Chex Quest Fan Forums

Archive => Archive => Chex Quest Multiplayer => Topic started by: Atariangamer on July 08, 2008, 11:14:53 PM

Title: Chex Quest Lounge ST
Post by: Atariangamer on July 08, 2008, 11:14:53 PM
Well, if you follow the Multiplayer Anyone? Topic, you noticed that I released the base to a map, xbolt fixed it, and arch added his bit.
Well, this is going to be a community project (hopefully)! If you can map in ZDooM (DooM in Hexen format), then you can do this. We would like to add several pieces to this map, making this the best place to hangout when we can't decide what to do or where to go. This could also be the home to some parties if we would like. Here are the versions so far:

CQLoungev1: Atariangamer (non-functioning/base map)
http://www.mediafire.com/?bxgywbjnmmy

CQLoungev2: xbolt (added DM area, fixed most mapping errors, added working DJ station, added working bar service)
http://xbolt.knowledgehouse.info/CQloungev2.wad

CQLoungev3: arch129 (added maze with key, key goes to private room)
http://www.mediafire.com/?dem3d59j2vh

CQLoungev4: xbolt (minor changes)
http://xbolt.knowledgehouse.info/CQloungev4.wad

CQLoungev5: atariangamer (enhanced DM area)
http://www.mediafire.com/?injxlyzmzim

CQLoungev6: arch (enhanced rooms and maze)
http://www.mediafire.com/?xjlvnotz3xv

CQLoungev7: atariangamer (hopefully fixed bugs, added expansion area)
http://www.mediafire.com/?nz0r1mp3rdt

CQLoungev8: arch (work on DM area, maze addition)
http://www.mediafire.com/?1w2bgbzm3ja

CQLoungev9: xbolt (texture alignment, DM area modification, expansion touchup)
http://xbolt.knowledgehouse.info/CQloungev9.wad

CQLoungev10: xbolt (added posters for TUCQ and Newmaps)
http://xbolt.knowledgehouse.info/CQloungev10.wad

CQLoungev11: atariangamer (added deathmatch starts, main area touch up, easteregg)
http://www.mediafire.com/?njczsjmmnnz

CQLoungev12: xbolt (bug fixes, touchups, DM fixing)
http://xbolt.knowledgehouse.info/CQloungev12.wad

CQLoungev13: batmanifestdestiny (vending machine, painting, teleporter touch-up)
http://www.mediafire.com/?c2uddgu4ia9

CQLoungev14: xbolt (fixup of arcade room)
http://xbolt.knowledgehouse.info/CQloungev14.wad

CQLounge15: arch (Spectator touchups, secret, brighter arena)
http://www.mediafire.com/?blom9dd1qy4

TheCQLoungev16: ChexCommander (Music, a few textures, changed a couple buttons)
http://www.freewebs.com/the-professor/TheCQLoungev16.wad

CQLounge17: arch (Bathrooms, touchups, 3d fx, MAP03)
http://www.mediafire.com/download.php?aaaaaamlvaa

CQLoungev18: Xbolt (TV Room, 3D Floors temporary fix)
http://xbolt.knowledgehouse.info/stuff/CQloungev18.wad

CQLounge19: arch (MAPINFO, new lounge)
http://www.mediafire.com/download.php?aaasaa0aaqa

CQLoungev20: ChexCommander (Fixed MAPINFO, touch-ups, music, secret area)
http://www.freewebs.com/the-professor/CQloungev20.wad

CQLoungev21: Arch (Expanded MAP03)
http://www.mediafire.com/download.php?aaaffmzaxaa

...

CQLoungev34: Arch (Many updates, too many to list here)
http://www.mediafire.com/download.php?quxii4z4jwo

CQloungev35: arch129
http://www.mediafire.com/download.php?ozmnnyznhjn

cqloungev35bmd: Batmanifestdestiny
http://www.mediafire.com/?z3g0nz1ztmj

NOTE: These are for Slimeinator's IWAD.wad. gotta have that.
Please give any suggestions! We'll find someway to get them in!
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 08, 2008, 11:35:52 PM
You should menton how to set this wad up, using TNCQG2 IWAD and PWAD.
Also we should get a more relaxing song for the lounge, because the curent one does't suit well for me.
EDIT: I found the music switcher, I didn't see it because I was using GZDoom besides Skulltag.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 09, 2008, 03:11:01 AM
I did a little bit more, but not much. I added a spectator area for the DM arena, and identification switches for the teleporters.

The DM area as it is, isn't really all that interesting. I did what I could to spruce it up, but my area of mapping expertise is just for single player maps. The rather linear style doesn't lend itself well to DMing. So, could someone with more of a background in DM mapping make the arena better?

Oh, and another thing... The Material Emancipation Grid also emancipates the yellow key if you have it. (And if we add other keys, I'm sure it will get rid of those as well.) I haven't found a way around that... (yet)

http://xbolt.knowledgehouse.info/CQloungev4.wad (http://xbolt.knowledgehouse.info/CQloungev4.wad)


I'm looking forward to having our first game in this.
Title: Re: Chex Quest Lounge ST
Post by: Kuwabara on July 09, 2008, 04:53:16 AM
Hmm....now I can't map for my life, so I am just throwing around sugesstions, but perhaps we could get some of strife's music in the jukebox?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 09:52:03 AM
Actually, in some st wads, there is a music "selector". Not a million switches to a song, but 2 buttons, previous and next. This will shuffle through a song list.

I'm messing in the deathmatch area...Hopefully someone with good skills will pick that up soon...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 09, 2008, 11:17:22 AM
Hey, not bad for something that just started a few days ago.

However, Xbolt's right about the DM thing.  We should improve more on that, and maybe add like some higher up areas for "snipers."  I went in the arena, and I got a Bootspork.  Lovely.  We need more weapons.

Could we get some more people to work on this, like maybe Slime and whoever else wants to join?  I know Slime had a ST thing in mind, so he might be able to help.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 11:24:08 AM
Did you check out this version, v5! a small dm area by me!
http://www.mediafire.com/?injxlyzmzim
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 09, 2008, 11:31:25 AM
Not bad, my friend.  I'm glad we have a bar that summons food with the flick of a switch; that way we don't need cheats on.

Still, say we had 5 people on, which is our record, as far as I know.  That DM arena still only has 2 weapons and is rather small, and I still kinda like a large open space as well to just shoot people.  Alright, I know it's a work-in-progress, but those are my ideas.  I might try to add some stuff, but I'm a neophyte at mapping.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2008, 01:05:31 PM
Heres something. http://www.mediafire.com/?xjlvnotz3xv
I fixed up the maze a bit so it doesn't look so "blocky".
Also the Bed Rooms have been expanded too.

I thought that we might add some posters in the level avartizing the Fan Fourms or Fan Made Mods something like that.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 01:11:40 PM
I cant do extra textures...xbolt? anyone?

A BUG HAS BEEN SIGHTED!

When you die in the DM area, your weapons stay with you. That is going to be fixed, either by me or whoever gets to it first.

Also, my door in the DM area that drops down has several bugs. I am horrible at doors.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2008, 03:25:13 PM
I was experimenting a bit with the DM Arena, what do you think?
(http://img253.imageshack.us/img253/8189/arenacg2.th.png) (http://img253.imageshack.us/my.php?image=arenacg2.png)
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 09, 2008, 03:28:58 PM
Wow, sounds really cool. Maybe I can do some mapping. I just don't know how to set it up in doom builder. This is for skulltag? Do all the things work and everything?
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 09, 2008, 04:24:03 PM
Don't you basically just use the GZDooM map config, or is there a skulltag config?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 09, 2008, 05:30:45 PM
Don't you basically just use the GZDooM map config, or is there a skulltag config?

There's a Skulltag config that you can download from the Skulltag site (http://skulltag.com/download/).
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 09, 2008, 05:35:58 PM
Don't know if I'll do any mapping, was just curious.  Thanks though.  Still, I'd get peeved at myself if I delayed my next release of CoFP for too much longer...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 05:45:17 PM
WAIT!
Before the last node is built...
I have a new release.
-Hopefully the bug is gone. If not, someone with more skill should take ovar.
-I removed my barrier, cuz arch has a better plan. Good Job, dude!
-I added a new hallway. It teleports you to a place with empty teleporters (for future expansion) and a non working arcade game...OOH! and floor over floor using the bridge thing.

RELEASE 7:
http://www.mediafire.com/?nz0r1mp3rdt

(arch, get that and place your deathmatch area into it.)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2008, 06:13:29 PM
OK Here it is. http://www.mediafire.com/?1w2bgbzm3ja

New Stuff.
- Maze with oversite
- New Arena Design

Feelfree to change anything you want to my arena design if felt needed.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 06:24:58 PM
I like the arena, i might make the slime hurt, tho...
I (or the next editor, that is) will change the color of the teleporter, and add info to its switch.
Also, if anyone can clean up the teleport between the two hallways...(rite now you get stuck)

Adding to the list...
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 09, 2008, 08:00:37 PM
Mkay, new version. Texture alignment, made the slime in the DM area hurt you, fixed the teleport between the two hallways, modified the bridge a little bit, and made the teleporters in the new room say their stuff.

(BTW, I love what you did with the maze.)


http://xbolt.knowledgehouse.info/CQloungev9.wad (http://xbolt.knowledgehouse.info/CQloungev9.wad)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2008, 08:08:51 PM
I liked what you did to the brigde and hallway, Aslo I glad you liked the maze.
I was thinking of moving the maze teleporter next to the maze oversight teleporter.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 09, 2008, 08:10:39 PM
Switch places of the overview platform, and the bedrooms? Makes sense.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 11:00:38 PM
Okay! I has some posters...2 quick and dirty MSpaint posters!
They are attached to this post...lol, they suck...

If anyone can do some, I'll gladly take them...

Really sweet stuff, xbolt! Thanks for fixing that hallway.
I'd like to switch the maze overview and the bedrooms...makes sense.

Any more suggestions? we have 4 more teleporters for rooms still under constuction...would you like to move in?

WAIT! LOL!!! Lets make offices! For tucq, newmaps, and anyone else...lol ,that'd be great.
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 09, 2008, 11:06:08 PM
I might be able to slap together a few posters.  What do you need?  (Size, message, links, style)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 11:10:32 PM
Umm...
Just make some posters, from small ones to almost full wall.
Size...hmm...IDK, something like 64x92, or even 120x120...
Message, well, just about mods...some aging or briliance could be used to tell age...
links...IDK, but if you can fit chexquest.org on there, thats good.
style...any.

Also, they can be crooked, ripped, flashy (animated), or even NEON...BUT! either paste them onto the blue wall (the one from E1M1) or one of the brownwalls (from E1M4)...or, make the poster on a light blue background (like the transparency blue). Xbolt is our texture maker (as I have no clue how 2...)
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 09, 2008, 11:34:11 PM
How's this for a rough draft?

(http://img244.imageshack.us/img244/8276/newmapsposteref5.png)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2008, 11:58:53 PM
OOH!
nice. I like that.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 10, 2008, 12:12:04 AM
wow cool! I want to make a map like this! Maybe I can make one and see how you guys like it. Are you guys working off a base wad for all the textures and sprites? How do all the chex quest things work in the engine?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 12:21:44 AM
Lol lucius.
This is all comming off of the TNCQ:G2 IWAD...basically DooM2 for CQ.
THe CQ things go alrite, the base wad is right above...
We all started from the v1...non working base map...all the way to now, v9 I think...read the first post.
Most of this all works in GZDooM...so go take a look!
Lucius...You're good at textures...think you could make us a poster?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 10, 2008, 12:31:32 AM
Them posters gave me serious LULz. ;D

I'll put them in there right now, and upload v10. Stay tuned.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 12:32:29 AM
XBOLT! UPDATE! Get skype voice chat and add me and richie as contacts!
this is cool1 we could use it as radio when we skulltag!
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 10, 2008, 12:39:23 AM
Is there a modified cq doom builder config that the base wad uses or is it just the one used with skulltag?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 12:42:44 AM
Nope. Just set it up as Skulltag (Doom In Hexen), with the IWAD tncq:g2's iwad...renamed to doom2.

The textures and things show up, and the things speciffic to skulltag aren't changed, but really arent used.

Xbolt is going to add some textures, tho...wait till he releases v10 before trying to add anything.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 10, 2008, 01:40:10 AM
Alright, I added in the textures. It was actually a lot easier than the way I used to do it in Legacy. Just dump the textures you want between TX_START and TX_END, and go to Images->Save as Doom flat. That's all there is to it.

http://xbolt.knowledgehouse.info/CQloungev10.wad (http://xbolt.knowledgehouse.info/CQloungev10.wad)


And Super Searcher came up with a brilliant idea. Somewhere, put in a bigscreen TV, and have it play WAZZUP! I think using ZDooms camera texture, it SHOULD be possible. I would have to re-code the whole thing, but if I can pull it off, I think it would make a great addition. What do you think?
Title: Re: Chex Quest Lounge ST
Post by: chrismorris730 on July 10, 2008, 02:05:51 AM
Wow this map looks amazing so far. The teleporters in the hallway were mean to me though.

I stole all the water from the bedrooms as well.

It's gearing up to be fun. It just seems like everyone here knows something about modding/mapping/stuff with CQ (aka Doom) and I wish i was of some use other than testing...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 09:26:53 AM
Hey, testing is a good part too...I don't do much, I just organized and do small mapping. Xbolt and Arch are the real powerhouses so far.

And xbolt...I'd LOVE to have that in there! But...How to get the sound only close to the tv?
(actually, forget all the others, this is gonna be a pretty big step into GZDooM.)

I like the textures! They look nice...I'd love to put some HiRes in there, but that seriously would kill my comp (not my net, just my comp speed).

Adding to the list...

ALSO: Where the arcade machine is, walk all the way to the other wall, turn around, and look at thebridge...the part to your right is missing its backside.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 10, 2008, 11:48:45 AM
Nice job so far, guys!  Now I think we need to fill up those empty rooms and teleporters!

I'd love to help, but I have truly no idea how to map, so if one of you guys wanted to PM me with some info, that would be nice.

Note: Didn't Atari want bathrooms?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 12:32:40 PM
Its cool. I might add that soon...

Actually, CC, mapping is usually as easy as drawing. But in GZDooM configuration, its kinda hard...
I suggest just grabbing a copy, looking at how it works, then trying to add some part. Its easy, and if theres something you don't get, post the base, and me or xbolt will clean it up (prolly xbolt, I'm rough at it too...)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 10, 2008, 04:51:45 PM
How about this for a poster?
Im thinking on working on the overlooks for both the arena and maze, I wanted to add stuff to them like chairs soda machines or a ticket stand to watch.
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 10, 2008, 05:40:11 PM
Would you guys have issues if I beautified things, and possibly added a new room thingy with a room devoted to each mod?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 10, 2008, 06:32:43 PM
Well, I just tried adding Wazzup into the mod, but nothing I do works.

It was a good idea, but too complicated...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 10, 2008, 06:47:49 PM
As a result of the fiasco that occurred today, I say you should add deathmatch starts. It will make things more interesting, considering that y'all like to have bar fights, anyway. :D
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 10, 2008, 06:52:00 PM
Would you guys have issues if I beautified things, and possibly added a new room thingy with a room devoted to each mod?

This is basically a community map, BMD.  Do what you want, just be ready when someone totally overhauls whatever you do.  :D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 08:19:47 PM
alrite!
So, I'll make some more fixes and an expansion for the new rooms ...
Then Arch can fix up the spectators,
and if BMD wants to, he can try and build some stuff.

THE WAY TO MAKE SURE YOUR WORK ISN"T CANCELED BY ANOTHERS:

Come here, post and find out.
EDIT:
I finished my bit...kinda. Check first post for link.
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 10, 2008, 09:29:08 PM
What I was talking about with the rooms idea, was it would be kind of like the bedrooms, except every room would have a little display of something from the mod.

Some examples:
TNCQG2: A Liquid Zorcher in a display case
Newmaps: one of the textures from the beginning thing "a game that messes with the very fabric..."
TUCQ: A Gyro Flemoid statue
Project F: A statue of the final boss in my game "it's still a surprise."

things like that :)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 09:32:46 PM
Well, it'd be kinda hard...I'd suggest DECORATE, but even im not great at that.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 10, 2008, 09:36:30 PM
You mean like a museum kind of thing? I dunno how hard it would be, but it would definitely be easier than putting Wazzup in there... After all, you're just making static objects, right?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2008, 09:42:38 PM
I'd guess so..but I was talking about offices, and I think he kinda would like the same...Just a few rooms, all labeled with their respective mod title, and one object, texture, or message to sum up the mod.

(actually, with all this advertising, we might need to get some hosting of the wads, and make this server public...
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 10, 2008, 09:57:52 PM
Well, there are plenty enough unused objects and decorations to be changed by statues, and if someone's wondering about whether to download the game, they could go to that room and check out a little spec of it.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 11, 2008, 02:45:40 AM
I fixed up Atarian's couches a little bit, making them symmetrical, as well as adding a 16th DM start. I also added Arch's TLQ poster, fixed that part of the bridge that wasn't showing up, and got rid of the teleport between the two hallways. (No more telefrags there!)

Also threw a couple easter eggs in, be on the watch for them.


BTW, I like the little icons you put in next to the lounge logo. ;D

http://xbolt.knowledgehouse.info/CQloungev12.wad (http://xbolt.knowledgehouse.info/CQloungev12.wad)
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 11, 2008, 03:03:43 AM
Um, XBolt...  I can't use any of the teleporters except for the DM area, and only the bootspork is in the DM area.  What up?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 11, 2008, 03:31:41 AM
 ??? It works just fine for me...

No, wait... I found the problem. Some of the things in the map aren't flagged to show up in DM mode. I assume you were playing in DM mode, right?

Fixed, and re-upped. (Same link.)
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 11, 2008, 03:49:09 AM
DM mode: Yellow keys don't show up, but you can open the yellow room...
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 11, 2008, 04:05:42 AM
Hmm... You know, now that I think about it, I think that's how the DM mode works. You get all keys at the start of the map.

EDIT: A quick internet search confirmed that.
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 11, 2008, 04:06:57 AM
If you could have the keys show up, couldn't you potentially 'fizzle' the keys at the start of the map?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 11, 2008, 04:09:54 AM
I dunno... It said that there's currently no clean way to circumvent that behavior.
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on July 11, 2008, 04:15:58 AM
A possible alternative would be finding a way to keep score in the arena during a coop game...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 11, 2008, 08:57:42 AM
Right, I'll try getting started on something, but first, a clarification...

Wazzup: definition please (besides the standard "wazzup" used in general chats)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 11, 2008, 09:01:22 AM
xbolts hilarious FraggleScripted level that puts chex quest characters into the Budweiser commercial, Whazzup. The video is here:
http://www.youtube.com/watch?v=2GWrrTpJ1eU
The level is at xbolts page. Get it, it'll make u laugh.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 11, 2008, 09:05:23 AM
Wow, LoL, that was an odd video.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 11, 2008, 09:30:28 AM
Oh! Xbolt, didn't see you said you like my icons...Lol, thnx.
adding v12 to the list...
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 11, 2008, 02:07:46 PM
I've now made  The Cq Lounge v13! (http://www.mediafire.com/?c2uddgu4ia9) I prettied up the teleporters, added a vending machine (doesn't vend yet) and added a painting into that lonely arcade game hall!

I prettied every teleporter except for the one to leave the DM viewing zone, that way the glowing doesn't distract people (and I forgot about it).

Take a peek and enjoy!
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 11, 2008, 07:14:15 PM
alrite!
So, I'll make some more fixes and an expansion for the new rooms ...
Then Arch can fix up the spectators,
and if BMD wants to, he can try and build some stuff.

THE WAY TO MAKE SURE YOUR WORK ISN"T CANCELED BY ANOTHERS:

Come here, post and find out.
EDIT:
I finished my bit...kinda. Check first post for link.
Im going to be gone for a while untill monday, if anybody has something new they can post it without waiting for me because Ill be gone.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 12, 2008, 12:01:36 AM
I've now made  The Cq Lounge v13! (http://www.mediafire.com/?c2uddgu4ia9) I prettied up the teleporters, added a vending machine (doesn't vend yet) and added a painting into that lonely arcade game hall!
Wasn't Lucius working on a vending machine for his Chex City project?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 12, 2008, 12:08:56 AM
yes...but its fragglescript.

Hmm...IDK. Theres one in DooM 3 in GZDooM.
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 12, 2008, 07:02:50 PM
I've now made  The Cq Lounge v13! (http://www.mediafire.com/?c2uddgu4ia9) I prettied up the teleporters, added a vending machine (doesn't vend yet) and added a painting into that lonely arcade game hall!
Wasn't Lucius working on a vending machine for his Chex City project?
I'd never heard that, but cool! maybe he could fragglescript the machine to vend!
P.S: I used soulspheres to add the glowing.
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on July 12, 2008, 07:22:58 PM
how do i run this. can i open it in something besides skulltag so i can look at it
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 12, 2008, 07:28:21 PM
how do i run this. can i open it in something besides skulltag so i can look at it
I believe that you can open it in GZDoom.
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on July 12, 2008, 09:01:17 PM
k i ran around in it a little. perhaps you should add a battle Zone were you an friends battle a whole bunch of respawning flemoids and maybe find a way to keep track of you KO's. and i missed the Arcade and the vending machine. where were they perhaps i did notice them and just did reconize it. Finally the bed rooms maybe a member should get a room. like on room says PIKAZEC's Room and one the say Manny cav's room and so on. i would try these things but im bad at mapping and horrible and fragglescript
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 12, 2008, 10:04:58 PM
well, the problem with the battle zone is this: its a whole nother game mode. Its called invasion, and is mostly scripted.

the bedrooms are more like...hotel rooms in my opinon.

and this isn't fragglescript, its ACS, zdoom's script language.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 12, 2008, 11:25:22 PM
Shoot, I have to learn ACS...
Title: Re: Chex Quest Lounge ST
Post by: Allen Walker on July 13, 2008, 01:39:15 AM
I'm up for individual rooms. That would be cool.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 13, 2008, 04:09:35 AM
Finally the bed rooms maybe a member should get a room. like on room says PIKAZEC's Room and one the say Manny cav's room and so on.

