, though.

So, I'm not entirely sure how to allocate the texture replacements. I know I want UAC related items to have chex on them, while anything "hellish" should be replaced with Flemoid related textures. Question is, do I use the Flemoid Meteor textures for the Gothic or Hellish texture sets? Like, part of me wants to put the Sewer textures over the gothic textures, but then you would probably run into random sewers in the same areas as that of flemoid meteor textures. What do you guys think?
As much as your gut might be drawn to sewer textures for gothic, if I were you I'd look at what was going to be nearby... however something you might do if you thought it looked good is do sewer, but with slime patches all around the edges like the ones introduced in CQ3 to make it covered in slime. That's what I might do.

This is going to be tricky.

Level designers will use "texture hacks", e.g,. they'll slice up some texture and give it 8 px alignment offsets to make it look like something different (e.g., taking a 64 x 64 monitor and stretching it to look like it fits on a 128 x 128 texture), even Freedoom has trouble supporting these hacks.

What I would recommend is, test early and test often, with a wide variety of Doom PWADs, the only way to have perfect compatibility with all mods is to make Chex textures that are almost exactly the same in shape, color, and size, it would probably take a lot of creativity to make a Chex Tekwall, Crackle, GSTFONT, SKSPINE, STARTAN, or PLAT, but it would be very cool to see.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on September 02, 2016, 08:56:35 PM
The combinations of mods should function if the patches are loaded in the same order.

On the textures, I won't be able to get to the point of fixing up offsets if I don't have an idea as to what themes to use.

Edit: I ended up recoloring the slime on the chex warrior to the more saturated version on my dev copy, so I could then recolor the blue to green to support color changing without having a decorate script.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on September 04, 2016, 12:24:20 PM
Figure I should share some of the dev screenshots I took while playing some Armageddon, since well, I don't have enough to warrant a release.

Sorry but you are not allowed to view spoiler contents.

And a bonus screenshot of Shotgun Frenzy.

Sorry but you are not allowed to view spoiler contents.

Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on September 05, 2016, 04:19:02 PM
(http://i.imgur.com/AsE4MeL.png)

(http://i.imgur.com/eTX8GnI.png)

I figured I would get some thoughts on this. Which of the two do you like better? I'm trying to figure out a way to have enemy variants other than just recoloring the armor, so I decided to add a colored strip to it in the case of there being more than three versions of an armored flemoid.

EDIT: To clarify here: The stripe going along the vents on the side definitely need to be retouched if I want the stripe "centered" on the armor properly.

EDIT 2: Edited a Bipedeus to match the second option. Seems like that might be best to go with, honestly. Still want to hear your opinion on it.
(http://i.imgur.com/GAlRZA0.png)
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: 75 on September 05, 2016, 06:20:08 PM
I'd guess that the second super cycloptis and the third BWA would look the best; I think the more subtle edits look better, but the software renderer tends to turn things into a grayish blob at a distance in the dark, and in a rush you might not notice the blue stripe.

Maybe consider choosing a different armor color, so it's blue on something other than gray? That might help distinguish it. The black armor on the cycloptis variant you posted a while ago looks great.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on September 05, 2016, 06:51:42 PM
To be fair, the blue coloration is a default before changing it to fit the class of the flemoid. Replacing a Dark Imp variant with the purple attack? Black Armor, Purple Stripe. Simple in concept, probably difficult in execution.

Basically, the Armor color matches the "power level" of the flemoid, while the stripes are just for signifying variants of the same level.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: noob1234 on September 07, 2016, 12:47:04 AM
The upper stripe looks better to my eyes. I like the idea of recoloring parts of the armor rather than making it look spray painted on.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on April 19, 2017, 07:58:33 PM
(http://i.imgur.com/HkHLd3X.png)

Basic design for the WolfSS replacement. not sure if I'm gonna fully continue this. No idea how to do the zorch effect, even if I am just doing the front frames. Maybe this can act as inspiration for someone else.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on April 21, 2017, 06:17:49 PM
Might as well link the github this project is now on. (https://github.com/frozenLake/Chex-Patch)
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on May 07, 2017, 04:00:08 PM
There has been a significant amount of updates to the github, including adding a download to get ChexPatch-Main in a pk3 format, the link of which can be found below.
https://github.com/frozenLake/Chex-Patch/releases