I thoght about this before, but I can't say where I stand on yes or no. It would be fun to have your own room and such as but there might be some trouble with that. If we had one room for every member then, well we would have alot of rooms, and also what if when we got done with the rooms a hole bunch of new members join? Some rooms what im planing are going to have secret easter eggs and it wouldn't be fair if one had a "great room" and the other had a boring old room.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 13, 2008, 08:46:16 AM
I see what ya mean...maybe we could make small posters with member's names on it...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 13, 2008, 02:04:09 PM
Wow we have to make 3d models for this which I can probably do.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 13, 2008, 02:41:29 PM
...I'd take em.

We'll need a few things if possible:
Computer monitor...or cash register (yeah, register)
Bar stools...low ones. Or tall ones, I could edit the bar area some...
a disco ball...lol
hmm, a bed would be nice...
maybe some 3d water glasses...for heath bonuses

Disregard the following unless you really think you can do 'em:
A Communus Flemoid...I seriously would like to see what one could look like
HUD weapons...(Skulltag has some support now. There was a download there for a plasma rifle replacement)

some MD2/3s would be awesome...as long as its easy to replace the level inside...Dont you just rezip it?
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on July 13, 2008, 03:17:47 PM
Finally the bed rooms maybe a member should get a room. like on room says PIKAZEC's Room and one the say Manny cav's room and so on.

I thoght about this before, but I can't say where I stand on yes or no. It would be fun to have your own room and such as but there might be some trouble with that. If we had one room for every member then, well we would have alot of rooms, and also what if when we got done with the rooms a hole bunch of new members join? Some rooms what im planing are going to have secret easter eggs and it wouldn't be fair if one had a "great room" and the other had a boring old room.
How many people atually play skulltag. im going to start with yall in about a week.(ordering DSL modem tommorow or tuesday) also the Rooms could only be decorated by their owner so say atarian couldnt add stuff to my room or something like that. also again i missed the arcade room
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 13, 2008, 03:48:11 PM
it's below the room with the bedroom teleporter.


and is 3D floors possible in skulltag? I couldn't get it to work.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 13, 2008, 08:24:30 PM
That's true. I have a vending machine that works in chex city, but that was in legacy.

(http://img338.imageshack.us/img338/6959/legacy2007070815154982ga3.th.png) (http://img338.imageshack.us/my.php?image=legacy2007070815154982ga3.png)

I actually just played the lounge wad and I'm very very impressed with what you guys have done. Especially the scripting. That was really cool, and something I can't do. The only thing is that the level design I think can be better. I also didn't like how you have to use teleporters so much. If I were to make that, I would do it more like one building connected. Maybe I can make a second lounge and see how you guys like it. One in chex city instead of bazoik. It'll be like a second resort for cereal people! :) Another thing, does fragglescript work in skulltag?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 13, 2008, 09:11:17 PM
That's true. I have a vending machine that works in chex city, but that was in legacy.

(http://img338.imageshack.us/img338/6959/legacy2007070815154982ga3.th.png) (http://img338.imageshack.us/my.php?image=legacy2007070815154982ga3.png)


Thats what I was thinking of haveing in the overlooks for the maze and the arena.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 13, 2008, 10:30:07 PM
lol, lucius! I wish you'd release that...or even just a beta...

No, most of the indepth fragglescript isn't supported, but since you're making a second map (maybe map02!), you could test it...And you always had a good mapping style, lucius...

Hmm, also, doing textures are very easy...look how xbolt did his.

Plus, since zips are needed to keep the file structure needed for models, I guess we would just be able to add in different wads easily.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 13, 2008, 10:41:14 PM
A vending machine for the lounge would definitely be nice. You know what would really be good? If this thing was made into a full-blown motel/hotel. THAT would be sweet chicken.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 13, 2008, 10:49:35 PM
Tell Lucius. Since this is more of a hangout for miners on Bazoik, maybe Octavion's could be a full chex hotel...Hard to do, since true floor over floor is hard...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 13, 2008, 10:57:30 PM
...Well.. it could be a cheapy, one floor motel. The deatmatch area could be where a pool would normally reside, the lobby could be the main hangout, there could be bedrooms with their own bathroom, etc. It would be a true member hangout.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 13, 2008, 11:18:35 PM
that would be awesome...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 14, 2008, 12:10:58 AM
The Bazoik and Chex City versions could be put into the WAD as two separate levels. I think that that would also make it nicer.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 12:23:31 AM
Chex City could be a nice DM level...If Lucius would finish it and rework it...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 14, 2008, 12:25:15 AM
Oh my god, we can have a private chex people resort with a DINER ACROSS THE STREET!  :) :) :) :) :D :D :D :D How cool would that be?!! Floor over floor shouldn't be hard using the seamless teleport feature, but it still wouldn't work if the rooms had windows.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 12:28:07 AM
NO! would work...kinda...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 14, 2008, 12:31:26 AM
What decent motel room doesn't have windows? :D That probably wouldn't work too well, unless you made another section into the map where the wall was made lower (or, better yet, if the new "floor" was made as a taller building), and if you looked out of a window on the second "floor", it would appear as if everything is lower than on the first "floor".
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 14, 2008, 01:11:55 AM
A motel aint a bad idea...
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 14, 2008, 01:24:14 AM
omg, imagine the MB, no, the GB file size of that thing

*stares at the phone line*
why cant you be like your big bro?
*phone line stares at broadband line*
*phone line grows jealous*
*phone line kill*
*phone line destroy*
*phone line smash*
*phone line...........*
AHHHHHHHHHHHHHHHHHH
*stabs dial up to death*

ANYWAYZZ back on topic (btw dont mind this ive had a few too many)
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 14, 2008, 01:56:23 AM
A vending machine for the lounge would definitely be nice. You know what would really be good? If this thing was made into a full-blown motel/hotel. THAT would be sweet chicken.
Technically there is a vending machine, it's one of those ones that have snacks in them, it's right next to FlemMan, it's just out of order(isn't scripted).

A hotel would be sweet! but how do you do "seamless teleporting"? that could be used for like a Portal CQ mod!

EDIT:Nix on the portal thing.
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on July 14, 2008, 02:02:25 AM
okay i just thought of something. could the DM room be a little bigger. we could do kinds like a battle scene. have castles as bases for each team. and trenches, stair, walls and other kool stuff (i got this from when i played lazer tag a month or so ago) maybe  we could also kinda like capture the flag
Title: Re: Chex Quest Lounge ST
Post by: Kuwabara on July 14, 2008, 02:14:12 AM
That sounds cool.  Castle Chex and Castle Flem!
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 09:22:54 AM
Hey...I just had awesome Idea about that thing...
Blood Gulch for ST...Seriously! If someone has made a map of blood gulch, which has 2 bases in it, plenty of weapons, and good sniper and ambush spots...But we would need a weapons mod...a sniper zorcher, a faster propulsor, a more powerful mini, a faster loading large, a slightly faster chaingun, a slower plasma rifle (single shots), and the bfg should just be a really powerful gun minus the large shot (or either a really fast one).

Also, the CQL ST can also be like SpaceDM5, having a lounge, as well as several DM and CTF maps. mebe we should just put it there...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 14, 2008, 10:18:53 AM
(sigh) This always comes back to Space DM 5, doesn't it? JK, that was what got us started on the lounge.

Weapons mods, anybody good with weapons?  I haven't seen Slime on this forum lately...

And a full-blown hotel, that would be sweet!  Have the lounge, where people hang out, kill each other, buy drinks and such... and then they go to the hotel for the night! Awesome idea!
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 11:16:39 AM
LOL

Also, I did find a blood gulch thing...but it sucks...bad. I might be better off creating my own...

But I think Map02 will be lucius and his hotel/city map.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 14, 2008, 11:20:03 AM
Yes, that would be nice.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 11:23:57 AM
Well, on a side note: How do I use ZTERRAIN or what ever it is? I'm really thinking about a Blood Gulch map, and it would be good to have it in the pack...its good for DM, Team DM, CTF, Skulltag, Terminator, and most any gametype. Also, is it possible (maybe lucius) to have a real car in there? Doesn't have to shoot, just be a car.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 14, 2008, 01:17:44 PM
What decent motel room doesn't have windows? :D That probably wouldn't work too well, unless you made another section into the map where the wall was made lower (or, better yet, if the new "floor" was made as a taller building), and if you looked out of a window on the second "floor", it would appear as if everything is lower than on the first "floor".

I was thinking the same thing. I guess you could do that if you really wanted. When I say seamless teleporting, there is a feature in gzdoom and skulltag where you can set a line on the map that will instantly teleport the player to another part of the map without any interruption. This is used by many mappers to create the illusion of floor over floor. However, it looks extremely weird in multiplayer to see a guy going up a staircase and suddenly disappear, and reappear when he comes back.

A question I have. In CQ generation 2, do all the dynamic lights work? Also are the wall sconces there?
Another question... I may sound stupid, but is there any way to make coronas or halos in gzdoom/skulltag?
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 14, 2008, 02:29:26 PM
Possibly, though it may be like the 3D floors, where it's possible, but not plausible.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 14, 2008, 05:47:27 PM
I did a simple control room thing in chex city that was floor over floor, with furniture and everything too. That was really really hard, I couldn't imagine how hard a multiple floor hotel would be.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 07:35:54 PM
here, its called GLDEFS. its kinda hard...but also called DOOMDEFS. Its, um...find the patch i posted in the Multiplayer anyone topic, and look inside. Its got somethings fixed. But if you can put somethings from that into the CQLounge.wad,  that'd be good.

Chex City...I really would like some more screenshots...that could be a cool coop or dm level.
Title: Re: Chex Quest Lounge ST
Post by: chrismorris730 on July 14, 2008, 08:23:00 PM
The lounge looks great so far. Once again if i could map/script at all I'd help you out.

Is there a tutorial for this anywhere?
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 14, 2008, 08:59:34 PM
I think I know how to do gl defs already to create lighting, but are you sure there is a way to create a doom legacy style corona?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 14, 2008, 09:59:37 PM
...idk
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 15, 2008, 01:05:28 AM
You know what, the heck with it. I'll release my puny progress on that HHH spaceport wad just so you can see it for yourself. Maybe tomorrow or something but it runs in legacy through TUCQ.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 15, 2008, 01:55:52 AM
You know what, the heck with it. I'll release my puny progress on that HHH spaceport wad just so you can see it for yourself. Maybe tomorrow or something but it runs in legacy through TUCQ.

Then are we going to use it as a base? Or just for it's original single player?

I don't think there is a way to do Legacy coronas in GZDoom currently. Shame, that.


I fixed up BMD's vending machine. (It had unclosed sectors.) And played a joke I could not resist. ;)

http://xbolt.knowledgehouse.info/CQloungev14.wad (http://xbolt.knowledgehouse.info/CQloungev14.wad)
Title: Re: Chex Quest Lounge ST
Post by: chrismorris730 on July 15, 2008, 02:02:49 AM
I may be going to the wrong "vending machine" but unless you fixed it to vend things it doesn't vend anything for me (or look any different than v13)

And the poster on the wall should stay. Even though today was the first time I played any co-op on Skulltag I experienced that little motto plenty o' times :p
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 15, 2008, 02:16:34 AM
I may be going to the wrong "vending machine" but unless you fixed it to vend things it doesn't vend anything for me (or look any different than v13)

No, I didn't make it vend, (still haven't reached the level of proficiency I had in FS,) I just fixed some unclosed sectors that were bugging me.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 15, 2008, 02:17:04 AM
The POSTAR STAYZ! its gotta stay.

Also, if we had a vending machine, i'd like it to be lucius's type.

Adding to the list...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 15, 2008, 11:03:22 AM
 :D ;D :D ;D :D ;D :D ;D :D ;D

Xbolt gets +10 internetz and +5 LULZ points!!!!

That poster is staying!!!

Now, I'll try and see if I can add anything, if I know how...
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 15, 2008, 12:28:31 PM
3 for 3! Everybody likes the poster! ;D
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 15, 2008, 04:45:46 PM
i just tried going into the server, but it says "level autneciation failure"
"make sure you are using the exact same wads as the server"
i have cqloungev14
whats the problem?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 15, 2008, 04:53:44 PM
Which IWAD were you using?
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 15, 2008, 04:55:35 PM
doom2.wad
btw, got my own server going now
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 15, 2008, 05:30:07 PM
Here, this helps me:
Make a second copy of Skulltag, but only put the CQ files in it. Then set it up right, then everytime you need to play some real doom, you go to the one in the Program files. But if you want to play in our servers...You use the one you just made.

I place my stuff in C:\GAMES...so I got a bunch of stuff in there.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 15, 2008, 05:51:26 PM
nvm, server went down in a great explosion
manny lagged the mother of all lags and windoze told me virtual memory was low
atraingamer, my hard drive is bloated up as it is, spware making it worse
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 15, 2008, 06:20:41 PM
...if possible, reformat and reinstall windows...or if you want, get Windows 3.1. Last stable version of Windows ever. lol

But its good, all good. Doomwire should work..
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 15, 2008, 06:32:34 PM
windows 3.1 = just another video game to me
started getting serious around windows 95, lol still have OSR2 version
but that ones even worse, up to its neck in worms and trojans. just trying to run "run" from the start menu makes it crash. so whenever i boot it up i press F8 and run MS-DOS and play shareware doom and prince of persia. lol

anywayz, back on topic, doomwire is FAIL for me, everybody seems to be able to work it. maybe doomwire just hates windows 2000 professional sp4
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 15, 2008, 07:25:12 PM
THEN BLOODY DOWNGRADE! I don't really like 2000...*desp-eyes*

But I'd say reformat the drives, or do a complete wipe of the system.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 16, 2008, 10:46:58 AM
Uh, what if he has important stuff on there, Atari?

And besides, I really don't trust the 9x versions of Windows anymore, half of the stuff you download won't run...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 16, 2008, 02:22:28 PM
Ok, here is Version 15.
 
New Stuff.
-Couches in Overlooks for both Maze and Arena
-Brighter Arena (I thought it was a little dark)
-New secret in bedrooms.
-Ticket booths/stands in overlooks with window and doors for people to get in.

http://www.mediafire.com/?blom9dd1qy4

EDIT: I misted the other V.14 update I'll put up the new one ASAP.
EDIT 2: Ok, here is the new version.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 16, 2008, 07:57:31 PM
will the server tomorrow use v15?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 17, 2008, 03:11:04 AM
Well ,get it anyway!

OOps..forgot...

Adding it to the list.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 22, 2008, 12:48:45 PM
I've been thinking about messing around with the lounge in XWE, like maybe, with music and such.  Could you guys help me with that stuff?  I don't need any big changes, just maybe a change here or there.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 24, 2008, 11:03:29 PM
Alrite...Well, grab some musics (MP3, MIDI, MUS, the like) and name it D_*****. Then, open the level in DooM builder, and change one of the switches in the dj booth to play your song (D_*****). It should work
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 25, 2008, 11:55:53 AM
Ah, Doom Builder, I wasn't using that...okay, thanks!
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 25, 2008, 12:07:26 PM
Well, to access scripting that will actually change the gameplay, you need DooM builder. Other than that, simple graphics/sound/music editing can be done via XWE.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 25, 2008, 12:12:41 PM
Yes, I know, I was using XWE.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on July 29, 2008, 04:04:02 AM
OK, so for the bedrooms (which are unfortunatley sort of bland) maybe each *important* member of the CQFF could have their avatar on the wall next to their door? Then they could put posters of their own projects and the like in their rooms. So like how about people who contribute lots of ideas and release new versions get their own rooms? Idk but i thinks its a good idea.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 29, 2008, 04:13:02 AM
only one issue with that: People would feel left out if they didn't have a room, and then they would go E-Emo.


But what about a staff hangout in the lounge? you could be required to get a key from some challenge to get to it, but it would be decorated with avatars of the mods and admins, and there could be a sprite of a banhammer at one wall.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on July 29, 2008, 04:23:50 AM
only one issue with that: People would feel left out if they didn't have a room, and then they would go E-Emo.


But what about a staff hangout in the lounge? you could be required to get a key from some challenge to get to it, but it would be decorated with avatars of the mods and admins, and there could be a sprite of a banhammer at one wall.

Yeah I can see how people would react to that. Oh well. Anyways, you're idea sounds great. Maybe, there should be a portal somewhere like the arcade room. When you walk through you're given a certain amount of ammo, guns, and health, and you need to battle through an extremely tough series of flemoid waves. If you win, you get the key. And just so you don't need to redo the challenge every time, there could be a cheat or something - that gives you that certain key. We'd need to keep that cheat code between people who've won, though. The banhammer sprite sounds awesome. Hey, now that I think of it, there was an ASCII thread and I saw that someone GIMPed a picture of Link holding a banhammer. Maybe that? Or someone could photoshop Fred Chexter with a giant banhammer squishing a common flemoid.  :D Anyways, I'm off to bed. Let me know what you think.

EDIT:W00t! I'm officially a 'bipedicus'. :D
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 29, 2008, 09:48:01 AM
Okay, somebody could get working on that...

And we already have a DM Arena for battles.  As for an Invasion Arcade, that might be a wee bit tough.

As well, Frizkie, do you truly understand the banhammer?  A banhammer is not your average hammer, and is reserved for Forum Staff.  So, unless a Flemoid tries to join the CQFF, I doubt a picture like that would make sense.  ;D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 29, 2008, 11:32:48 AM
LOL...But cool idea, Frizkie!

The invasion arcade...it has been done, but would be a scripting NIGHTMARE...I might put Slimeinator up to it...lol

An invasion arcade would be the ultimate awesome, especially if there was a key at the end...(but dont play it during DM mode...It would dissapear, and you'd go through all that for nothing!)

Hmm...the staff hangout...would be empty minus Manny Cav. But we could put their pictures on the wall...
Also, I think we could seriously pull some 3d models on this...But lucius kinda left it in the air...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 29, 2008, 12:02:47 PM
LOL...But cool idea, Frizkie!

The invasion arcade...it has been done, but would be a scripting NIGHTMARE...I might put Slimeinator up to it...lol

An invasion arcade would be the ultimate awesome, especially if there was a key at the end...(but dont play it during DM mode...It would dissapear, and you'd go through all that for nothing!)

Hmm...the staff hangout...would be empty minus Manny Cav. But we could put their pictures on the wall...
Also, I think we could seriously pull some 3d models on this...But lucius kinda left it in the air...
What about Richie?
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on July 29, 2008, 12:25:13 PM
Okay, somebody could get working on that...

And we already have a DM Arena for battles.  As for an Invasion Arcade, that might be a wee bit tough.

As well, Frizkie, do you truly understand the banhammer?  A banhammer is not your average hammer, and is reserved for Forum Staff.  So, unless a Flemoid tries to join the CQFF, I doubt a picture like that would make sense.  ;D
The man speaks the truth. A plain banhammer will do fine.

What about Richie?
Yeah Richie might be up to it.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 29, 2008, 12:28:55 PM
Well, he was asking about richie being in the Staff Hangout. He doesn't usually come, but every now and then will drop in...but not on a normal day.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on July 29, 2008, 12:29:57 PM
Oh, he meant in the hangout. Nevermind then. Idk much, is Richie really good with mapping and all that?
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 29, 2008, 12:39:49 PM
I don't think Richie has ever mapped at all. If he has, I've never seen him release anything.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 29, 2008, 12:40:39 PM
...He made Ice Martians! LOL, but thats Game Maker.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 29, 2008, 03:36:53 PM
Actually, Richie was thinking about making a mod yesterday.  So there.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 29, 2008, 06:05:42 PM
??? I never heard about it.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on July 29, 2008, 10:16:14 PM
Sorry I haven't been around guys to work on any multiplayer stuff. I've been extremely busy this summer
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 29, 2008, 10:32:53 PM
Lol, sokay.

I was just saying...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 30, 2008, 10:09:02 AM
??? I never heard about it.
He said it on Monday, when he came in on Skulltag.  He asked what he would need to make a mod, and he said he was thinking about making one.  You might have been there.  You might not.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on July 30, 2008, 03:43:04 PM
Are there map makers other than DooM Builder?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 30, 2008, 03:46:58 PM
WadAuthor, I think...

Also, you could find DooMed...or something else. Most map makers were DOS or Early Windows...Then CodeImp came in and brought us the thing we got now...Doom builder is almost Standard, now...Not much for anytihing else. Plus, you'd have to do vanilla doom only...or hand edit a configuration file.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on July 30, 2008, 06:35:30 PM
Hey CC, you were talking about fixing a few things and putting out v16. Have you started that yet?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 30, 2008, 10:22:19 PM
Hes started...before everyone came in today, he was talking about it...so I guess its happening. But if you're gonna try to make one, wait till he finishes his...just so we dont have to merge them weird...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 31, 2008, 08:08:00 AM
Uh, yeah, I've been working on it.  I fixed the glitch, changed a couple things, but my plans for incorporating my own music so far have failed.  I'll maybe change up the playlist a little.

Oh, and I whomp at mapping, so I'll see if I might be able to change anything else...
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on August 01, 2008, 03:15:34 PM
maybe you could script Flem-Man (the arcade game) to make a beeping noise when you hit "use" at it!
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 01, 2008, 09:13:36 PM
Hey guys, I threw up a quick poster in the GIMP. I figured because TheGreenAvenger's Chaos on Flemoid Prime is indefinitely postponed... I'd put 'we're waiting'.

(http://i37.tinypic.com/vr368l.jpg)

Just let me know if you like it - if not - tell me what you want changed and I'll fix it. Also, if you think it's good but should be in another place... let me know.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 01, 2008, 09:52:07 PM
What about Felmiod Pets?
Im not sure how possible this is but heres my idea.
There would be a room with flemiod lavas and each flemiod has a button in front of them. When you press the button the flemiod wakes up and follows you around any where as long theres not a teleporter.
Title: Re: Chex Quest Lounge ST
Post by: The Green Avenger on August 01, 2008, 11:04:49 PM
LOL @ poster.  Hopefully you won't have to wit too much longer.  I've pretty much finished the technical tweaks, but on popular request, I'm working on two additional levels before a real release.

Also, sorry for not having anything original that wasn't dull gray and boring to make a poster out of...  :b
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 01, 2008, 11:48:27 PM
LOL, but the poster is good...keep it till a release comes.

and flemoid pets...would have to be decorated, and would be pretty hard to do so...They would have to follow the one who awakens them, not any person in sight.

Also, if anyone could do anything to the Arcade machine (make a coin drop noise, then a sonic 'no way' noise; make it play a pacman bit; do a cutscene to the person who pushed it...anything) would be awesome.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 02, 2008, 01:16:13 AM
Yeah, CC, just wondering how far you've gotten on v16, I've got a few things I want to throw in. NO rushes though. Just asking.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 02, 2008, 02:29:11 PM
Is there going to be any new levels besides Map01?
I would like to make some other maps like DM Maps or CTF Maps.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 02, 2008, 02:37:53 PM
Go right ahead! Just put a text file in the zip that tells what level is which, tho...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 02, 2008, 02:42:39 PM
Allrighty, here is something I have been working on.
(http://img515.imageshack.us/img515/2874/doom0002op3.th.png) (http://img515.imageshack.us/my.php?image=doom0002op3.png)
(http://img515.imageshack.us/img515/1023/doom0005ic8.th.png) (http://img515.imageshack.us/my.php?image=doom0005ic8.png)
Right now its Map03 a DeathMatch Level.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 02, 2008, 03:48:31 PM
ooh that looks sweet...

Hey arch...Those three-d floorz...

could you put the spectator's box in the Lounge on stilts using 3d floors? Cuz that would allow room for expansion...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 02, 2008, 04:06:15 PM
ooh that looks sweet...

Hey arch...Those three-d floorz...

could you put the spectator's box in the Lounge on stilts using 3d floors? Cuz that would allow room for expansion...

Yea those are 3D, I recently figured out how to make them in Hexen Format.
Which spectator are you thinking of, the arena, the maze, both?
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on August 02, 2008, 04:32:09 PM
I would go with just the arena.


and maybe the canyons should be a slightly different texture so that people can see them.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 02, 2008, 08:03:47 PM
Oh...

So arch, we'd like an expanded Battle arena with the spectator seats sitting over it...
And we'd like a better skybox...can ya do that? lol
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 02, 2008, 10:39:46 PM
Oh...

So arch, we'd like an expanded Battle arena with the spectator seats sitting over it...
And we'd like a better skybox...can ya do that? lol

Yeah, I could make a 3D floor for the sectator arena area and make the chairs 3D too. ^_^
I'm not that amazing with skyboxes, I know how to do them, but I don't see a problem with the curent one.
I should wait untill who ever is doing v16 to get done first.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 10:03:31 AM
Uh yeah, that's me.  I fixed the glitch, I'm gonna try changing up the music, and maybe a few extras.

But those maps look awesome Arch!  Good job so far!  ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 11:04:50 AM
y'know what would be cool? a musics wad! we make a wad with some good musics so that the dj can do some changemus on em and REALLY dj the lounge. and I dont mean midis...I mean MP3!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 11:06:13 AM
Ooh! That would be awesome! Have a lot of tracks and such, and really make a great lounge!  That would own!
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 04, 2008, 12:06:35 PM
It would be big. Real big. Especially if the music WAD had a lot of MP3s.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 12:21:39 PM
Hmm...maybe just some really good MIDIs?
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 12:28:26 PM
Yeah, the mp3's are an AWESOME idea. Don't get me wrong, but when I threw in just 2 mp3's of mine to play in the lounge, the map boot time went WAY up. If we have like 20 mp3's, it's gonna take forever. Especially those booting the wad from a thumb drive.

EDIT: Still, though I'd like to do it.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 12:30:03 PM
And the file size itself is huge.

Say Frizkie.  You got some of your music into the lounge?  Could you help me figure out what I'm doing wrong?  Think of it as payback for me helping you boot up the lounge.  ;D

And the server's up now, if you're ready.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 01:29:48 PM
Oh, sure no problem. Just take an mp3 and rename it to D_ABCDE (the ABCDE is your 5 letter code, this can be replaced with any 5 letter combo to make it easier to remember.) Open XWE and open the music filter. Click entry, then load. Find your renamed mp3 and import it. Now, if you want to set it to the DJ, open up the lounge in Doom Builder and open up the script. Find the scripts that correspond to the buttons - and change the name of the music thats already there to the one you just inserted into your wad. Hope that helps.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 01:50:03 PM
Spoken true...And actually in a great way, might i add...

Thats how you do it.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 02:19:54 PM
Thanks Atari. So, I still think doing the music wad is a good idea. So what if we've got a longer loading time? The music is great.

We could start another community thread and add music to it, like we did the lounge.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 04:42:32 PM
Well, I was just thinking of taking some good instrumental mp3s, along with some bigger songs, then resampling them to a lower bitrate (probably 96) and cutting them up to loop (a full 3 miniute song on 128 is usually 3mbs...imagine 20 full songs). Or, I could just put resampled fullsongs and only have about 5.

Also, anyone got suggestions? I have an idea to do one song for each member, and have its name be like:
D_ATARI
D_FRIZK
D_CHEXC
D_MANNY
D_PIKAZ

Ykno? then when someone asks for 'their song', the RCON DJ could change the musics to that song.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 04:44:29 PM
That would PWN.

And thanks for the directions, Frizkie.  ;)  I wasn't sure if that was the right way to do it.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 04:46:08 PM
No problem CC, glad I could help.

@Atari:  Yeah, that would OWN. Just cut the bitrate, and just trim it into a short loop. I know a site that has a lot of instrumental loops.

www.newgrounds.com/audio
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 04:50:21 PM
No...I was meaning like the song Popcorn, OC remixes, or instrumental versions of songs. Not generic loops of instruments.

Plus, the bitrate and loop thing comes from D_TTFTW, which is a WAV, actually...I can render MP3 to WAV...it could save a good bit of space, but would still be limited to size and such.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 04:52:19 PM
I see. Yeah that'll work.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 04:52:45 PM
Ooh, I can convert MP3 to WAV too, it sometimes saves space, it depends on compression...

LOL, you should so put Popcorn in there....

But how are we gonna select the songs once we have them? "Changemus?"
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 04:54:14 PM
Yeah, any song in the Lounge wad can be accessed by changemus.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 05:03:17 PM
BUT! If we ever did a real party in the lounge (IDK if we'd ever get the scheduling right), change the password and assign someone as DJ. Then they could changemus it all night! lol

Also, my favorite version of Popcorn is the '72 Hot Butter version...but the original '68 one is good too...I"M NOT PUTTING CRAZY FROG IN THERE!
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 05:04:33 PM
Lol... alright, do you think you could start it? Maybe put them in a zip file and put them on mediafire so I can see a few?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 05:07:05 PM
Here, I plan to put this one in there.  If you have the XG SoftSynth, use that to listen to it.  It sounds amazing.

http://chexcommander.webng.com/cave_story.mid
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 05:09:22 PM
I don't have XG SoftSynth, can I have a linky please?  :P
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 04, 2008, 05:12:32 PM
Here.

http://jord.nm.ru/YAMAHA.XG.SoftSynthesizer.S-YXG50.Ver.4.23.14.WDM.for.XP.zip (http://jord.nm.ru/YAMAHA.XG.SoftSynthesizer.S-YXG50.Ver.4.23.14.WDM.for.XP.zip)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 05:13:50 PM
O_O; This was just an idea! I dont have any atm...but I might have one or two done tonite...
Also, if i can figure out how, i'll make a .pk3...but everyone says "rename the zip to bla.pk3"...that doesnt work unless my computer doesn't know what .zip means

wow...3 posts went by...

CC...That *does* sound awesome! But y'know what i'd like to find...good XG midis (the midi format designed for use with the XG softsynth...but most sites about XG went down around 2000...due to the lack of support)

Or, if you can find a MIDI writer that can use XG, i'll convert some over.
And CC, what exactly is this hosted on?
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 05:23:01 PM
CC, the setup is asking me for a serial number...  ???
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 04, 2008, 05:23:25 PM
the serial is in the achive...check the text files.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 04, 2008, 05:33:23 PM
OIC. I'mma reboot.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 05, 2008, 10:59:43 AM
Atari, in Windows, go to Control Panel, Appearance, then Folder Options.  From there, click one of the tabs that says "View."  Then, scroll down the checkboxes, and uncheck "Hide extensions for known file types."

Then you can rename it.

And CC, what exactly is this hosted on?
Exactly is what hosted on? That MIDI? I noticed Manny's site was "chexquestgallery.webng.com" so I decided to sign up for a webng account.  However, I suck with HTML, so I currently just use it to host files instead of bothering with FileFront or MediaFire.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 06, 2008, 12:54:15 PM
Also, every time I try to load my music into the lounge, and put it into the jukebox, and then run the map, and press the button, it says something about a script error in P-134 or something like that...what does that mean?

EDIT: Never mind.  It works in Skulltag, not GZDoom.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 06, 2008, 06:11:40 PM
Eh, watch the double posting.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on August 06, 2008, 07:29:26 PM
 i generally would like to keep the size of the lounge wad smaller than 1MB, large downloads wreak havoc on my fail-up connection.

just ask manny
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 06, 2008, 09:38:52 PM
Whats the current size? (maybe we could do this .pk3 style)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 07, 2008, 10:59:39 AM
I believe the size is about 683 kb right now, so no problems there.

I dunno about a music wad, it would own, but all MP3s would prolly make it 50 MB at least.

However, a wad full of MIDIs might be nice.

The lounge'll prolly be out today.

EDIT: Teh lounge is out!  'Ere it is, mates!

http://www.freewebs.com/the-professor/TheCQLoungev16.wad
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 07, 2008, 02:14:40 PM
nice. adding to the list...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 07, 2008, 08:02:21 PM
Ok heres something.
http://www.mediafire.com/download.php?aaaaaamlvaa

New Stuff
-Bathrooms
-3D Arena
-Touch Ups
-Map03 DeathMatch Level.

EDIT: I hope no one minds that I changed the table a bit and the chairs.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 07, 2008, 08:51:12 PM
Awesome! GJ. Also, CC, you did a good job with the things you did (I like teh musics!)

Adding to the list...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 10:28:33 AM
Thanks! I can't wait to try out Arch's new levels.

What's gonna happen with Map02? CTF? Another DM?
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 08, 2008, 10:32:59 AM
You know what I think would be great? An upgrade to the DJ room. Make it like MAP01 of that Domination WAD, except everyone can hear the music changes. A setup like that would give the DJ more control of the music and let him easily select any music in the pools of MIDIs and WAV(s).
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 10:42:18 AM
Yeah, instead of just 5 buttons that you don't really realize are DJ switches until you press one.

EDIT: Actually, I think we might've told Xbolt to grab the code from it.  I hope he will...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2008, 10:48:23 AM
One problem with that...it will then be like a wireless ipod. The one in Domination only plays the song to the person who pushes the button. If someone could engineer the code to play for all, then good.

One thing though...Has anyone figured out Polyobjects? swinging doors in the bathrooms (which are HUGE btw) would be cool.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 11:00:48 AM
I'mmah test out the new lounge right now.  Manny, make sure you've updated your GetWAD link.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2008, 11:03:09 AM
Manny Cav doesn't host the Lounge on GetWAD...Unless we know we're gonna be stuck with 17 for awhile...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 11:08:15 AM
True, but he has a link for it, so why not?

Wow, I like the new stuff, Arch!  "Someone took the LAZ Device!"  LOL, that's cool.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2008, 11:19:35 AM
Yeah...and you cant get out! >:D
I have no idea what to do...throw the lounge in there and we'll decide once all are in.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 08, 2008, 11:20:27 AM
The lounge is updated too frequently to make adding it to GetWAD too practical. I guess I could host it if it doesn't have a "one-click hosting" link. Sometimes, it has "one-click hosting", and sometimes, it has MediaFire.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 11:24:23 AM
Whaddya mean by a "one-click hosting" link?
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 08, 2008, 11:29:23 AM
Do you see all of the downloads on my website? That's what I call "one-click hosting". It's typical of web hosts. You click the link, BAM, download starts. Public file hosts like MediaFire and MEGAUPLOAD aren't like that and make you jump through hoops before the download starts. As we found out a few weeks ago, GetWAD doesn't work with public file hosts.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 08, 2008, 11:35:54 AM
Yeah, but why'd you say it doesn't work with one click hosting?
The lounge is updated too frequently to make adding it to GetWAD too practical. I guess I could host it if it doesn't have a "one-click hosting" link. Sometimes, it has "one-click hosting", and sometimes, it has MediaFire.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 08, 2008, 12:05:32 PM
Yeah, but why'd you say it doesn't work with one click hosting?
The lounge is updated too frequently to make adding it to GetWAD too practical. I guess I could host it if it doesn't have a "one-click hosting" link. Sometimes, it has "one-click hosting", and sometimes, it has MediaFire.
You overlooked something. I said that I could host it if the lounge file didn't have one-click hosting. I never said that one-click hosting wouldn't work.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 08, 2008, 04:21:48 PM
Wow, I like the new stuff, Arch!  "Someone took the LAZ Device!"  LOL, that's cool.

Glad you liked it. I wanted the message to be displayed on all of the players screens but it olny works for the person that actvites it.

Yeah...and you cant get out! >:D

Yes you can, you just have to wait for a long time.  ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2008, 04:35:04 PM
lol found that out today.

BUT ARCH! 2 things are wrong with the spectator area:
1) I cant walk under the stands! The linedef the windows are on are blocked.
2) The 3d floors SUCK in Skulltag. You can fall straight through them sometimes! And on the 2nd go round, they didn't render at all!
:( now what we gonna do?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 08, 2008, 04:58:44 PM
lol found that out today.

BUT ARCH! 2 things are wrong with the spectator area:
1) I cant walk under the stands! The linedef the windows are on are blocked.
2) The 3d floors SUCK in Skulltag. You can fall straight through them sometimes! And on the 2nd go round, they didn't render at all!
:( now what we gonna do?

That might just be that, we might just have to get rid of the 3d floors. : |
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2008, 05:14:55 PM
...sucks. Well, how about 3d models? a simple rough terrain model with the stands built in? or do we not have the power to do that?
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 08, 2008, 05:40:39 PM
Wait, so 3d floors don't render right in DM mode? I'm making a new lounge for us actually and I just want to use them for decorative purposes mainly.

In other words, what's the deal with 3D floors in multiplayer skulltag? Should I keep doing what I'm doing or stop using them all together?
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on August 09, 2008, 01:08:54 AM
Maybe I'm pessimistic, but I don't really like the outside very much, maybe we could bumpmap a nice little canyon in?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 09, 2008, 01:13:23 AM
@Lucius: Decorations should be fine...IDK though...Thouroughly test your map with skulltag before finalizing it. Sorry if this wrecks it...
@BMD: Well, mate! If you can find a good Heightmap, and can get ZTerrain to churn out a wad for us, then I'll gladly put it into the lounge as a new skybox.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on August 09, 2008, 02:16:33 AM
hhhmmmm....okay!


(scampers off and does testing involving Voxels and Skulltag)
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 09, 2008, 03:50:09 AM
Well in skulltag it seems to work fine, but my question to you, is does it get screwed up when set in a certain multiplayer mode when being hosted?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 09, 2008, 11:43:49 AM
We played in Deathmatch...It was fine, then after awhile I could fall through them. We switched to another map (no mode change) and it didn't render at all...we never went back, so...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 09, 2008, 08:10:45 PM
You mean you were on the same map for a while and all of a sudden started falling through solid 3d floors? If that's what you mean, that's weird...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 09, 2008, 09:14:30 PM
yeah...I walked around the spectator area to watch some people duke it out...then decided to play hide an go seek. I go through the teleporter, and try to walk out. I go a simulated 4 feet, then my viewpoint gets lowered to the 3dfloors height, then I fall through all the way. The next level change BACK to the Lounge rendered NO 3d floors at all... :(
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 10, 2008, 12:09:10 AM
That's pretty whacked.
Title: Re: Chex Quest Lounge ST
Post by: Josh on August 11, 2008, 12:09:53 PM
1 ? can i make my own version of cqlounge?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 11, 2008, 12:13:53 PM
Of course you can.  It's a community project.  You can add whatever you want to the current lounge, or make a new one.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on August 11, 2008, 02:44:14 PM
so whats the current version the server is using?
last time i went it was v15, i think
Title: Re: Chex Quest Lounge ST
Post by: Josh on August 11, 2008, 02:44:51 PM
Of course you can.  It's a community project.  You can add whatever you want to the current lounge, or make a new one.
wow that good ill work on it ill ad something
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2008, 04:39:00 PM
I was making a new one but that would stink if it didn't work right.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 11, 2008, 05:31:54 PM
did you try it? or can you keep working and we'll try it? (If the floors in it keep bugging up, i'll get on the Skulltag Forums with it and see what they say.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 11, 2008, 05:44:18 PM
I have notced the Business Offices Under Construction for some time but is it realy being made right now.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2008, 06:17:19 PM
Sure, once I get it a little more complete, I'll show it to you. There's just a few issues I'm having right now with polyobjects and reflective floors that I need help with.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 11, 2008, 06:29:58 PM
Polyobjects...awesome, but also awesomely hard to do.
Reflective floors...I suggest you dont use those. I had a small patch of them once, and it slowed my computer down BIG TIME. It will probably have the same effect on the internet connection...but again, we shall test it.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 11, 2008, 06:47:21 PM
so whats the current version the server is using?
last time i went it was v15, i think
Go back to the first post and get whatever the latest version is, which happens to be version 17.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2008, 08:21:14 PM
Yeah, I've successfully created a sliding polyobject door, but the problem is after you activate it once, it doesn't want to work again after the door closes the first time.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on August 11, 2008, 08:22:59 PM
Is there a 'repeatable action' flag you need to check?
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2008, 09:44:02 PM
I don't think so. I went by this tutorial (http://zdoom.org/zdkb/zdoom1.html) and downloaded the test wad but I noticed no such thing. I hope I'm not missing something.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on August 11, 2008, 09:48:06 PM
If you scroll down to the bottom, it shows that the activation linedef needs the repeatable flag checked.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2008, 10:41:31 PM
That explains it. I wasn't seeing that in the linedef flags. Thanks a lot man.

I still can't figure out why my floor reflections aren't working though.

I wrote out this script:
Code: [Select]
#include "zcommon.acs"

script 99 OPEN
//Initializing
{

//Reflection
Sector_SetPlaneReflection(2, 100, 0);

//Sky
void changesky (str RSKY2, str RSKY2);

}

but the reflections do not show up on the sectors tagged 2. I even looked at wads that had reflections to get an example and I cant figure out the problem. The sky script does work though...
Title: Re: Chex Quest Lounge ST
Post by: Josh on August 11, 2008, 11:13:27 PM
i was thinking a new pool area with deep water
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 11, 2008, 11:15:27 PM
if you'd like, go right ahead! Its a community project...(but I dont know how to use deep water! -_-)

and lucius...may I suggest looking at the Saphire Orbital Research wad?
http://gzdoom.doomwadstation.com/gzd.html#sapphire
It REALLY gives you alot of ideas...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 02:51:18 AM
lol, that's the exact wad I was looking at as an example! haha I did a review on that wad on tormentor's site  a while back!
Title: Re: Chex Quest Lounge ST
Post by: xbolt on August 12, 2008, 02:55:41 AM
lol, that's the exact wad I was looking at as an example! haha I did a review on that wad on tormentor's site  a while back!

Heh, I thought I remembered you doing that... :D


As for the reflective floors, I, with my limited knowledge, don't see anything wrong with it.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 03:55:26 AM
Strange.... oh well I'll leave that be for this minute. I still should figure it out though.

Anyway, I'm making a lounge for us in a small area of chex city, where you can actually walk out onto the streets a little bit and there will be a few stores and things you can go in. I've already made a diner. I want to make maybe 3 or 4 more buildings. I need some ideas on what other things I can create. What would be some fun buildings I could put in?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 12, 2008, 09:49:14 AM
Arcade (doesn't have to work...but would be fun to go into)
Some sort of sewer system that connects all the buildings...lol
Hanger...(if we had ship models, you could fly some through the skybox!)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 12, 2008, 10:04:40 AM
Oh man, I've always wanted to fly the Chex Ship, but that'd be impossible with the Doom engine...

Wow, can we have some screenz Lucius?  That sounds pretty rad.  ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 12, 2008, 10:07:06 AM
the chex ship isn't entirely impossible...Action Doom did several things like that...they drove a boat around! and drove a car...and had you jump from car to car! Its possible to do stuff like taht...