Anyway, I'm gonna call out one person in particular: Boingo, could I please use the resources you have made for TUCQ? Of particular interest would be the smaller, chex logoed doors you used for the VileCore replacement, the depowered teleporters, and that decorate wizardry that gives flemoids a projectile attack when they can't reach the player.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Boingo the Clown on May 17, 2017, 01:25:20 PM
Sorry to take so long in responding Nomekop, but I have been torn on whether to share them or not. On one hand, I really do want to share, but on the other hand, I want to keep some things special and unique to T.U.C.Q..

There are some textures I can say "yes" to right now. Many of them are already being used in The People's DooM (TPD), technically meaning I have already said "yes" to them. Some of them are the Vilecore release, and some of the are in T.U.C.Q. itself.

EXITSIGN : The exit sign. I made it as a replacement for the DooM exit sign, and so it is similar, albeit made from scratch.

DOOR1 : I made it starting from CQ's gray way texture, but it is a really close clone of the DooM texture of the same name, except blue instaed of tan. I believe I did a tan version for TPD.

MARBLE1 : I made this one from scratch as a replacement for the DooM texture of the same name. Don't ask me to make another one. I used a tutorial to get the marble texture itself, then fiddled around with it to make it match the colouration of the DooM texture. Although I can probably find the tutorial I used before, I have entirely forgotten how I got the colour correct.

GSTONE1, GSTONE2 : Made from MARBLE1. made to replace the DooM textures of the same names. I don't know if it was in the last release or not, It is a wall made of gigantic green marble blocks.

TALLROK1 : Made by painting together several bits of existing CQ rock textures to make a 256 tall rock texture. I think other people have already used it in other mods, so you may as well use it.

TALLROK2, TALLROCK3 : Green and tan recolours of TALLROK1.

I have made several recolours of the sewer brick texture. You can use them.  The red recolour is meant to be scaled down to make it look like house bricks.

SW3_1, SW3_2 : A DooM like switch pair.

Truedude said to ask me permission to use his switches. You don't need my permission to use them. They're his. His permissionn is all you need, and I think he already gave it.

Deactivated teleporter pads?  Yes. You can use them. I recommend you use my teleporter pad design with them. I am always kind of disappointed nobody uses it.

I hope that helps.

I may decide differently later, but I am going to hold on to that new door for now.  I hope that's okay.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Awesomedude249 on May 17, 2017, 11:12:46 PM
Sort of off/on-topic: You should join the Discord server to get updates about the chex patch and for Nomekop to ask you questions more easily. Here's the link if you're interested: https://discord.gg/AgNhjem
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Boingo the Clown on May 18, 2017, 03:26:28 PM
Discord refuses to install on my machine. I've already tried.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Awesomedude249 on May 18, 2017, 05:55:03 PM
Discord refuses to install on my machine. I've already tried.
You don't need the program though, there's a web version as well.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Boingo the Clown on May 22, 2017, 11:24:42 AM
So I tried the browser based option, and was able to get in.

I created a server. It is called ...

(drumroll please)



Boingo's Server


Now what?
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Awesomedude249 on May 22, 2017, 04:12:46 PM
Click this link: https://discord.gg/AgNhjem
It will take you to the CQFF Discord server.
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Boingo the Clown on May 22, 2017, 04:55:06 PM
And I guess since I have a server going now too ...

https://discord.gg/EAEA4x
Title: Re: Chex Quest Replacement Patch (WIP)
Post by: Nomekop on August 29, 2017, 11:51:05 PM
Not much of an update, but inorder to get the attention of people that just need that "new post" icon to appear...

I have been trying to work on a small project on the side, though not getting much progress, due to my lack of knowledge. If anyone could help by sending me information on who made which resources on the https://github.com/frozenLake/Chex-Credit-Project then I, and perhaps the rest of the community, would be thankful.