And some screens would be welcome!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 12, 2008, 10:22:06 AM
Ooh, a Chex Car! That would also PWN! And it's initials are CC too!  :D

Lemme look up Action Doom...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 04:47:21 PM
Hey guys, check out this cool poster I made: check it out all the guys are in the same order as my sig right below it!  :) :)

(http://i232.photobucket.com/albums/ee101/Lucius_Octavion/Textures/symphonychex-1.jpg)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 12, 2008, 05:04:44 PM
wow...I'm assuming u shopped it, but it still looks great! Good way to leave your mark on the map XD

Any other screens of this aweosme chex level?
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 05:21:47 PM
Not yet, I still want to make a bit more. I haven't even started on the lounge part yet, right now I'm just working on the streets. I want the streets part to be small I don't want to create an entire chex city here although we very well could. I don't want it too big or it will slow down big time.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 12, 2008, 05:48:29 PM
True...very true...

Okay then...just let us know if you got anymore questions..
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 12, 2008, 06:12:35 PM
That is a cool poster. Granted, some of the features, like the goatees and stuff, seem to be a little off, but it's still a cool and original poster. It will look good in your map (unless Doom chews the colors down horribly :D) as your personal mark on Chex Quest. 8)
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 07:31:24 PM
I'm trying to figure out how to make it into a 3D model so that it's high resolution.

Also here's the image I used as a base:

(http://symphonyx.com/fanart/molly_nemecek/symphonyx1.jpg)

Then I changed it to this lol :):

(http://i232.photobucket.com/albums/ee101/Lucius_Octavion/Textures/symphonychex-1.jpg)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 12, 2008, 10:30:24 PM
Well, a HIRESTEX lump can make the poster hires...
ALSO! Is it possible to make your 3d decorations models? that would garuntee it would render...I think
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on August 12, 2008, 10:32:05 PM
skulltag monsters need to be replaced
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2008, 11:52:45 PM
Well, a HIRESTEX lump can make the poster hires...
ALSO! Is it possible to make your 3d decorations models? that would garuntee it would render...I think

Yes I know that, but I don't want the poster to be the size of the whole wall. I want it to look like it's hanging on a wall.

Making all the 3d decorations models would be really difficult and impractical. Maybe certain things like stools would be easy, but for making things like little roofs and non square tables, that would be difficult because you have to do it by placing a thing and then worrying about how the model is offset and all that...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 13, 2008, 08:09:10 AM
True, true...
I NEED to get to skulltag forums...
Title: Re: Chex Quest Lounge ST
Post by: xbolt on August 17, 2008, 07:03:56 PM
http://xbolt.knowledgehouse.info/stuff/CQloungev18.wad

Drive-by update. I just added a big TV room that will hopefully, someday, have something on it. Plus a couple other fixes.


BWAHAHAHAHAHAHA!!!!
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 17, 2008, 07:13:42 PM
As has been noted, people are still jumping through the viewing glass in the main room. Also, the "vending machine" still couldn't hold on to one of the breakfasts very well in the last release. And, of course, the 3D floors were a disaster in the last release. Has any of this been fixed?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on August 17, 2008, 07:26:31 PM
But I like jumping through the glass...

The 3D floors are (I think) a problem with Skulltag itself, rather than a mapping error, and therefore cannot be fixed by us. (Unless we took them out entirely, but I didn't do that.)


EDIT: After a sudden burst of inspiration, I thought of (hopefully) a temporary fix for that. I put in a bunch of those bridge things, so we at least won't fall through. Go ahead and re-download it now.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 17, 2008, 11:34:44 PM
There should be some sort of Flemoid Survival Room. You go in, and have to defend some sort of objective behind you from endless waves of Flemoids. If the Flemoids destroy the objective, all the players are teleported outside the Room, the objective is re-spawned, and you can try again.

Perhaps have a scoreboard for the best survival times for the day or something. All the scoreboard would be was a recording of the times since the level was loaded or something, only displaying the best or something. Of course, ya'll go from the lounge to playing invasion or what not, so that would re-set it.

In that case, you could just scrap the scoreboard. XD
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 18, 2008, 12:01:24 AM
So does it matter if the 3d floors are decorative or not. Has anyone had any further errors with 3d floors not rendering at all?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on August 18, 2008, 05:05:10 AM
Not me, unless I fall through them. But this update is OK.
Mind if I make an update without anyone upstaging me? I would like to do so. Might take a few days. I need a new mouse, so not now, but maybe later. AFTER my holiday, maybe. X.X This is an eventful week.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 18, 2008, 08:26:13 AM
>.< I just loaded up xbolts new lounge...did an OFFline skirmish set to deathmatch, and all 3d floors were gone just like that. BUT, after reloading it in Co-op, it rendered everytime...

so it seems its a game mode problem preventing the floors from rendering...I've noticed many DM maps dont render the BSP like they should...that may be why...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 18, 2008, 10:37:42 AM
Okay, I'll fix those bugs Manny noted, but for 3D floors, that's not my thing.

Also, yes, Captain Ventris, we've had suggestions like that before, it's just that scripting for something like that would be a nightmare...

I also mabey plan to include MAPINFO in this one.

EDIT: Hee hee, just tested out CQLoungev18.  I love the music Xbolt put in the TV room.  :D
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on August 18, 2008, 02:42:14 PM
okay i just got a minor breakthrough. several people wanted to add MP3's to the lounge but after decidng it would be too big it was voted as NO. but i can make full songs under 300kb each. then if you put it in a zip folder it would be even smaller. just an idea of somthing. if im gonna add MP3's though im gonna need a youtube link or somthing to the song so i can play it and "work from there"  any music suggestion probably need to be voted on though
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 18, 2008, 02:54:31 PM
Songs under 300kb? How? That would be amazing if you could!
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 18, 2008, 03:33:02 PM
Also, yes, Captain Ventris, we've had suggestions like that before, it's just that scripting for something like that would be a nightmare...

Really? I'm no scripter, but you would need to set each foe to have the Objective as a way-point. Perhaps model it after Stronghold?

Stronghold:
http://forum.zdoom.org/viewtopic.php?f=19&t=17168

The latest build is on page 32.


In fact, I could ask him if ya'll could use his code. He most likely won't want you to publish it until the final version of Stronghold is out, but he'll let you play with it in the meantime.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 18, 2008, 03:34:40 PM
>.< I just loaded up xbolts new lounge...did an OFFline skirmish set to deathmatch, and all 3d floors were gone just like that. BUT, after reloading it in Co-op, it rendered everytime...

so it seems its a game mode problem preventing the floors from rendering...I've noticed many DM maps dont render the BSP like they should...that may be why...

Yes. It seems as though 3D floors do not render in online DM mode in skulltag. I think the skulltag devs must have did that on purpose for some reason, just like they disabled blood decals in coop. You know what we could do for the lounge is just make it coop with team killing on so the deathmatch area works right and so do 3D floors.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 18, 2008, 03:47:58 PM
True, but then we don't get a frag count, but actually, that's a good thing...

Also, yes, Captain Ventris, we've had suggestions like that before, it's just that scripting for something like that would be a nightmare...

Really? I'm no scripter, but you would need to set each foe to have the Objective as a way-point. Perhaps model it after Stronghold?

Stronghold:
http://forum.zdoom.org/viewtopic.php?f=19&t=17168

The latest build is on page 32.


In fact, I could ask him if ya'll could use his code. He most likely won't want you to publish it until the final version of Stronghold is out, but he'll let you play with it in the meantime.
Hm, mabey we should try it!  Go and ask him, Cap'n!  :D
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on August 18, 2008, 04:49:43 PM
Songs under 300kb? How? That would be amazing if you could!

well it wouldnt be the best quality. but i use it threw my voice recorder
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 18, 2008, 04:54:55 PM
@pikazec: O_O a 300k MP3 would be awesome! But...how good is the quality?

@Lucius: ORLY? hmm...Team killing gives no points, so maybe an option would be to remove the DM area all together...but what to replace it with?!

@Cap'n: Hmm...that would be awesome! But integrateable with the current setup?

@All: I actually started this to be like the SpaceDM5 map00...which had a minigame, small bar, seats, and 'club' area...maybe another lounge map could be done! We have the original CQLounge, then Lucius is trying one ChexCity style...now, we could do ANYTHING else...Maybe even a space station one. But what would be awesome...would be a map to capture the same feel as Phobos Base. (yeah, like e1m4 [i think])

EDIT: 'zec posted...Use MP3myMP3! you can get unlimited time, mp3/wav recording, and choice of bitrate!
http://www.mp3mymp3.com/
(I use it alot...)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 18, 2008, 05:01:42 PM
I just came up with this idea, what if I make a Brano themed lounge to put in for map04 or somthing.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 18, 2008, 05:28:10 PM
TIME OUT!

...

Alright, who can do MAPINFO, and who can create a custom campaign info lump?

For MAPINFO, lets go basic.

LNG01 - Current Lounge
LNG02 - Chex City Lounge (under construction...put a small something there as place holder)
LNG03 - Brano Lounge (TBA...again, placeholder map plz)
ect.    - Allowing for expansion.

DM1    - Arch's DM map (okay, with the no 3dflorz in DM mode, please fix your map accordingly)
ect.    - Allowing for expansion.

ZM1-5 - If anyone can fix the original Zorchmatch maps...please do. But try to keep it based off of TNCQ2 iwad.

and the campaign info...Make all maps change mode accordingly.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 18, 2008, 08:35:05 PM
Ok here is CQLounge19!

New Stuff
-MAPINFO File - (Not Complete Yet)
-Brano Lounge (LNG03)

http://www.mediafire.com/download.php?aaasaa0aaqa
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 18, 2008, 09:32:13 PM
Added to the list...but it needs a warning! The map info and map names do not mix well, and dont work! :S now what?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 18, 2008, 09:41:48 PM
Added to the list...but it needs a warning! The map info and map names do not mix well, and dont work! :S now what?
What do you mean? I haven't had a problem.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 18, 2008, 10:21:00 PM
...immah reget it... when I start a game, what map do I need?

IDK, lemme try it again...but I did see the brano level...O_O wow.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 19, 2008, 11:43:29 AM
Cool.  I was planning to include MAPINFO there as well.  I'll work on Version 20.  Y'know just a few touch-ups here and there.

EDIT: Screech! (Slams on brakes)  Woah woah woah!  It says there's no map named LNG01!  So I have to alter mapinfo in order to do this or what?  I'm gonna alter this a bit...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 19, 2008, 12:43:04 PM
Sorry to double-post, but this is a completely different train of thought.

I was planning to include Axel F in the Lounge, and I really liked the version in the Domination map we've played on.  Could anyone extract the music for me and upload it, or just tell me how to do it?

EDIT: Never mind.  It's done.  CQloungev20 has been released!  I fixed MAPINFO, made some touch-ups, added some music, and a new secret area!  Find it without using a map editor!

http://www.freewebs.com/the-professor/CQloungev20.wad
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 19, 2008, 02:46:38 PM
I'm sorry guys, we won't be able to use the Stronghold code, at least for now.

Quote from: Tormentor667
Well, as of now, I - and the team as well - are against any further usage of the Stronghold code outside the project itself so I won't give any permission now, sorry.


There's no telling if he will let people use it at a later date. Only time will tell.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 19, 2008, 03:21:15 PM
:( aw, man...

well, any other projects with small scripted sequences we could use? A small minigame would be cool...and i'd like to try that lounge...but I'm currently at school, and prolly wont have time when I get home...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 19, 2008, 06:29:22 PM
Here's a small update.

New Stuff
-I fixed the sprite error for the trees
-Added Bedrooms and Deathmatch Arena (LNG03)
-Expanded MAP03

CQLoungev21
http://www.mediafire.com/download.php?aaaffmzaxaa

Title: Re: Chex Quest Lounge ST
Post by: TrueDude on August 19, 2008, 08:56:07 PM
Hey, can there be a lounge specifically for one person to change, no one else? I want to make one without people doing stuff to it.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 19, 2008, 10:00:19 PM
Hey, can there be a lounge specifically for one person to change, no one else? I want to make one without people doing stuff to it.

I don't think that would be the intended spirit of this WAD.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 19, 2008, 10:00:55 PM
I was just rick rolled.  :o
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 19, 2008, 10:16:35 PM
I was just rick rolled.  :o
LOL!  :D
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 19, 2008, 11:35:53 PM
Well I don't see why that wouldn't be the spirit as long as you could let people do stuff to it and then modify it to the correct way if something is inconsistent.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 19, 2008, 11:44:17 PM
Well, here's a small policy:

If you dont feel comfortable about someone else adding on to/modifying your work, dont submit it.
As a (somewhat) community project, all maps are open to modification.

Also, If your map has 3d floors...DO NOT DESIGN FOR DEATHMATCH. Use the Faux3d bridge things instead. All lounge maps will be designed for Coop, eliminating problems...but please place Fake3d bridge things around the area just in case of emergency.

...Okay. So, Lucius, I guess just dont design a DM area for your lounge...
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 20, 2008, 12:05:45 AM
Can I add a pool and a deathmatch area anyway as long as we use team killing. Scores don't really matter as it is just a lounge and just or hq for zorching practice. :D
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 01:06:22 AM
I would love to have some sort of ZDoom Wars chamber as an alternative to the Deathmatch room. I could just include my custom Flemoid faction, though there would be no way to tell each other's flemoids apart, heh.

To have any idea of what I'm talking about:
http://forum.zdoom.org/viewtopic.php?f=19&t=17993&st=0&sk=t&sd=a
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 20, 2008, 01:12:15 AM
I remember that thing! That was cool.

That's actually pretty cool. And an interesting alternative to a deathmatch area since the lounge is now designed for coop. It would actually be cool to make a few coop alternatives. Haha imagine a flemoid shooting range.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 01:15:56 AM
I remember that thing! That was cool.

That's actually pretty cool. And an interesting alternative to a deathmatch area since the lounge is now designed for coop. It would actually be cool to make a few coop alternatives. Haha imagine a flemoid shooting range.

Remember it from where?


Hm, it IS Co-Op, isn't it? That would actually keep the flemoids from fighting.  :D

Why is it being made Co-Op, again? 3D floors don't pop up?

Dang, I would have liked that. :/

Oh, well.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 20, 2008, 01:19:07 AM
I remember someone making a thread about a similar project on one of the doom forums a while back. But back then it was just a concept with little development. I don't even remember if it was really on zdoom yet it was a while ago.

That stinks about the coop incompatibility issue. That would have been an interesting twist
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 01:21:22 AM
I remember someone making a thread about a similar project on one of the doom forums a while back. But back then it was just a concept with little development. I don't even remember if it was really on zdoom yet it was a while ago.

That stinks about the coop incompatibility issue. That would have been an interesting twist

Well, if you read the thread I posted, ZDoom Wars is a remake of DoomWars, and old wad for Legacy, so you might have been thinking of that. This is quite a bit different, as you can use the Doom monsters, Heretic, Hexen, Strife, and Chex Quest. I also accept the casts monsters from custom wads that people want made into a Faction.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 20, 2008, 01:44:32 AM
Oh cool! And yes, doom wars was the old legacy wad I was thinking of.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 08:21:50 AM
Hmm...Why wouldn't this work in Coop? ALSO, If we design a Lounge with no 3d stuff (the Brano lounge could possibly be a canidate...), why not set it for DM and put a small natural coleseum with the DoomWars code in it. The coleseum would match the classic feel of Brano, but would provide a nice arena to go to...

Wait...I just played through the levels...and the map info is whacked!

MAP01 - CQLounge
MAP02 - Underhalls
MAP03 - Arch's DM
MAP04 - Focus
MAP05 - (so on and so forth)
LNG01 - Nothing
LNG02 - Nothing
LNG03 - Brano lounge

its suposed to be:
LNG01 - CQLounge
LNG02 - Brano lounge
LNG03 - (will be Chex City lounge)
DM01 - Arch's DM

ALSO: Now that we have a good bit of textures, we might need to start thinking about zipping the file...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 20, 2008, 09:31:51 AM
Wait...I just played through the levels...and the map info is whacked!
Exactly.  I had to fix that in release v20, or it wouldn't have worked.

Adding to the list...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on August 20, 2008, 12:32:01 PM
Oooh boy, I can't wait to check it out! I want to make some additions when I get my new mouse. Can I make reservations for no one to update in about a week, maybe 6 days or so? :) Thanks.

PS: I'm missing the server. Which makes sad cat sad. ;.;
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 20, 2008, 12:35:02 PM
Eh..sure you can make additions....but one of us'll prolly release a new one within a week...school starts next week....
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 12:42:08 PM
Hmm...Why wouldn't this work in Coop? ALSO, If we design a Lounge with no 3d stuff (the Brano lounge could possibly be a canidate...), why not set it for DM and put a small natural coleseum with the DoomWars code in it. The coleseum would match the classic feel of Brano, but would provide a nice arena to go to...

Wait...I just played through the levels...and the map info is whacked!

It would function fine, it's just that no one's monsters would fight. XD

They'd just go around making squishy sounds, heh.


And yes, that sounds like it would work fine! Remember to call it ZDoom Wars, to differentiate it from the original, heh.

And "ZDoom Wars Code" would simply include a couple ACS scripts so your mana regenerates (and health, if ya'll want that), and then DECORATE for the mana, health regen item, monsters, Summoning weapons, etc. Just make it work like the DM arena in the original lounge. It gives you the summoning weapons upon entering, and takes them when you leave.

A featureless coliseum wouldn't make for an interesting battle, though. There would need to be all manner of obstacles to form terrain for the battle. I could make a collection of the proper resources in the mean time.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 20, 2008, 04:11:04 PM
I've already pk3d my version as it uses some md2s
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 20, 2008, 04:57:44 PM
Hmm...Why wouldn't this work in Coop? ALSO, If we design a Lounge with no 3d stuff (the Brano lounge could possibly be a canidate...), why not set it for DM and put a small natural coleseum with the DoomWars code in it. The coleseum would match the classic feel of Brano, but would provide a nice arena to go to...

Wait...I just played through the levels...and the map info is whacked!

MAP01 - CQLounge
MAP02 - Underhalls
MAP03 - Arch's DM
MAP04 - Focus
MAP05 - (so on and so forth)
LNG01 - Nothing
LNG02 - Nothing
LNG03 - Brano lounge

its suposed to be:
LNG01 - CQLounge
LNG02 - Brano lounge
LNG03 - (will be Chex City lounge)
DM01 - Arch's DM

ALSO: Now that we have a good bit of textures, we might need to start thinking about zipping the file...

I thoght the Brano Lounge was supost to be LNG03.
Oh well, it really doesn't make a diffrence either way.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 05:14:22 PM
So, do ya'll, specifically the folks working on the Brano Lounge, agree with facilitating some a ZDoom Wars arena? I'm not a mapper, so I couldn't actually make the arena or anything, but I can collect the proper resources.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 05:27:10 PM
Well, from what I saw, Arch is designing his to be DM as well...I might make another lounge map tonite designed to center around a large arena (I'll add features after I see how the thing works basically...also, you might could do it when adding in the resources!). But, what style?

Choose between bunker, natural, cave, or metro.
(i'm leaning toward bunker, but thats just me)
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 05:29:40 PM
Well, from what I saw, Arch is designing his to be DM as well...I might make another lounge map tonite designed to center around a large arena (I'll add features after I see how the thing works basically...also, you might could do it when adding in the resources!). But, what style?

Choose between bunker, natural, cave, or metro.
(i'm leaning toward bunker, but thats just me)

Well, whatever would present a decent battlefield. Just, terrain of some sort, though not labyrinthine in design.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 05:33:30 PM
I'll do a bunker...y'know, kinda like fallout shelter. And the arena will be a place with the ceiling falling in...that will be awesome.

Okay...i'll be back...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 20, 2008, 05:46:39 PM
Would someone please fix those malfunctioning teleporters? The "telefrag prevention mechanism" doesn't work very well and has issues. Those that visit the server regularly know what issues I'm referring to.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 06:36:29 PM
One question about the ZDoom Wars resource pack. Do ya'll want me to include the slimety goodness that results when flemoids get blasted?

Meaning, chunks of slime fly through the air when Flemoids are hit sometimes, and the big guys put off a lot of slimy gibs when they are defeated. Note that the Flemoids in ZDoom Wars do not function in a manner similar to how they are in-game. Case in point, Quadrumpus will easily blow you away, and can heal themselves.



I am assuming you only want me to include the CQ faction, since including all of them would bloat the wad horribly, heh.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 08:55:15 PM
yes...I think I've seen some of those 'gore' generators...they look awesome, I'll have to see what they look like on flem.

I would say...try to compress this as much as possible. Just have flemoids, and the basics.

I've come up with a good map...its got the center cut out with the ceiling open, and a lot of debris from the fallen ceiling on the ground...now, I made it about...1024x512 at its largest, and it could be expanded...but does it need to be? how big a map will this require (as some of those screens are showing pretty big places)?
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 10:30:29 PM
yes...I think I've seen some of those 'gore' generators...they look awesome, I'll have to see what they look like on flem.

I would say...try to compress this as much as possible. Just have flemoids, and the basics.

I've come up with a good map...its got the center cut out with the ceiling open, and a lot of debris from the fallen ceiling on the ground...now, I made it about...1024x512 at its largest, and it could be expanded...but does it need to be? how big a map will this require (as some of those screens are showing pretty big places)?

The battlefields are generally quite large. 1024x1024 would be a better bet, but it still might not be enough.


Right now, with the gore spawners in, the resources amount to 1.21 mb.

I deleted the sprites that weren't needed (since they are in the Chex IWAD), and any excess stuff I could think of, but there is simply A LOT of stuff. I think 12 Flemoids, 5 spawners, and 3 forms of defense. When Chukker finishes Chex 3, the new Flemoids will be added, too.

Basically, the Brano lodge might be a little bigger than the normal one. XD

I'll see if there is anything else I can shave off.

Right now, the flemoids make squishy sounds as they move. Do you want to keep them, or remove them?

Also, the Flemoid gibs look precisely like the normal ones, but all green.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 10:37:18 PM
Well, im going to post a version of the lounge (not official)...its called 22 tho...

take a look at MAP10 in coop...thats what I've done, but now that you've said that, I am rethinking this...

Ah well, take a look...and maybe reject or fix it. Actually, I"m not sure this even is a good map...try it:

http://www.mediafire.com/?mhfkg0kn8kc

AND I"M SERIOUS, DONT MAKE THIS OFFICIAL...this is just a simple oneplayer map to show off an arena on MAP10.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 20, 2008, 10:53:03 PM
Well, im going to post a version of the lounge (not official)...its called 22 tho...

take a look at MAP10 in coop...thats what I've done, but now that you've said that, I am rethinking this...

Ah well, take a look...and maybe reject or fix it. Actually, I"m not sure this even is a good map...try it:

http://www.mediafire.com/?mhfkg0kn8kc

AND I"M SERIOUS, DONT MAKE THIS OFFICIAL...this is just a simple oneplayer map to show off an arena on MAP10.

I really like the arena, but its a little small for me, but besides that it's great! ;D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 20, 2008, 11:29:13 PM
well, the Brano style is yours...so why not expand it? I cant...I just make base maps... :(

But I'm glad it got approved. I just have NO way to expand that at all...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 20, 2008, 11:30:12 PM
well, the Brano style is yours...so why not expand it? I cant...I just make base maps... :(

But I'm glad it got approved. I just have NO way to expand that at all...

I have a question, is it a DM olny map?
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 20, 2008, 11:48:20 PM
So, is there going to be a standard DM arena, and then a ZDoom Wars Arena?

For a ZDoom Wars arena, the arena would need to be at least 8 times larger, and that's still pitifully cramped for anything over 2 players. Also, ZDoom Wars has no weapons. You can only fight by spawning monsters. In fact, there are no pickups. You start out with the 5 Summoners.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 21, 2008, 12:26:16 AM
...oh boy...

Then that map has no purpose other than to look pretty. I dont do large areas very well...so does anyone wanna try something underground that is a BIG arena? Cuz what I'm thinking is a lounge that has the main focus being ZDooM Wars in the center, and the rest around the edges. But that will be a huge map, and might get some slow down on older computers...so IDK
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 21, 2008, 10:18:13 AM
Not bad on MAP10, I like your mapping style, y'know with the fences and such, but it's too small, especially for a DM map.  If we could expand it somehow, it might have potential.  :)

Would someone please fix those malfunctioning teleporters? The "telefrag prevention mechanism" doesn't work very well and has issues. Those that visit the server regularly know what issues I'm referring to.
Manny.  They're not issues.  They're meant to be like that.  Mabey I'll just lower the delay time, so you don't have to wait as long.  But they're not malfunctioning.  They're better than nothing.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 21, 2008, 10:25:02 AM
I mean, they mess up where it thinks you're trying to telefrag yourself sometimes, and they also sometimes allow telefrags. I call those malfunctions. And, no, they do not beat "nothing", at least in my opinion. They either need to be fixed to stop doing that stuff (the first issue mainly, since the second one seems to occur when you occupy the teleportation spot longer than the delay), or the mechanism removed altogether.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 21, 2008, 10:28:25 AM
Manny, the only reason they still telefrag people is if that person stands on the teleporter longer than normal.  The mechanism is meant to create a delay between teleports, that's all.  AND WHY THE HECK WOULD YOU TRY TO TELFRAG YOURSELF ANYWAYS?!  It's pointless Manny.  Face it, you're a perfectionist.

PS: I believe that Domination map we played had telefrag protection, mabey we could get their code...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 21, 2008, 10:33:01 AM
Manny, the only reason they still telefrag people is if that person stands on the teleporter longer than normal.
(the first issue mainly, since the second one seems to occur when you occupy the teleportation spot longer than the delay)
I've figured this out already. :D
AND WHY THE HECK WOULD YOU TRY TO TELFRAG YOURSELF ANYWAYS?!
You wouldn't. This is if you need or want to take a teleporter more than once within a short period of time. It will think you're trying to telefrag yourself.

Honestly, what's wrong with bringing up a couple of bugs and requesting that they be fixed?
Face it, you're a perfectionist.
Hee hee hee. True.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 21, 2008, 10:50:43 AM
Whatever.  I'm not gonna go through the same teleporter twice in 2 seconds.....

But I guess if I make a new version of the lounge I'll lower the delay time....mabey....
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 21, 2008, 03:42:08 PM
Oh, yeah. You can still leap out of the window in the Bedroom behind the Yellow Key door. Srsly.

And CC, the bestiary is empty when the monsters are turned off. :(


And those durn 3D floors do not operate in DM mode. Manny and I thought it would be better to simply remove them, and place real floors instead. Besides, I can't even SEE the 3D floors.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 21, 2008, 04:54:15 PM
We are thinking that Skulltag devs disabled the use of those linedefs in DM modes...Why is beyond me, and how is another mystery. (by linedefs, I mean the 3d creation ones) So the reason you cant see em is because they dont even render them.

Also, the 3d can be faked with the nice ZDooM faux 3d floors...but they are a pain to texture, and sometimes dont work.

And I cant really do much to the Arena on map10...Sorry. But thanks for the comments on the style. I'll try to start over with a full 1024x1024 (or larger) arena, then pass it off to a detail worker...as at the finer things, I fail XD
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 21, 2008, 05:56:42 PM
Another thing that I forgot to mention--the city background on MAP03 spins around. It looks kind of odd. Anything you guys can do about that?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 22, 2008, 09:56:33 AM
What city background? Isn't that Arch's DM Arena?
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 22, 2008, 10:40:18 AM
Yes, it is. It's the sky box I'm talking about.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 22, 2008, 10:41:38 AM
Oh....


Anyways, expect version 24 out today, I plan to add somemore music, because that's my general area of knowledge, and I work well with music...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 22, 2008, 04:53:16 PM
Check your numbers, CC...Mine wasn't official, and even then 23 doesn't sound right...

I really wish I could make a good arena...anyone wanna try?

OH! I just thought of this (prolly impossible)...Anyone played Duke Nukem 3d? well, in the 2nd or 3rd level, there was a club place. After you walked in, there was a Pool table, and you could actually hit the balls around and get them in. Anyway to do this in our pack?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 23, 2008, 12:22:58 PM
Heh, find a mod with that in it and grab the code, I guess.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 23, 2008, 01:18:33 PM
XD

Hmm...I'm wondering what to do! I got a good bit of my day left, and zap on my creativity and imagination right now...
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on August 24, 2008, 12:31:29 AM
1.71mb.....
we are officially pushing my fail-up patience.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 24, 2008, 08:49:02 AM
Have you found a Download Accelerator? or something?

Anyway, who knows how to create/put stuff in a .PK3? If you can, put the lounge in a pk3, along with the textures and such...we're getting a bit big for uncompressed stuff.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 24, 2008, 10:04:42 AM
Isn't a PK3 file just a renamed ZIP file?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 24, 2008, 01:38:28 PM
yes, but I dont want to change my settings so I can rename it...

NOT TO BRING BACK AN OLD IDEA:

Have we gotten any more news on the Chex Hotel/City? ReReading the older posts, we had some genuine interest in it...and I"m STILL interested! Also, seamless teleport...I just had an idea! Use the CAMERA texture/trick to make the windows! XD
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 24, 2008, 05:40:03 PM
Isn't a PK3 file just a renamed ZIP file?
Yes, but programs like GZDoom and Skulltag handle it, and you can package more than one wad into the pk3, cutting down on size.

And seriously GM, it shouldn't take more than 15-20 minutes.  I know.  I used to have dial-up.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on August 24, 2008, 06:27:52 PM
Some more feedback on the lounge.

First, I figured out how ChexCommander's items in the secret area were "removed". They appear on cooperative mode, but not deathmatch mode. They likely need the "deathmatch" flags on in Doom Builder or something like that so they will appear on both mode.

Second, the Brano lounge needs to be made "suicide proof", as committing suicide or getting killed in the deathmatch arena will allow you to keep some weapons.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on August 24, 2008, 06:31:37 PM
you had dial-up, not gamemaster-edition super fail-up. and firefox refuses to let DAP handle the downloads.
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on August 24, 2008, 06:33:21 PM
I had Fail-up on sucky computer once. how many kbps do you get i got 1.1 on good days
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 24, 2008, 10:21:47 PM
you right click on the link, and choose Download with DAP.

and 26.6 (or is it 28.8...) is the slowest available...it SUCKS
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 25, 2008, 09:47:10 AM
Some more feedback on the lounge.

First, I figured out how ChexCommander's items in the secret area were "removed". They appear on cooperative mode, but not deathmatch mode. They likely need the "deathmatch" flags on in Doom Builder or something like that so they will appear on both mode.

Second, the Brano lounge needs to be made "suicide proof", as committing suicide or getting killed in the deathmatch arena will allow you to keep some weapons.
Ah yes, I believe I missed that.  I'll turn on the flags in DB sometime.

And yeah, we need to make it like the normal lounge where when you die, you lose all weapons.  Because there's been havoc wreaked in the Brano lounge.
Title: Re: Chex Quest Lounge ST
Post by: Frizkie on August 26, 2008, 03:21:50 AM
Sorry I haven't been active lately. I've been busy with school. Highschool... phew. Freshies rule. Anyways, look like the lounge is coming around. I might hop on skulltag if the servers up. Cya guys soon.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 26, 2008, 08:29:35 AM
Actually, Frizkie...we dont have a constant CQ server. Ventris's server is up all the time, but only with mostly doom maps, and CQ on the weekend.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on August 26, 2008, 10:21:28 AM
Actually, Frizkie...we dont have a constant CQ server. Ventris's server is up all the time, but only with mostly doom maps, and CQ on the weekend.

Well, not ALWAYS. It's on from around 8 in the morning, to 10:30 at night, Central Time.

If the server is not running default Doom maps, the Chex IWAD might work. I accidentally played on a Doom server with it, and it worked fine. It just happened to look like CQ. It's a narrow chance, but it's something.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 04, 2008, 07:05:13 PM
Hmm. The CQLounge hasn't been updated in awhile, I think I might do something today.
One thing I was going to do was to fix the bathrooms and rid with the 3D floors.
Is there anything else I should do while I'm working on it?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 04, 2008, 11:37:03 PM
hey, try to get something simple on the TV...use some ANIMDEFS to play something, and get a script to run the sound (and make this a global change, and it will be shown to everyone!)
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on September 04, 2008, 11:47:18 PM
I agree with the tv.  Hmm... could it be possible to make it view positions in the lounge sort-of like a security camera?
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on September 05, 2008, 12:15:43 AM
I agree with the tv.  Hmm... could it be possible to make it view positions in the lounge sort-of like a security camera?

WANT.


Only if the bathrooms are one of the areas that can be watched. ;)




The toilets need to transport players to a sewer filled with hordes of re-spawning flemoids. The sewers could start out small, maybe a chamber or two, and can be expanded later.
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on September 05, 2008, 12:16:28 AM
I agree with the tv.  Hmm... could it be possible to make it view positions in the lounge sort-of like a security camera?

WANT.


Only if the bathrooms are one of the areas that can be watched. ;)

LOL!
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 05, 2008, 01:28:52 AM
Hmm, I got a bit done today.  :)
Tomorow is... (Checks Calender) ...Friday, so I might be able to finish soon. ;D
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 05, 2008, 03:15:17 AM
*Removed due to violation of community project rules*
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on September 05, 2008, 03:44:29 PM
I'll have it released soon so scrap your crap, Arch.
Hey, watch it.  Arch can release his version of the lounge next, and in the version after that, we can merge 'em.  Please, I think I'm gonna post rules here, even if it's only a forum.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 05, 2008, 04:42:16 PM
Sorry. >< It's so hard for me at the moment in life, with a crap school that's really strict. [/offtopic] I only used the words because they rhymed. I ONLY intend offense to Nomekop. :) I'm sorry Arch and ChexCommander.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 05, 2008, 05:36:52 PM
Okay, I tried it. I like the details you added, and some of the changes to mapping.

BUT...You removed the XBolt symbol, and the Arch (the other creators...they did more than me, actually...), you deleted the hall of flemoids (it was suposed to be there), and missed a few textures. Also, that thing in the main hall? the one hanging from the ceiling...what is that? (if its a DJ booth...then how about move it from the back of the hall to there...or something)

my main problem is the flemoids and the symbols...but arch might could fix that...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 05, 2008, 06:41:32 PM
Sorry. >< It's so hard for me at the moment in life, with a crap school that's really strict. [/offtopic] I only used the words because they rhymed. I ONLY intend offense to Nomekop. :) I'm sorry Arch and ChexCommander.
How about if we try to intend to offend no one? :)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 05, 2008, 08:47:12 PM
Sorry. >< It's so hard for me at the moment in life, with a crap school that's really strict. [/offtopic] I only used the words because they rhymed. I ONLY intend offense to Nomekop. :) I'm sorry Arch and ChexCommander.

None taken.

It might take awhile to get stuff uploaded agian in to version 23. :P
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on September 05, 2008, 09:27:27 PM
Aw, I wanted to host a new version this weekend! Oh well.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 05, 2008, 11:38:38 PM
go ahead and use this one...
no major changes, but enough to merit it being hosted...
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on September 05, 2008, 11:39:42 PM
You mean the one Zorchdude posted?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 06, 2008, 03:59:15 AM
Okay, I tried it. I like the details you added, and some of the changes to mapping.

BUT...You removed the XBolt symbol, and the Arch (the other creators...they did more than me, actually...), you deleted the hall of flemoids (it was suposed to be there), and missed a few textures. Also, that thing in the main hall? the one hanging from the ceiling...what is that? (if its a DJ booth...then how about move it from the back of the hall to there...or something)

my main problem is the flemoids and the symbols...but arch might could fix that...
Oooh, that was an XBolt and Arch symbol? they looked like leftover linedefs I accidently left there from moving everything into the spaceship form. I'm sorry. :/ I only recognised the Atari symbol.
The thing hanging in the main hall is the Roboticised Steering Wheel/AUTOpilot from WALL-E. ^^ I thought people would like it.
I got rid of the hall of flemoids because a hall of flemoids with casual carpet and stuff isn't exactly what we want on a spaceship- It can escape and spread easily! I plan to add, in the next version after Arch's, a 'Flemoid Experiment lab' to make up for it. I plan to add a red bicedipus captured in a pod :P
Title: Re: Chex Quest Lounge ST
Post by: xbolt on September 06, 2008, 04:03:10 AM
Gah! My symbol! :o Nooo...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 06, 2008, 11:46:44 AM
*Removed due to violation of community project rules*
Now that I've tried (and remembered, hee hee) to download it, the link doesn't appear to work.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 06, 2008, 12:22:44 PM
What? ??? Could someone else try it?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 06, 2008, 12:48:53 PM
...I got it...why U no can get it?
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on September 06, 2008, 12:50:30 PM
I can't get it either.  Here is the error

Parse error: syntax error, unexpected T_VARIABLE in /home/content/w/i/l/willhostforfoo/html/index.php on line 14
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 06, 2008, 12:52:13 PM
...anyone want me to upload to media fire?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 06, 2008, 12:58:51 PM
Don't worry, WHFF often breaks down. But it's back up rather quickly afterwards. ^^
Also, I can NEVER get Mediafire to work. It doesn't upload.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 06, 2008, 01:06:59 PM
Media fire works for me and most else here...uploading and down...IDK
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 06, 2008, 06:19:16 PM
http://www.mediafire.com/download.php?hzjrni1x93m CQLounge23

New Stuff
-New Bathrooms
-News Screens in lounge
-TV camara
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on September 06, 2008, 06:23:09 PM
My server's already updated. :D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 06, 2008, 11:13:51 PM
hey, IDK if its me, or what, but there are the following errors...

-In all modes, glass isnt transparent
-in DM, the steering wheel isnt there
-in all, the spectator seats have red ceilings
-in the private rooms, some walls are stars
-in the teleporter hall, something is whacked
-the bathroom teleporter is broken
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 07, 2008, 05:24:02 AM
I'm going to make two engine rooms and a spacewalk module, if that's okay now. I'm gonna start...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 07, 2008, 09:33:54 AM
spacewalk...meaning low gravity in containment? Wow...I never thought of this as a spaceship...Well, also 'dude, Try to fix the skybox to having some ships in it, and full stars...It makes no sense to have the plannet floor so close to us...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 07, 2008, 10:40:04 AM
It DOES make sense- A spaceship in low orbit assigned with observing the planet...
A space walk as in- I've been ejected outside of the spaceship while wearing a (Slimeproof) Space Suit! We can have a look around, but there's too much debri to get far away...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 07, 2008, 05:26:14 PM
Well, do this...make it have no gravity, and a hurt type...that way if we go out with no suit/spent suit, it starts to hurt...

But still, make the ship either higher above the planet, or in plain space. makes more sense, unless the ship can somehow land...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 08, 2008, 03:30:53 AM
The ISS was in low orbit and it didn't fall. And if real life physics don't apply in CQ, why wouldn't it be able to go there? Plus, it runs itself on zorch- it zorches the space infront of it to behind. :P
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 08, 2008, 08:15:54 AM
O_o? wow, and IDK, just something that was nagging at me ever since you made it a ship.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 08, 2008, 12:54:27 PM
It was always a ship. I just invented it's method of propulsion, and expanded on it.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on September 08, 2008, 10:23:30 PM
Actually, my original design was trying to put it on a mountain. but it didn't work...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 11, 2008, 02:57:25 AM
I've lost all motivation, and the stuff I've added in the Spacechex lounge is sort of half *ss*d. Strictly speaking, I'm dumping my current update. Someone new can make it.
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on September 13, 2008, 08:27:23 PM
I found a minor bug with the new Lounge.  I am guess when of the images or variables wasn't set right, but I don't make maps so I wouldn't know.  Here are screenshots.  I used multiple screenshots to illustrate the point, the line you see moved as I moved.

(http://i523.photobucket.com/albums/w358/themasterofbattle/1.png?t=1221348290)

(http://i523.photobucket.com/albums/w358/themasterofbattle/2.png?t=1221348287)

(http://i523.photobucket.com/albums/w358/themasterofbattle/3.png?t=1221348286)
Title: Re: Chex Quest Lounge ST
Post by: Limozeen on September 13, 2008, 08:31:25 PM
the reflecting mirror piece! who would of knew!


... yeah I remembered that night.. good times! I never gonna forget that moment in history!
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on September 14, 2008, 12:56:35 AM
Wow thats a bad looking bug.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 14, 2008, 03:31:07 AM
I utilised a glitch to do something without changing offsets. I really should have told Arch to be more careful with that FRAGILE linedef.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on September 17, 2008, 04:41:50 PM
the reflecting mirror piece! who would of knew!


... yeah I remembered that night.. good times! I never gonna forget that moment in history!
Ummm....no.  Never again.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 17, 2008, 06:54:01 PM
the reflecting mirror piece! who would of knew!


... yeah I remembered that night.. good times! I never gonna forget that moment in history!
Ummm....no.  Never again.
Er... did I miss something? ???
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on September 17, 2008, 07:04:50 PM
the reflecting mirror piece! who would of knew!


... yeah I remembered that night.. good times! I never gonna forget that moment in history!
Ummm....no.  Never again.
Er... did I miss something? ???
Me to?  ???
Title: Re: Chex Quest Lounge ST
Post by: Limozeen on September 17, 2008, 08:40:38 PM
What I said was a joke. Spose to be cheesey or Really Stupid. I was just there and masterofbattles came up and looked around. He Zorched me with a fork and then looked at that wall. 5 mintues later the glitch pictures were post.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on September 21, 2008, 12:42:33 PM
Yeah, me too.  Guys, seriously.  We were joking.

Anyways, let's get back on topic about the Lounge...

Okay, I tried it. I like the details you added, and some of the changes to mapping.

BUT...You removed the XBolt symbol, and the Arch (the other creators...they did more than me, actually...), you deleted the hall of flemoids (it was suposed to be there), and missed a few textures. Also, that thing in the main hall? the one hanging from the ceiling...what is that? (if its a DJ booth...then how about move it from the back of the hall to there...or something)

my main problem is the flemoids and the symbols...but arch might could fix that...
MAH SECRET ORBZ! NOOOO! MAN, I like the updates and all, but could we please try to watch what we delete, like the monster room? I liked it...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 23, 2008, 12:43:01 PM
The monster room was useless. But next time I actually feel compelled to work on this thing, I'll put a Flemoid contaminant lab on the ship, behind blast doors.
PS: I plan to make a mod one day about the members of the CQFF and it begins on this level, in orbit of Bazoik. :P
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on September 23, 2008, 04:26:13 PM
The monster room was useless. But next time I actually feel compelled to work on this thing, I'll put a Flemoid contaminant lab on the ship, behind blast doors.
PS: I plan to make a mod one day about the members of the CQFF and it begins on this level, in orbit of Bazoik. :P
No, it was not.  If I had actually turned off the No Monsters DMFlag  :D which was default, we would have seen em all.
And besides, we never do know when next time will be.

And hey, maybe we could do a community project about the members of the CQFF?  It sounds like a good idea.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 24, 2008, 03:50:54 AM
Yep. ^^
I'll PM you the story. If you like it I'll make a fan projects topic. ^^
Title: Re: Chex Quest Lounge ST
Post by: chrismorris730 on September 26, 2008, 01:00:40 AM
I know I've asked this before, but is there a tutorial for learning how to mod/make maps/write scripts for Doom? I'd like to help and I have a TON of free time so if I could learn how to do this I'd be contributing a bunch here.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on September 27, 2008, 03:59:25 PM
where is the link for v23 of the lounge? dont feel like reading through over 27 pages.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 27, 2008, 07:01:00 PM
It should be in the first post, but it has fallen under neglect. *looks at Atariangamer* The link is here (http://www.mediafire.com/download.php?hzjrni1x93m).

EDIT: Also, I tried the lounge out, but there was some weird mirror effects in the room with the 5 teleporters that goes to the room where the vending machine used to be.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on September 27, 2008, 07:30:12 PM
wait, they got rid of my vending machine? ;.;
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 27, 2008, 07:37:57 PM
EDIT: Also, I tried the lounge out, but there was some weird mirror effects in the room with the 5 teleporters that goes to the room where the vending machine used to be.

I don't know how that happened to make that mirror effect, and I also thoght I made the windows in the first room transparent.
Who is currently working on the lounge now?
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on September 27, 2008, 07:43:49 PM
Mirror effect?

You mean a Hall Of Mirrors (HOM) effect? It means there is a hole in the universe. Literally.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on September 27, 2008, 11:24:57 PM
i like shooting stuff into HOM's.

btw, i dont think there's anybody specific working on it, its up for grabs it looks like.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on September 28, 2008, 12:09:17 AM
There should be some democratic process for removing stuff, I spent a lot of time on that vending machine, and I never even saw the monster hall.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on September 28, 2008, 12:42:06 AM
There should be some democratic process for removing stuff, I spent a lot of time on that vending machine, and I never even saw the monster hall.

I agrre, I spent quite a bit of time on the monster hall. :P
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 28, 2008, 04:08:41 AM
Hey, don't look at me! I never touched the vending machine! It was awesome!
The monster hall however...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 28, 2008, 09:51:11 AM
The vending machine was removed because it was non-functional and buggy--people were stealing the supercharge breakfasts left and right.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on September 28, 2008, 06:09:36 PM
guilty as charged :)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on September 29, 2008, 12:08:50 PM
NUUUU! DARN YOU MANNY, DARN YOU! ;.;
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on September 29, 2008, 12:26:26 PM
NUUUU! DARN YOU MANNY, DARN YOU! ;.;
XD
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on September 29, 2008, 08:36:51 PM
??? I wasn't actually the one that removed it. I was just stating what had happened, and why it happened.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on September 30, 2008, 11:28:36 PM
Looks like someone messed up a linedef.... tsk tsk
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 01, 2008, 01:34:39 PM
It was a fairly risky manuvere of an editing technuiqe I used... but Arch messed it up.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 01, 2008, 06:56:59 PM
It was a fairly risky manuvere of an editing technuiqe I used... but Arch messed it up.

EDIT: Okaydok, Heres the next update! I hope it fixes most of the errors. ^^

http://www.mediafire.com/download.php?ynynzmjkiyf
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 02, 2008, 12:51:58 PM
And it seems that that sharing site is down. Try ZShare?
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on October 03, 2008, 11:39:00 PM
atariangamer, u rly need to update the front page
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 04, 2008, 05:41:09 AM
I'm going to do some stuff. Nobody do some stuff while I'm doing some stuff!
Now to learn how polyobjs work...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 04, 2008, 12:46:07 PM
The Vending Machine was removed in order to improve gameplay.  Besides, it looked like a shelf with some breakfast on it.  If you plan to make a new one, please make it look like one.

And for the monster hall....that was cool.  I wish Zorchdude hadn't removed it.  :-\

Okay, and he's also got dibs on next release...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 04, 2008, 01:11:07 PM
I removed the monster hall because no-one really puts carpet with slime together. It isn't hygenic.
Plus, how would vents work in space? Unless the vents recycle carbon dioxide into oxegen...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on October 04, 2008, 05:31:15 PM
The Flemoids weren't actually real, but where just meant to be flashing, holographic images (right?). Plus, the "ship" wasn't in space to begin with, but floating above some rocky surface, possibly a planet. Even if it was in space, the ship could have an artificial oxygen environment, like Star Trek, Star Wars, etc.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 05, 2008, 12:37:22 PM
Manny is correct.  It was meant to be a lounge area on Bazoik (according to the landscape) in which players would hang out on Skulltag and have fun.  The Flemoid Hall was meant to be like a museum area with artifacts, whether holographic or real, I'm not sure, you'll have to ask Arch.

And ZDude, please ask us next time if you'd like to replace (notice I didn't say remove) anything.  As for the vending machine and why it was "removed," I already answered that.

So.....
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 21, 2008, 06:01:17 PM
Not exactly bumping...


I'm wondering. Is it possible to actually make holographic flemoids?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 21, 2008, 06:56:39 PM
Not exactly bumping...


I'm wondering. Is it possible to actually make holographic flemoids?

Maybe we could do it by editing the sprites or make then transparent.

And also, you need to edit the front page!!!
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on October 21, 2008, 08:25:40 PM
Not exactly bumping...


I'm wondering. Is it possible to actually make holographic flemoids?

Maybe we could do it by editing the sprites or make then transparent.

And also, you need to edit the front page!!!

ACTOR Commonushologram : Zombieman
{
  renderstyle translucent
  alpha  0.5
}

Or you check out Stronghold, on the ZDoom Forums. The first level features some custom monster graphics. They are the normal graphics, but colored completely yellow, and with scan lines through them. Either way.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 21, 2008, 09:07:35 PM
IMO, Blue with greenish tint, scanlines, and flickering...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 22, 2008, 04:14:41 AM
I'm getting really annoyed with these teleports, and only sendspace is working. Could you help me, kind and valiant Chex Warriors? Do I have to upload to sendspace, or has I seen teh litze? ???
Title: Re: Chex Quest Lounge ST
Post by: Replica on October 22, 2008, 12:07:50 PM
I'm getting really annoyed with these teleports, and only sendspace is working. Could you help me, kind and valiant Chex Warriors? Do I have to upload to sendspace, or has I seen teh litze? ???

Sure. What wrong exactly?

Not exactly bumping...


I'm wondering. Is it possible to actually make holographic flemoids?

Maybe we could do it by editing the sprites or make then transparent.

And also, you need to edit the front page!!!

ACTOR Commonushologram : Zombieman
{
  renderstyle translucent
  alpha  0.5
}

Or you check out Stronghold, on the ZDoom Forums. The first level features some custom monster graphics. They are the normal graphics, but colored completely yellow, and with scan lines through them. Either way.

That wouldn't exactly work because is's still considered a monster, so the flemoid holagram just becomes a spectre instead of a hologram.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 22, 2008, 02:09:38 PM
Because of stupid compulsory anti-frag scripts, I can't for my life get these teleports working.
And it's late, so I can't upload ATM.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on October 22, 2008, 02:17:37 PM
Because of stupid compulsory anti-frag scripts, I can't for my life get these teleports working.
And it's late, so I can't upload ATM.

If it weren't for Manny, those would never have had to be put in...

When you do get a chance to upload it, I'll see if I can get them working.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 22, 2008, 05:06:20 PM
Because of stupid compulsory anti-frag scripts, I can't for my life get these teleports working.
And it's late, so I can't upload ATM.

If it weren't for Manny, those would never have had to be put in...
:(

And you can't bump a stickied topic.  ;)
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on October 22, 2008, 07:42:57 PM
Because of stupid compulsory anti-frag scripts, I can't for my life get these teleports working.
And it's late, so I can't upload ATM.

If it weren't for Manny, those would never have had to be put in...
They never needed to be put in to begin with. :P That's a part of game play. Besides, no real matches ever take place in the lounge, anyway. It's a place to relax, not place a gazillion stupid rules and locks everywhere. :P
And you can't bump a stickied topic.  ;)
It wasn't necromancy, anyway. :P
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on October 22, 2008, 07:59:52 PM
I'm getting really annoyed with these teleports, and only sendspace is working. Could you help me, kind and valiant Chex Warriors? Do I have to upload to sendspace, or has I seen teh litze? ???

Sure. What wrong exactly?

Not exactly bumping...


I'm wondering. Is it possible to actually make holographic flemoids?

Maybe we could do it by editing the sprites or make then transparent.

And also, you need to edit the front page!!!

ACTOR Commonushologram : Zombieman
{
  renderstyle translucent
  alpha  0.5
}

Or you check out Stronghold, on the ZDoom Forums. The first level features some custom monster graphics. They are the normal graphics, but colored completely yellow, and with scan lines through them. Either way.

That wouldn't exactly work because is's still considered a monster, so the flemoid holagram just becomes a spectre instead of a hologram.

+DORMANT
Title: Re: Chex Quest Lounge ST
Post by: xbolt on October 22, 2008, 09:09:57 PM
Because of stupid compulsory anti-frag scripts, I can't for my life get these teleports working.
And it's late, so I can't upload ATM.

If it weren't for Manny, those would never have had to be put in...
They never needed to be put in to begin with. :P That's a part of game play. Besides, no real matches ever take place in the lounge, anyway. It's a place to relax, not place a gazillion stupid rules and locks everywhere. :P

I assure you, the telefragging was anything but relaxing...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on October 22, 2008, 09:55:46 PM
It was fun. :P I could possibly see constant telefragging annoying in a real deathmatch game. The lounge, though, is a relaxation area where we just goof off--and that includes intentional telefrags. :P
Title: Re: Chex Quest Lounge ST
Post by: xbolt on October 22, 2008, 09:57:32 PM
Unless the guy on the receiving end was fething sick of it after the umpteenth time. :P
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 22, 2008, 11:53:58 PM
...we need a silly tounge out smiley. I cant tell if thats in fun or in real with that serious face...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 23, 2008, 01:04:49 PM
*Removed by ChexCommander due to violation of community project rules*
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 23, 2008, 08:31:45 PM
Sewer room?  And I wanna see those holographic posters....  :(

What redecorating?

And, just as a notice to all, please do not spam the lounge with posters of your mods.  This is directed towards noone, just don't get out of hand, only post one or two.  I'd like posters for other things as well, if I'm not the only one who can use MS Paint or Photoshop....
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 24, 2008, 04:55:42 AM
I deleted the lame newmaps poster too, it was wasting space in an already crowded zone.
Those weren't REALLY Holographic as more like scrolling. There was some scrolling posters that made my eyes go funny when seen from the Big TV.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 24, 2008, 07:34:01 PM
...Dude, i'm gonna ask you to stop. You basically removed most EVERYTHING.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 24, 2008, 07:47:33 PM
Ok, I think there should be new rules to get rid of something from the CQLounge.
The person should first post what he/she want's to remove.
Then if theres a genral acceptness then they can remove it.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 24, 2008, 08:00:46 PM
TRU!

Plus, ZDude, I dont get where you got the idea of the the scrolling posters hurting your eyes...I can barely see em, and I got one of the highest resolutions provided by GZDooM...Unless you're just staring at the screen for 50 minutes, then its hurting cuz you're playing too much.

The posters were suposed to be lame/bad looking. The whole map was just a place to have fun, not a super-duper KDIZD lounge level...I really didn't like the idea of it being a spaceship, as it was just suposed to be a place sticking off a cilff...my bad skybox skills kinda killed that, but idk...

Also, the wall wasn't that crowded...and I see you removed most of the posters in the game room minus yours...i mean SRSLY. This is/was a community project, not a ZDude project, and even though I like the fact that you're adding to it, you're also subtracting from it, and I think that kinda kills the whole idea of a addon project if YOUR addition is subject to change...

>< Idk, try to keep others stuff a BIT more than meaningless data...thats our input, and it matters!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 25, 2008, 12:11:53 AM
That's it.  Stop it. Zorchdude, this behavior must end.  >:(

Do not, I repeat, DO NOT, EVER DELETE ANYONE ELSE'S ITEMS WITHOUT THEIR PERMISSION TO IMPROVE UPON IT.  I am sick of this constant ooh-I-wanna-make-it-pretty-and-only-use-my-stuff attitude.

And Atarian summed it up.  It is a community project, not your own.

I am removing from this topic all of Zorchdude's versions of the lounge, until he can realize this.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 25, 2008, 01:20:04 AM
Ok, heres a new version.
Theres some stuff added that was once removed and some fixed bugs in the other maps.
Also I goten rid of 3D in Map02 (LNG02).

http://www.mediafire.com/download.php?mhmonmywtyk
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 25, 2008, 08:45:13 AM
:/ Sorry, I simply felt it was wasting resources in file size. Newmaps isn't THAT good to have two posters. If anything, we should make a CQ3 poster.
But I'm not removing much. I would have kept the scrolling posters if it didn't hurt my eyes, and I was only on the computer for 4 minutes.
Use only my stuff? I'm not THAT low. This is a community project, and I was inserting my own little chunk. I realise I was wrong for deleting the Newmaps poster and the holograms of the Flemoids, but if something's actually causing problems on the real life end of the spectrum...
Also, I was not removing most of the posters. I removed one poster and the scrolling posters hurting my eyes. We should stick a CQ3 poster back in for next version.
Next time I will ask, but I didn't think so much hate would come from removing something that's causing eye trouble. It's like removing infected tonsils then dying of blood loss...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 25, 2008, 01:25:04 PM
...The poster was there from VERY early versions, no need to remove it. And I'm sure Xbolt wont be pleased to hear thats what you think of his mod. A real life problem...thats when you're getting a seizure from epilepsy, not low resolution scrolling signs (which were cool BTW). The hall of flemoids was some cool secret that was great to have in the map (and 'unhygenic' is a very lame excuse...). And there were 2-3 posters missing, I think...

also, ZDude...if you'd like, try making a whole map. Noone said LNG01 was the only map to play on, you could make a LNG03 or 04, and if you'd like, we could make that YOUR MAP, where you can do stuff without question. All I"m gonna lay down is this:

ASK BEFORE YOU MODIFY/DELETE SOMETHING (Even if it means delay of release)
DO NOT REMOVE RESOURCES FROM THE WAD (Its only a small size, and someone might could use it in the future)
DO NOT REMOVE/MODIFY ZDooM LUMPS W/O PERMISSION (New DECORATE or MAPINFO is okay, as long as it doesn't conflict with existing stuff)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 25, 2008, 03:35:56 PM
I noticed that MAP02 was renamed to LNG02 agian.
LNG02 was going to be a city lounge by ZBolt I belive, but the MAP02 is supost to be a Death Match Arena.
Who ever is working on the next version please remane it to ZMA01 (Zorch Match Arena).

Also I noticed there hasn't been much progress out side of LNG01, I would like to see some other new maps, theres lots we could do! Expamles, CQ3 Log Cabein Style Lounge, Anit Hello Noooo Yoshi Yoshi Yoshi Headquarterds Lounge, Flemiod Style Lounge, IFOC Lounge, Ect.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 25, 2008, 04:19:27 PM
I've never had a seizure from epilepsy. I go on the computer alot, and never before have I had a seizure. I watched THE FIRST EPISODE OF POCKET MONSTERS (Not Pokemon, Pocket Monsters) before. Don't tell me I'm having a seizure, it was only hurting my eyes, not causing some kind of madness. And I am sorry about the Flemoid holograms. Maybe somewhere not so strange this time?
And I will abide to these rules. I listened the first time, don't say it again.
I also never touched the DECORATE, except to add. I also only added stuff for textures/flats (I replaced Slimeanator's mouldy carpet, but otherwise no texture has been removed from the WAD.
It's just LNG01 is so d**n FUN! ><;
Hmn... Intresting. I will.

Woops, sorry. I thought it was a lounge.
Thanks for the log cabin idea, NO-ONE CAPITALIZE ON MAH IDEAR! >.O;
Also, the Hello Noooo Yoshi Yoshi Yoshi thing is strange. But then again, I'm strange, so everything works out. :P
No one relaxes in the IFOC. It is ALL WORK AND NO PLAY *head exploeds*
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 25, 2008, 06:30:39 PM
And I will abide to these rules. I listened the first time, don't say it again.
I also never touched the DECORATE, except to add. I also only added stuff for textures/flats (I replaced Slimeanator's mouldy carpet, but otherwise no texture has been removed from the WAD.
Things to Say:

-Watch your tone.  I'm very irked by your attitude lately.

-As for the DECORATE, we were talking to everyone, not just you.

-Newmaps is a top level mod, so watch it.  >:(

-I'd like a cabin mod, kinda like the little cabin in CQ3, only bigger.

-As I've said a million times, it's a friggin COMMUNITY PROJECT!  >:(

Atarian, thanks for defending us, just don't get a flame war started, is all.  :)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 26, 2008, 05:56:47 AM
I'm sorry, but I did not understand the aforementioned post.
-I have been converted, I have seen the light, I have seen the error of my ways ect ect, but you belive I am still against you. I am quite sorry about my tone, but I feel it is the correct way to get this opinion across. :)
-Opinions are everything in this world. Newmaps seems rushed. And the lack of proper textures in places annoys me, as does the boss battles. The cactus may have been well rendered, but why didn't he put that effort into the Ultimus (Which is now such a mad name in CQ flemoid naming, due to the Ultricus).
-But I understand, I will not remove anything anymore without permission or hurt eyes*.
-Ah, everyone. Sorry, it seemed like Atari was aiming it at me, like everything else. >.<;
-I am working on it at this very moment! :) Is it okay if it's modified from the CQ3 level, but parts are blocked off and rooms added underneath and above?
-I know it is a community project, and I understand.
-The only positive smilie in this post. Even I used a few :) s somewhere up there. I do not want to start a flame war, you are fighting your own side.
Also, I hope the sudden realisation of this causes a Foot in Mouth for you. I have Aspergers. :P

*joke :)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 26, 2008, 08:51:39 AM
Last thing: about the seizure, I was saying that if you have one, thats a real problem, not hurting eyes. and about fighting against my self...how am I against myself for protecting my and other's work? IDK, that makes no sense.

the tone...just be serious. I'd rather get a straight answer than a joke (not refrencing to the one you put above)
newmaps....the first episode was made almost 2 years ago...the laterones are much better (and ultimus was before ultricus)
ok then...no removing is good
yeah, those were general rules...it'd be good to follow them tho
a new level would be great! goahead and do it!
the community project...yah
i'm not trying to flame. it seems it, but i dont mean it.
and that...does a great deal to explain some stuff...and while I'm at it, I got horrible anger...(betcha didnt' know that huh? ><)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 26, 2008, 09:05:49 AM
Thanks Atariangamer. And no, I didn't know that, you've seemed quite calm for the posts you've made. :)
It does explain a lot.
I'm working on this new mod based off DooM called Spaceman, when I've finished Episode I: MARS I'll make a lounge of it ^^
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 26, 2008, 01:13:38 PM
I once thoght that we could make a hub map (LNG00) that teleports to each level so in an online game people can chose what level they want to play in.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 26, 2008, 01:52:44 PM
That's a great idea! The teleporters would be housed in small building-like objects. Like, the Chex Lodge (Notice the name doesn't include the word lounge!) teleport would be housed in an outhouse that has a door, and the SpaceChex Lounge would be housed in an ordinary teleporter. The Brano lounge would be inside a green teleporter with vines hanging infront of the entrance and Brano walls to decorate the outside. That's awesome! ^^ Someone should make that minus the Chex Lodge and I'll add the lodge. ^^
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 26, 2008, 03:07:42 PM
That IS a great idea...but do hubs work in Multiplayer? Heretic and Hexen dont do so well...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 26, 2008, 05:00:23 PM
Doesn't need to be a hub. There isn't any weapons you can keep outside of the DM zones, so you don't need to remember anything. Just have transmissions like normal levels.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 26, 2008, 05:48:37 PM
...That would be a HUGE level...and all the buttons, scripts, teleporters, and stuff would all have to be shifted...IMO, too much pain for too little gain...any other way?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 26, 2008, 09:44:41 PM
Glad we're back on track.  :)

Knock yourself out.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on October 27, 2008, 02:19:37 AM
I thoght of once a Caverens of Bazoink Lounge, actully inside the caves, maybe there can be some building in the caves where all the lounge stuff is, but there are Flemiods out side of the building so the olny safe place is inside.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 27, 2008, 07:24:16 AM
I'm having a bit of trouble combining the LNG04 with the other lounges. Can I work on the LNG04 independently and when I can release it so it can be merged? Thanks.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 27, 2008, 08:12:28 AM
Bad news, guys. The LNG04 keeps on crashing, plus I'm going to see my cousins today. After I come back, I'll upload it so you can try and salvage it, okay? :/
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 27, 2008, 05:22:43 PM
...watch the double posting... *glances around*

Yah, we givez it a whirl...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 27, 2008, 05:45:30 PM
Yes, please watch the doubles.

Also, you don't have to give us up-to-date info on everything that's happening.  Just tell us when you've uploaded it.  :)
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on October 27, 2008, 07:08:30 PM
The double-post was alright because this is a pinned topic.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 27, 2008, 08:16:55 PM
Darn it, whatever.

Now back on track, guys....
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 30, 2008, 06:19:33 AM
I'm back, and as promised, the LNG04 I broke. Could someone help fix it please?
LNG04.wad (http://www.sendspace.com/file/ptjank)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 30, 2008, 08:28:26 AM
hold on for the day...gotta get back from school. Then I'll take a look.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 30, 2008, 08:32:40 PM
What's wrong with it?  ???

And don't say download it and see; please tell me what's wrong.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on October 31, 2008, 04:45:31 AM
Skulltag rejects it and Doombuilder freezes. I can only open with XWE.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on November 05, 2008, 08:22:57 PM
As I sauntered into the lounge yesterday, the teleporter to the restrooms didn't work, and in the main room with the bar and stuff, one of the side windows wasn't fully "darkened," with some of the glass brighter near the bottom. It's the window nearer the teleporter to the maze.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 06, 2008, 06:12:17 PM
Yeah, I wondered about the restroom teleporter, too....hmm....maybe we can figure it out IF WE GET MORE PEOPLE next Tuesday....
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on November 07, 2008, 04:54:37 AM
The glass was brighter towards the bottom because we didn't use a 128 high texture instead of a 64 one.
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on November 26, 2008, 02:17:19 AM
couple of quick questions.
1) what is the last OFFICIAL version?
2) what type of file do i need to insert music in the wad AND how do i do that
3)The large scrolling poster, could they possibly be made smaller, if not its cool.
4)has any one thought of adding to the DM zone?
5) we need an official hide a seek area with a whole bunch of hidden rooms and stuff
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on November 26, 2008, 11:54:40 AM
I think it was this post here. (http://chexquest.org/index.php?topic=572.msg45756#msg45756)
Music...MP3 is supported, but not too big...or just use MIDI. Ask xbolt how the music scripts work, or take a look at the code.
the scrolling poster is one large texture being scrolled to the right. just depends on the size of the texture.
IDK...I never liked that DM zone...mebe a rework is in order?
That is kinda hard...plus would prolly be better in another map.
Title: Re: Chex Quest Lounge ST
Post by: Replica on November 26, 2008, 04:38:23 PM
No, no. You may instert a mid file. Or you can download MIDITOMUS.exe and drag the midi to that and upload the mus. But uploading a midi is the best way.  Unless you mean script, then maybe you should ask a ACS Master such as Sliminator or I? Unless this is Legacy then...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 26, 2008, 10:17:16 PM
couple of quick questions.
1) what is the last OFFICIAL version?
2) what type of file do i need to insert music in the wad AND how do i do that
3)The large scrolling poster, could they possibly be made smaller, if not its cool.
4)has any one thought of adding to the DM zone?
5) we need an official hide a seek area with a whole bunch of hidden rooms and stuff
1) Atari's right. http://www.mediafire.com/download.php?mhmonmywtyk (http://www.mediafire.com/download.php?mhmonmywtyk)

2) You may use MIDI, mp3 (it'll bloat the file size of the WAD, not recommended) or any other type of music lump, if it's already in a WAD.  I personally recommend using Midis.

3) Hm, I dunno.  Ask Atari, Arch, or Xbolt.

4) Yes, the Deathmatch zone needs a complete revamp.  I don't think it should be right next to the actual lounge area.  I may see if I can fix that up, maybe temporarily use part of a Skulltag DM/Duel/LMS map while we help design a new one.

5) Yes, I've played hide and seek in the lounge more than once, with more than just Pika.  I guess it would be a nice extra, maybe a maze or corridors or somethin with plenty of surprises, maybe it could be used for more than hide an seek....or maybe in with MAP02, 03, 04, etc...

Maybe you should ask a[sic] ACS Master such as Slimeinator or I? Unless this is Legacy then...
I'm sorry, but that was rather cocky.  And if you knew how, why don't you just tell him?

This is a SKULLTAG map.  Skulltag does NOT use Legacy, Rep.

It's been a while since I've updated the Lounge.  I may see if I can get something in order soon, if not, someone else can throw in their part first.

Title: Re: Chex Quest Lounge ST
Post by: Replica on November 26, 2008, 10:45:57 PM
Thats not exactly what I meant. X-bolt is a Fraggle script master not a ACS master, (Unless I missed somthing.) Now I didn't post it because I wasn't sure what this is. A few questions.

1. Is it Skull tag? (Yes as you stated...)
2. Is it in Hexen format?

If so then add this code to the script.

Code: [Select]
#include"zcommon.acs"

script 1 open
{
SetMusic ("MUSIC NAME",0)//Keep the ""'s
}

Now if you wanted it to be activated by a script line
Code: [Select]
#include"zcommon.acs"

script 1 (void)
{
SetMusic ("MUSIC NAME",0)//Keep the ""'s
}
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 26, 2008, 10:48:18 PM
Yes, but I believe we have the scripts in place for the DJ Room currently, though I'd much rather have it in a style like that OWNAGE Domination map w/ the Void...that Pwned...but actually, I think I'd also like a DJ Room that changed the music for everything, but had more switches and options, and some actual speaker sprites, lol, and it told you what the music was, and it was bigger....basically a revamp of the DJ Area, with some code from that map...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on November 26, 2008, 10:50:56 PM
Looks right. Zec's prolly gonna want to use the 2nd code block. The music switches go like that. just change the script number, and replace MUSIC NAME with the lump name.

in xwe, open the wad and click on the music filter. load a new lump, and then open your midi file. it should automatically detect as a music file. then rename it to something 6 letters or less (the lump) and then place that name in the script.

...i'm pretty sure thats how it goes. (I cant get the hang of scripting)

EDIT FOR CC's POST: The Domination map was like a CD player, it had next and previous buttons and flashed the music title on the screen. I looked in the ACS, but made no sense of it really...
Title: Re: Chex Quest Lounge ST
Post by: Replica on November 26, 2008, 10:57:13 PM
That is how it goes. Now if you guys want to make a DJ world, I would be happy to give you some scripts. Maybe even a Script that changes the music everythime you touch it? Like you click it and it changes the music, then you hit it and another peace a music etc. If your intested, then you guys give me the names and the amout of music and I'll make a script for it.

edit because of Atariangamer's edit = I could make that for you if you want.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 27, 2008, 12:02:18 AM
Well hey, a little demo of your work wouldn't hurt, Rep.  ;)  And a shuffling DJ would work too, whatever suits your fancy.

And if Zec wants musicz, all he's gotta do is load in the lump or import media or whatever (I forget betwixt all the media programs I use), rename it to D_"""" (the quotations can be anything, i.e. D_MOON, which is one of the songs I imported) and he's all set.

To use it as a switch, you just open up DB, open the BEHAVIOR script under "Scripts," find the music scripts (they're labeled) and change the 4th or 5th one from D_EVIL or whatever it is to the name of the one you imported.  Then ya click Compile, and all is well.

NOTE: Do not try testing in GZDoom.  It won't work. Trust me.

Hope that helps.  I pretty much had to figger it out on mah own.
Title: Re: Chex Quest Lounge ST
Post by: Replica on November 27, 2008, 03:30:02 PM
BOOM!

http://files.filefront.com/DJwad/;12481065;/fileinfo.html

Actually it does work in both. Note that the music is E1M1's to begin with, so when you click on the switch is plays E1m1. Double click it to change the music to E1M2, etc.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 27, 2008, 07:23:12 PM
Okay, but when I used the Lounge's DJ, it didn't work in CheezyDoom.  'Tis why I said that.

Lemme try it out right now.

EDIT: SWEET! Kudos to Replica for (lol) "replicating" a DJ Room with included Dance area! :D

Nice! I like.  Now we can use that to build off of, if we so desire.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on December 21, 2008, 05:53:05 PM
T_T I feel like such a nooblet...


I re-downloaded skulltag, TNCQG2IWAD, and the lounge, along with cqarena, for the heck of it, but I can't get it to open with the lounge, instead of the standard first level of TNCQG2...or doom2, whichever that is.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 21, 2008, 11:59:31 PM
do a 'map LNG01' in the console...unless he's changed it...

open in XWE to see it.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on December 22, 2008, 01:20:00 AM
that wins SO HARD!!  but on a serious note, what's with the 3d floors?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 22, 2008, 01:24:14 AM
Skulltag has TONS of glitch floors.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on December 27, 2008, 12:52:57 AM
This project needs some life.
Heres a download with some quick fixes.

http://www.mediafire.com/download.php?tdmtzxomvtq

What do we need in the lounge now,or should we work on the other lounges, or should we start on a new lounge?

Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 27, 2008, 01:37:29 AM
I think a cleanout is in order...

start a new map, make it very simple, and have just the basics. then we'll start adding from there...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on December 27, 2008, 06:20:55 PM
I made a new lounge theres barely anything in it, hopefully other people will start adding stuff and improving the map.

http://www.mediafire.com/download.php?3o1jdjdxnm3
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on December 27, 2008, 09:00:39 PM
I'll download it as soon as possible :)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on December 28, 2008, 01:34:23 AM
Does anyone know how much maps we will have once we are done with this project? We should have some kinda goal.

IMO, 10 Lounge Maps and 10 Zorchmatch Maps sounds good.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 28, 2008, 06:45:29 PM
That sounds like a good plan.

New fixes? What are they?

I intend to update and create some new DM arenas, as well as maybe some ZM maps soon enough.  I plan to start sometime after I get back from Phoenix.  ;)

Yes, the DM areas in the lounges are really weak, they need new updates.

And, of course, LNG03 is kinda threadbare as of yet.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 12:25:51 PM
Could I work on LNG04? There's nothing to take away so I'm okay with it.


:P

JK. I'll just add stuff. Okay? Bedrooms fine? :) I'll also add a cellar. :)

I'm just asking first. LNG01 is just fine as-is.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 29, 2008, 02:04:51 PM
If you'd like to take part in the LNG04 spot, go right ahead.  :)  Do what you want with it; it's your creation.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 02:14:24 PM
Well, actually, arch made the base of LNG04.

By the way, could I remove that glass? I'm asking because I respect your wishes. :)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 29, 2008, 02:23:30 PM
...then teh flemmies will escapE!

Yes, that level is pretty bland...lez do something with it.

UPDATE: I just figured out how to fix some of the 3d floors...create the 3d floors, then make a bridge object inside the 3d floor so that if if it renders but doesn't hold, you have the bridge objs, and if you dont have the render at all...at least something is there...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 02:28:06 PM
The Flemmies don't even appear, so they're useless. I was thinking of turning it into a stage, an old-fashioned equivilent of the TV room.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 29, 2008, 02:31:11 PM
I'd like to see something happen.  I say, go right ahead.

Oh, and the flemmies don't appear in Skulltag because we have DM settings, and that means the No Monsters code is on.  At least that's what I think.

I'd like to have a stage. :)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 04:03:43 PM
Well then. Here's a bit of progress to tide you over. (I added back area and door!)

(http://www.majhost.com/gallery/TTOT/ChexQuest/prog1.png)

There's also a wine bottle storage area to the side, and I'm adding a costume room and prop room. :)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 29, 2008, 04:31:39 PM
...its a stage? if so, that'll be purdy kool. If not, then i'm just wondering why?

looking better tho. I like.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 04:43:27 PM
It is a stage, and I added chairs you can JUST squeeze by to get to the stage. I haven't added costume/prop room yet- I'm planning to import sprites from SRB2 for props. :P

Also, Thanks. :)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 05:00:14 PM
(http://www.majhost.com/gallery/TTOT/ChexQuest/prog2.png)

Enjoy.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 29, 2008, 05:05:44 PM
Sweetness.  That looks pretty awesome.  Keep up the good work!

Say, you wouldn't happen to be running Windows XP Media Center Edition 2005, would you?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 05:30:46 PM
Thanks CC! =)

Also, all I know is that it's XP Home Edition, because it was originally another member of my family's. Down with Vista! :P

I also added a chair that's been taken off its Steel bars to be repaired. Wanna pic?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 29, 2008, 05:46:31 PM
lez not spam pics, tho...

and thats most likely media center, unless they installed a nice theme...mebe it comes with SP3, IDK
Title: Re: Chex Quest Lounge ST
Post by: arch129 on December 29, 2008, 06:48:16 PM
Well, actually, arch made the base of LNG04.

By the way, could I remove that glass? I'm asking because I respect your wishes. :)

Well what are you planing first?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 29, 2008, 07:15:59 PM
I basically turned the place into a stage, and as seen above I've already done it and am doing other stuff, such as bedrooms.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 29, 2008, 07:52:43 PM
Since the lounge is usually played on DM, the monsters don't show. they serve no purpose, ATM

but if you still wanna do that, slap a DM tag on the monstars. BUT, make them disabled...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on December 30, 2008, 12:14:33 AM
I basically turned the place into a stage, and as seen above I've already done it and am doing other stuff, such as bedrooms.
KK you can do it.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 30, 2008, 06:14:24 AM
I'm gonna make a new object for the prop room (Which is now for the musical "Flemtastia on Bazoik" :P ) of a flemoid costume.
Also...

(http://www.majhost.com/gallery/TTOT/ChexQuest/prog3.png)

You can see the middle bedroom the clearest. Don't worry, I'm adding more! ^^
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 31, 2008, 02:22:16 PM
So guys, how many bedrooms do you want from me? 6? 8? I already have 6, and they were H*** to get identical even with copying. ><;
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 31, 2008, 04:11:23 PM
6 should be good...we never really use them.
Title: Re: Chex Quest Lounge ST
Post by: Replica on December 31, 2008, 04:22:32 PM
So guys, how many bedrooms do you want from me? 6? 8? I already have 6, and they were HELL to get identical even with copying. ><;

Yikes, ye ol englishman connot even censor you're foul words.

I would say it doesn't matter, 6 is good.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 31, 2008, 05:16:19 PM
That word is not TOO bad where I come from, for I am Ingfish. :P

Well, you do have to in my level- you spawn in the rooms! There's 8 possible spawnspots in the editor list but only 6 used, should I make another 2 spawnspots?

Also, the deathmatch spawnspots appear in the maze. >=D Run out of the maze and you're a coward in deathmatch...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 31, 2008, 05:26:24 PM
no...Deathmatch is the main mode for the lounge. The deathmatch spots should be in an easy area...

or you could change up the rules...XD

but just have the 2 extra spawnspots go somewhere inside, but not necessarily in a room...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 31, 2008, 08:52:33 PM
NVM. I added two extra rooms. I couldn't put up with 6 rooms- 6 is the number of the devil.

On the second day into the new year, expect a susprise... >=D
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on December 31, 2008, 09:37:32 PM
Hey, if the previous post is a year old, it doesn't count as Doubleposting? Eh? :P

Anyways, it's the new year. Revealances are rife, and I have one.

(http://www.majhost.com/gallery/TTOT/ChexQuest/prog4.png)

Have a not-so-merry non-specific non-festive irregular activity based holiday!

Hey guys! I have-
and I was wondering, what else would you want? A section of the Chex Lodge is still empty. I'm adding a bar but that won't take up much space, and I'm bad at ACS. When I release it, could someone add the ACS and an old Gramophone DJ? :P

~Zorchdude
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 01, 2009, 12:13:45 PM
Tru, we can try...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 01, 2009, 01:42:58 PM
I just thought of the perfect idea!

INDOOR POOL AND SAUNA! =D

(http://www.majhost.com/gallery/TTOT/ChexQuest/prog5.png)

Likey?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 02, 2009, 12:17:14 AM
can ya do some water? or something? Deep water. a shallow pool is not win XD
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 02, 2009, 12:44:59 AM
can ya do some water? or something? Deep water. a shallow pool is not win XD

If 3D floors don't work most likely 3D water won't work either.
Title: Re: Chex Quest Lounge ST
Post by: Replica on January 02, 2009, 01:17:45 AM
Zdoom alous 3d water without openGL. Its just annoying to make though.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 02, 2009, 08:21:03 AM
I sorta cheated using the terrain lump. :P When you step on a water flat, your sprite has 34 pixels cut off the bottom and it looks like it's deep. The only disadvantage of this is that it looks like you can jump too high. :P

AND AS PROMISED, CQlounge28.wad!!1!one

CQloungev28.wad - 7.57MB (http://www.zshare.net/download/535902763c0bac51/)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 02, 2009, 03:12:48 PM
I tryed out the new Lounge, I liked it.
Good job Zorchdude! ^^

I was thinking about adding the Chex Quest 3 objects into the CQLounge so we could use them in MAP LNG04.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 02, 2009, 03:24:00 PM
That's what I would have liked to have already been done, but hey, I can always make my finishing touches later!

And for anyone who wants to assist me on the Chex Cabin Lodge, there's another lodge that's empty if you're intrested! ^^
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 02, 2009, 04:57:08 PM
(http://img140.imageshack.us/img140/6513/doom0008gr0.png) (http://imageshack.us)
(http://img135.imageshack.us/img135/1669/doom0009np0.png) (http://imageshack.us)
http://www.megaupload.com/?d=LLB26W1M

Heres a new version.
Edits to ZMA01 and LNG04!

The 4th Lounge is starting to look good.  8)

Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 02, 2009, 05:18:15 PM
I can't download from Megaupload. Could you please use zShare?

EDIT: Sorry, I just didn't have JavaScript enabled. :P

EDIT 2: Oh no! You broked the outhouse! :O I love your additions, but ONOZ! ;.; I'm going to edit this a bit more.

EDIT 3: CQloungev30.wad - 7.82MB (http://www.zshare.net/download/536079418e5c1bc8/)- I just fixed a few things such as Outhouse and unresponsive doors, and added some potted plants in places. :) All of this is in the Chex Cabin Lodge! ^^;
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 02, 2009, 07:06:51 PM
I'm going to work on the decorate and going to make a museum to so the decortae items off.
Mosty I'm going to try to add most of the new CQ3 stuff in.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 02, 2009, 09:19:55 PM
CQLounge Version 31!
http://www.megaupload.com/?d=KU15HTL2
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 03, 2009, 07:05:28 AM
Very nice... but that was a bar, not a music studio, and the outhouse is a toilet! :P

I'm not going to remove the new toilets, but change the textures- I saw a wierd texture in there when I looked. ><;

I'm gonna move the DJ area inside, okai? :) Behind the bar.

This area is meant to be as low-tech as possible- I'm not talking about swinging doors, but no futuristic hovercraft or METAL DOORS anywhere.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 03, 2009, 06:35:54 PM
Very nice... but that was a bar, not a music studio, and the outhouse is a toilet! :P

I'm not going to remove the new toilets, but change the textures- I saw a wierd texture in there when I looked. ><;

I'm gonna move the DJ area inside, okai? :) Behind the bar.

This area is meant to be as low-tech as possible- I'm not talking about swinging doors, but no futuristic hovercraft or METAL DOORS anywhere.

I was going to work on changeing the textuers in the bathroom and make new wooden doors for the seprate bathrooms.
You can move the DJ area if you want.
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 04, 2009, 07:26:17 AM
I made a few other minor changes. ^^;

CQloungev32.wad - 8.14MB (http://www.zshare.net/download/5366940706b5efc4/)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 04, 2009, 08:17:32 PM
Should we start on LNG02 sometime, we allready have LNG's 3 and 4 starteded but what about LNG02?
Title: Re: Chex Quest Lounge ST
Post by: Replica on January 04, 2009, 10:40:53 PM
No one like my DJ???
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 04, 2009, 11:00:31 PM
WAIT! Thats right...Replica replicated the domination music thing, right? If so, GET AND USE IT. Previous and Next are MUCH better than 500 switches for songs...

and if I must say so, the size is getting ridiculous...either clean up the wad, or do some serious 7zip on it...
Title: Re: Chex Quest Lounge ST
Post by: Replica on January 05, 2009, 12:21:44 PM
BOOM!

http://files.filefront.com/DJwad/;12481065;/fileinfo.html

Actually it does work in both. Note that the music is E1M1's to begin with, so when you click on the switch is plays E1m1. Double click it to change the music to E1M2, etc.

Way over there! You guys been doing alot of spa.... I mean posting. :)

Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 06, 2009, 04:06:11 PM
What the....how much have I missed in a week?!?!

Ah, Replica did not replicate the domination thing, I don't think, well, actually I'm not sure, he only put 2 tracks in, as far as I remember...

Now, I'd like to see all the improvements I've missed, so if you'll allow me, lemme check this baby out!

(Goes on to ST to try out)

EDIT QUESTION: Could we use an easier universal hosting method? I hate these stupid zShares and MegaUploads that make you wait and have the DUMBEST Popup filled ads.
Could we either use MediaFire/FileFront or just get a Freewebs/Webng for hosting? Please?

Results after testing: ......win.  epic, EPIC WIN.  So many improvements have been made to the lounges that I'm amazed.  Wow.  Sweet.  This is gonna be some great skulltagging.

I was interested with the idea of a movie theater in LNG01 (at least, it looked like a movie theater).  That sounds like an interesting concept.

But the biggest surprise was LNG04.  I didn't see a map that huge coming.  I must admit, that is full-on greatness.  You've got an empty ballroom/dining room (that's what hit me when I saw it, musta reminded me from the hotel I stayed at), a boardroom for speeches (oh wait, was that supposed to be the stage?), a SWIMMING POOL (yes!), an outhouse, and all that great stuff.  Wow.  This will be some great fun.

And I like the improvements made to ZMA01.  Pretty soon this Lounge WAD is gonna evolve into a full CQ Multiplayer Level Pack. ;)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 06, 2009, 07:53:11 PM
Pretty soon this Lounge WAD is gonna evolve into a full CQ Multiplayer Level Pack. ;)

Thats what I hope too. ^^
Title: Re: Chex Quest Lounge ST
Post by: Replica on January 06, 2009, 08:12:08 PM
I placed 5 tracks in. :P
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 06, 2009, 08:42:19 PM
Here's a update with a few fixes to the restrooms and that rocket error.
CQLoungeV33

http://www.mediafire.com/download.php?14an0wj2fgq
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 07, 2009, 01:19:00 PM
I placed 5 tracks in. :P
Oh, my b.

And, just a question, but, why is there a viewing area in the restroom?  :D

Ah, zipping the wad too now, I see, that makes it a bit easier...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 07, 2009, 06:46:26 PM
We need to be zipping it more...2 megs is pretty big for the dialup user in our midst.

and I like the new maps...good job guys!
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on January 07, 2009, 11:51:35 PM
2 MB is not too big. I've done 70+ MB before. I just prefer less than 10 MB. After all, as I have mentioned several times in the past, I have a satellite connection that I can get on for the very big stuff. ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 08, 2009, 12:07:30 AM
also...I liek small files...the smaller the better.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on January 08, 2009, 01:28:15 AM
We need to be zipping it more...2 megs is pretty big for the dialup user in our midst.

and I like the new maps...good job guys!

2 megs isn't really that big. When I had dial-up, it only took about 5 minutes for a file that size.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 08, 2009, 07:18:44 PM
You had fast dial-up.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on January 08, 2009, 08:41:18 PM
Time is relative.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 08, 2009, 11:57:43 PM
fergidaboudit...i like small files no matter what the speed.

I need to get some time and try to map more...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on January 09, 2009, 11:53:28 AM
The skybox in LNG01 doesn't seem to be a night sky anymore, but now, at least on my computer, a checkerboard patter with software and alternating stripes with OpenGL. Does anyone else have this problem?

Also, where's LNG02? :D
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 09, 2009, 01:19:08 PM
I belive what I called LNG02 is now called ZM01. :P

Also, That hasn't happened... but I haven't checked the latest version. Hmmn.

EDIT: ONOZ! ;.;

And we shouldn't have landed. The Spacechex Ship will ride on!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 09, 2009, 06:41:55 PM
Hm, are you running it in GZ by accident? I did that once, and it came out something like that.

It looks like a night sky to me.  I'll recheck it, though...

And just a correction, the level is ZMA01, not ZM01, although ZM prolly would've been simpler and easier.

I may start up mapping soon.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 09, 2009, 07:59:19 PM
The skybox in LNG01 doesn't seem to be a night sky anymore, but now, at least on my computer, a checkerboard patter with software and alternating stripes with OpenGL. Does anyone else have this problem?

Doh! I frogot to fix that. I'm angry at my self. X(

EDIT: Is anyone working on the CQ Lounge at the moment?
If not, I would like to make a quick up date to fix the problem.
If ther is someone working on it, can who ever is working on it fix the problem in the MAPINFO file?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 10, 2009, 12:16:23 AM
I'm not...but i noticed the checker things...I thought it was CQArena....obviously not...

@ZDude: I'd rather not. If you wanna make a space ship, make it a space ship! but the current layout makes NO sense for a ship...even with a 'cargo bay' and 'captian's wheel'. plus, if its a space ship, its not gonna have a big sitting room at the front, its gonna be some big consoles...(Star Destroyer style)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 10, 2009, 05:50:44 AM
I'm not working on it at the moment, so go ahead.

Also, it does make sense as it's an all-accessible cruise ship- Would you rather the computers where they are acessible to everyone, including CC ( :P ) and other dangerous people on a cruise class ship, or would you rather them be under a sitting area? It makes more sense pplz. Star Wars is NOT the status quo of spacetravel everywhere. (I hate Star Wars except for most of the LEGO sets of them, Lightsabers, and R2D2) Also, It's like having the seats in the cargo bay of an ordinary plane- People are tempted to touch. But if seats are in the cargo bay of a proffesional plane, well, it'll be filled with computers that the people know how to use.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 10, 2009, 04:12:07 PM
Also, it does make sense as it's an all-accessible cruise ship- Would you rather the computers where they are acessible to everyone, including CC ( :P ) and other dangerous people on a cruise class ship, or would you rather them be under a sitting area? It makes more sense pplz. Star Wars is NOT the status quo of spacetravel everywhere. (I hate Star Wars except for most of the LEGO sets of them, Lightsabers, and R2D2) Also, It's like having the seats in the cargo bay of an ordinary plane- People are tempted to touch. But if seats are in the cargo bay of a proffesional plane, well, it'll be filled with computers that the people know how to use.

Say What? O_o
Can you explain what exatcly you want to change?

EDIT:

Oh well heres a new version.
CQLoungeV34
http://www.mediafire.com/download.php?quxii4z4jwo

It should fix the sky in LNG01.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 10, 2009, 06:53:56 PM
I'm not working on it at the moment, so go ahead.

Also, it does make sense as it's an all-accessible cruise ship- Would you rather the computers where they are acessible to everyone, including CC ( :P ) and other dangerous people on a cruise class ship, or would you rather them be under a sitting area? It makes more sense pplz. Star Wars is NOT the status quo of spacetravel everywhere. (I hate Star Wars except for most of the LEGO sets of them, Lightsabers, and R2D2) Also, It's like having the seats in the cargo bay of an ordinary plane- People are tempted to touch. But if seats are in the cargo bay of a proffesional plane, well, it'll be filled with computers that the people know how to use.
Eh? Wot?

Really the only thing I thought made it a ship was the moving sky outside.  Other than that, could I have an explanation as to what you just said?
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 11, 2009, 10:09:13 AM
NVM... I'll just get the ship cruising again. Okaiz?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 11, 2009, 10:34:43 AM
I never said star wars was the status quo...infact in another book i've read (not star wars, just futuristic fiction), all the seating (in a luxury liner) was in the back, with all the control systems in the front. Plus, I never wanted it to be a spaceship! I had it high up because it was suposed to be a thing sticking out the side of a cliff with all else inside or topside of the cliff. But I mentioned FAR earlier about my bad skybox, which you interpreted as above the planet in flight aspects, and totally converted it. the front window was to be the only window due to the fact that it was the only part actually sticking out to see something...though arch added a window in the back bedroom, though this could be another topside room...
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 11, 2009, 12:15:28 PM
Okay then, let's have a vote.

I'll put it in another topic.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 11, 2009, 06:09:46 PM
My explanation and incredulity is shown in the poll.  Please take a look.

Yes, in Artemis Fowl, all the controls were in the front and seating in the back, also.  I doubt Atari and I read the same stuff, but that's just another example.  I hate Star Wars.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 11, 2009, 06:41:28 PM
BTW, I'm  not entirely angry, I just think its better as a actual lounge and not a space ship. A space ship lounge would be awesome, but would be totally different.

I do like a good bit of the changes you made, but the cargo bay and the captian's wheel were just a bit much...plus, I might try to make it look more mountainish and fit the plan I have visualized (prolly what I needed to do all along...><)
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on January 11, 2009, 10:22:47 PM
Yes, in Artemis Fowl, all the controls were in the front and seating in the back.
Don't forget the driver's seat and Booty Box!

ON TOPIC:I like the thought of the cqlounge as being some mountainside, possible asteroid-based, Daft Punk style super club lounge, instead of a spaceship.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 11, 2009, 10:57:49 PM
uh...mebe daft punk could be on there XD

IDK, i'll hafta take an afternoon and work on it all...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 12, 2009, 08:35:06 PM
Ah, if only I had the time to take an afternoon....

Yes, in Artemis Fowl, all the controls were in the front and seating in the back.
Don't forget the driver's seat and Booty Box!

ON TOPIC:I like the thought of the cqlounge as being some mountainside, possible asteroid-based, Daft Punk style super club lounge, instead of a spaceship.
How could I forget?  :D

DP-style Super Club Lounge, actually sounds like a great idea!  :D

BTW, I'm  not entirely angry, I just think its better as a actual lounge and not a space ship. A space ship lounge would be awesome, but would be totally different.

I do like a good bit of the changes you made, but the cargo bay and the captian's wheel were just a bit much...plus, I might try to make it look more mountainish and fit the plan I have visualized (prolly what I needed to do all along...><)
QFT.  A Spaceship lounge WOULD be different.  And yes, I think the wheel is really kinda unfitting in that position....you can keep the rest of the stuff around it, just get rid of the wheel and the rod connecting it.  The cargo bay...whatever.  Take it away or leave it.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 12, 2009, 11:06:51 PM
ooh...this doesn't look too good...

How long has the flemoid hall, the enemy run, and the theatre/viewing area/passenger seating been there?

also, I'm at a loss now...this may be a bit harder than I thought...
I may make it like it goes underground between two cliffsides...
 _____________________
/                                  \
[BACK]----------[MAINFRONT]
|                                        |
|                                          \_
|                                             \

...hmm?

EDIT: Ok, my mapping side is really sucking wind...><

this is a draft, and basically all I did was put the jist (about 1/10th of it) into a viewable point. I probably wrecked a ton of stuff doing this, so mebe it'll be better if i just show y'all this...
http://www.mediafire.com/?sharekey=220b9c580ea77dfdd2db6fb9a8902bda

from the top down, i only worked on the right side...basically that, but with mebe a park, an overlook, railing, fixed horizion...and optimization (this'll KILL internet connections, i think...)
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on January 13, 2009, 05:31:39 AM
...I can't try it yet. And to be honest, I'm not entirely sure I wanna.

BTW, I featured the CQLounge in a comic I made! Wanna see it?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 13, 2009, 09:16:03 AM
IDK...

and I'm not a good mapper, so what I do will need editing...plus, this is just a basic of what I was thinking (someone could probably do it better and to where it doesn't mess with the outside sky...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 13, 2009, 09:19:27 PM
I'm sure Arch might be able to help us out.

ooh...this doesn't look too good...

How long has the flemoid hall, the enemy run, and the theatre/viewing area/passenger seating been there?
The flemoid hall has always been there, Arch just restored it recently....the theatre thingy (which I like) is rather new...but you're free to move it...

And what enemy run?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 14, 2009, 12:09:58 AM
theres a run through an area that is sewer styled, and it has a ton of enemys on the way to the exit.

oh, PLZ, arch help us out...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 14, 2009, 12:58:39 AM
Mind telling me what needz to be done?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 14, 2009, 09:27:56 AM
Basically i'm needing to cover the sides of the lounge with a mountainside. I started something, but it wrecked the outside, so that thing I posted was just a draft to see the basic idea through. (I need to just draw what I'm thinking about...)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 15, 2009, 01:24:09 AM
Basically i'm needing to cover the sides of the lounge with a mountainside. I started something, but it wrecked the outside, so that thing I posted was just a draft to see the basic idea through. (I need to just draw what I'm thinking about...)

KK

I think I have an idea what you mean, it might take awhile thou because of school and stuff. :P
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 19, 2009, 11:37:09 AM
La la la...maybe I'll update something today...
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on January 29, 2009, 03:33:44 PM
During GameMaster and my toying around last night on LNG01, I observed a few things.
(http://chexquestgallery.webng.com/images/other/DOOM0001.png)
It would seem as though the sky box with the Flemoids can be disrupted by no-clipping to a stowed away area outside of the normal area.
(http://chexquestgallery.webng.com/images/other/DOOM0003.png)
Secret area for the win!
(http://chexquestgallery.webng.com/images/other/DOOM0004.png)
An area in Chex Quest where you can fall to far and die like that? It shouldn't happen in Chex Quest anything.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on January 29, 2009, 06:32:02 PM
this was an introduction by Cap'n Ventris. It is a WICKED awesome run, but you die from the fall...hmm...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 29, 2009, 07:17:34 PM
It IS a sweet flem run.  I don't mind that pit.  I like having the little suicide trap.  :D

And besides, the fall is optional.
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 08, 2009, 06:51:02 PM
Can some one tell me if this works? I am experimenting by making the cqlounge a pk3 (skull tag can run pk3's) i dont have skull tag so could some one try to run this in skull tag and tell me if it works? http://files.filefront.com/CQloungev21pk3/;13246597;/fileinfo.html
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 08, 2009, 08:12:37 PM
just what is the advantage of a pk3 over a wad?
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 08, 2009, 08:13:09 PM
That i do not know i am experimenting.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on February 08, 2009, 09:44:40 PM
you gain slight compression and the ability to do more organizing.

so you could put a DECORATE that says
Code: [Select]
#include "WEAPONS\DECWEP.TXT"

In short, it makes for a very neat package.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on February 09, 2009, 11:35:01 AM
this was an introduction by Cap'n Ventris.

Wait, what did I do?
Title: Re: Chex Quest Lounge ST
Post by: Replica on February 09, 2009, 04:22:21 PM
just what is the advantage of a pk3 over a wad?

PK3 can own "Folders" where you can store certain sprites, or what ever you want. You can also load wads into PK3s, so they're better.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on February 09, 2009, 04:25:12 PM
...well, i thought it was you...the flemoid run in the lounge.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on February 09, 2009, 06:12:38 PM
And CV randomly appears...

Yeah, Pk3s can hold multiple WADs and such...

So did the pk3 work just like the wad? I haven't tried it yet.
Title: Re: Chex Quest Lounge ST
Post by: Replica on February 09, 2009, 06:22:53 PM
They pretty much do. I haven't tried because, really, it took me a long time to figure out wads, so It'll take me long for pk3's.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 06:28:04 PM
lolwut?
did it work? im at school, i cant try it
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 06:50:06 PM
They pretty much do. I haven't tried because, really, it took me a long time to figure out wads, so It'll take me long for pk3's.
All they are is zips with the "zip" renamed to pk3.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 06:50:47 PM
i think they are a tad bit more sophisticated than that, josh.
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on February 09, 2009, 06:51:18 PM
They pretty much do. I haven't tried because, really, it took me a long time to figure out wads, so It'll take me long for pk3's.
All they are is zips with the "zip" renamed to pk3.

Then why not just call it .zip? :-\
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 06:52:51 PM
They pretty much do. I haven't tried because, really, it took me a long time to figure out wads, so It'll take me long for pk3's.
All they are is zips with the "zip" renamed to pk3.

Then why not just call it .zip? :-\

i think they are a tad bit more sophisticated than that, josh.

Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 06:54:13 PM
i think they are a tad bit more sophisticated than that, josh.
No really a pk3 is not a file its just a zip there is no program that can make something a pk3 @tmob skulltag would not recognize a zip for some reason.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 06:55:50 PM
thats sounds really odd. why not just make st read zips instead of renaming pk3 and make it read that?
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 06:56:45 PM
Thats just the way they work if you dont believe then read this http://en.wikipedia.org/wiki/PK3.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 06:57:21 PM
wikipedia isnt exactly trustworthy
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on February 09, 2009, 06:58:16 PM
well, couldn't you also unzip the .zip file instead to use it?
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 07:01:05 PM
1. it would take more space, and who wants that?
2. sometimes it has more than one wad in it (like for the skins, addon etc) that wont work separtly(the server would specify the pk3 file) hence my thinking that there is more to pk3's than just that
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 07:01:24 PM
wikipedia isnt exactly trustworthy
They dont just say that on wikipeadia they say it every were really @tmob it wont recognize it :P.

There is no reason to argue over it i am just experimenting its not going to replace the wad. 
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on February 09, 2009, 07:01:57 PM
1. it would take more space, and who wants that?
2. sometimes it has more than one wad in it (like for the skins, addon etc) that wont work separtly(the server would specify the pk3 file) hence my thinking that there is more to pk3's than just that

Heh, true on both parts.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 07:02:26 PM
wikipedia isnt exactly trustworthy
They dont just say that on wikipeadia they say it every were really @tmob it wont recognize it :P.
well people arent exactly trustworthy XD
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 07:03:12 PM
What eva XD its not going to replace the wad i am experimenting :P.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 07:04:16 PM
well ok whatever you say XD
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 07:08:25 PM
No really XD copy the skulltag.pk3 paste it on your desktop rename the .pk3 to .zip and unzip it what will it do UNZIP they are simply zips dont ask why they have to be pk3's thats just how they work but once again the cqlounge is still going to be a pk3.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 07:10:12 PM
that doesnt prove or disprove anything  :P

it still doesnt completly make sense to me  :D
im srry, but this just FAILS
XD
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 07:12:19 PM
Really try it and see for yourself.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 09, 2009, 07:13:05 PM
Really try it and see for yourself.
oh I BELIEVE YOU!! :D

i just think theres more to pk3's than just that
Title: Re: Chex Quest Lounge ST
Post by: Josh on February 09, 2009, 07:14:54 PM
There is you would have to arrange them more and it would be a pain it edit i agree to stay with the wad as well.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on February 09, 2009, 07:31:16 PM
Well well well, 1 1/2 pages about what pk3s are in the last 20 minutes.  :D

Well, whatever they do, DOES THE CQLOUNGE PK3 WORK?  ;D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on February 09, 2009, 11:53:16 PM
well people arent exactly trustworthy XD
...
welcome to planet earth, with the great big personality magnifier, internetz...'njoy while you browse what may be true and/or false information...

(just had to say that)...

@CC: IDK, i'm in a bind ATM with no ST...

and why on EARTH does ST not take zips? You should just drag the zip onto ST and it will play. Try it. Extract all of CHEX.wad's lumps to a folder, and zip it. Drag it onto skulltag.exe, and it should load up all the wads, lumps, and gfx...if not, then skulltag is either behind or just cutting stuff.
Title: Re: Chex Quest Lounge ST
Post by: Captain Ventris on February 10, 2009, 03:16:30 AM
...well, i thought it was you...the flemoid run in the lounge.

Well, I didn't MAKE it.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on February 10, 2009, 06:29:58 PM
Huh. Prolly Arch, then.

@Atarian: No ST?! WAT!
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 10, 2009, 06:33:49 PM
lolwut?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on February 11, 2009, 09:21:39 AM
well, i got ST installed, but no wads or anything hooked into it, and I'm so busy (even on the weekends) that I cant setup my GZDooM, my Legacy, my ST, OR any of my other things like 'net in DOSBox, other desktop shells, and music making and finding...

@Ventris: Wow, I got mistaken...
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 11, 2009, 06:26:24 PM
you did XD
Title: Re: Chex Quest Lounge ST
Post by: arch129 on February 11, 2009, 06:36:40 PM
...well, i thought it was you...the flemoid run in the lounge.

Well, I didn't MAKE it.

I made the secret flemiod sewer part.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on February 11, 2009, 06:39:06 PM
it freaked me out the first time
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on February 11, 2009, 07:47:06 PM
XD I thought it was Arch.

well, i got ST installed, but no wads or anything hooked into it, and I'm so busy (even on the weekends) that I cant setup my GZDooM, my Legacy, my ST, OR any of my other things like 'net in DOSBox, other desktop shells, and music making and finding...

@Ventris: Wow, I got mistaken...
Wait, what happened to your comp?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 07, 2009, 07:26:45 PM
The ST Lounge has died again. >_<

I have an idea, maybe we should make a IFOC lounge kinda like the one we are using in that Chex Quest Role Playing Topic (http://www.chexquest.org/index.php?topic=1622.0).
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 07, 2009, 07:35:36 PM
I don't recall there being a lounge in the role play topic.

One of the things that I think would help a lot is if all of these strange revisions to the lounge that made it "cluttered" were reversed, and it just be turned back into a regular ship, like one of the earlier versions. It's kind of hard to describe, but maybe I got across what I meant.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 07, 2009, 07:49:06 PM
LNG01 got really messed up, I think we need to figure out again what we want to make it.  I still like the idea of a space ship.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 07, 2009, 08:26:42 PM
Yes, what we need is to revert LNG01 back to its original intent, but have all the other maps in it as well.  The "steering wheel disco ball," the box room (wut), the flemoid run that is cool but gets old after beating it a couple times, et al.  I like the theater room and the TV room, and all the original stuff is great.  Revolving posters, meh. The flemoids outside are nice. The observation areas in the bathroom are not.  And no bootspork, please. That was a ridiculous notion.

So yeah, maybe go back to an old lounge (maybe 20 or lower) and add a couple new things if you want, or just remove some stuff.  Go for it. The Lounge used to be classic. What happened?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 07, 2009, 10:29:24 PM
IDK

I was thinking of taking a few free moments during summer to convert the ZorchMatch Edition maps over to Skulltag, and also to redo the lounge.

And by the CQ:RP thing, I think he means the map that was in the discussion topic. That would be cool, especially if it worked well.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 07, 2009, 11:13:48 PM
Making a lounge similar to that might be nice, but it would actually be from the ship Central Command, which itself is E3M1. The logical course of action there would be to make an expanded version of E3M1 catered specifically to lounging around.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 08, 2009, 01:10:10 AM
So yeah, maybe go back to an old lounge (maybe 20 or lower) and add a couple new things...

NO! >:O

We should not do that! Lets just edit of the newest version.

Yes, what we need is to revert LNG01 back to its original intent...

And that, I for one have no idea what the "original intent" was, but the most important thing is to make clear what we are making.  So whether or not it's a space ship, as long it works it should be good.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 08, 2009, 11:14:08 AM
To be honest, regressing back to an earlier version before all of these silly changes were made, and porting over the changes we like is probably going to be the best course of action if we want to remove the changes in a clean fashion.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 08, 2009, 01:27:47 PM
I'm with Manny and CC. It will be easier to add the things we want than remove the things we dont. So many changes were made, all intertwined...which it kinda shouldn't be. An addition should be just that: an addon. Not a change, not an integration, but an addon that can be unplugged easily. If someone had all day, they might could remove a few things while keeping everything else, but I think restarting from the first version w/o complaints would be best.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 08, 2009, 07:13:53 PM
And by the CQ:RP thing, I think he means the map that was in the discussion topic. That would be cool, especially if it worked well.

That what I was thinking, thou my map isn't done yet.

And I guess it's OK to back a bit of versions if it doesn't interfere with the other maps.  There are more maps than LNG01 you know.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 08, 2009, 08:20:51 PM
The new maps, of course, would be included in porting over the changes we like. I don't think any of those got junked up quite the way that LNG01 did.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 08, 2009, 08:36:23 PM
IDK

I was thinking of taking a few free moments during summer to convert the ZorchMatch Edition maps over to Skulltag, and also to redo the lounge.

And by the CQ:RP thing, I think he means the map that was in the discussion topic. That would be cool, especially if it worked well.

Yeah, actually, I was getting some ZM stuff to work in ST about a month ago. Fixed the moat, for example. Beat ya to it.  :D

But the lounge....I think you guys should work in the lounge, and just do what you think will make LNG01 better. I'm with Manny in saying that the other maps be included, but trash all the junk in LNG01.  Atarian's right about not making all the add-ons intertwined.

And I also say it would be nicer to make a spaceship lounge by modding E3M1.

Atarian, you're free to help with ZM too (or anyone else for that matter). For example, I have no idea how to fix the bridges and all that. I'll upload a link when I've done my share for now.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 09, 2009, 09:48:33 AM
You cant do too many 3d stuffs in ST, but we'll use the bridgethings. The ladders can be fixed with some middle textures and mebe a few closely placed bridgethings. I'd need to look up fake floors for Skulltag, tho.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 10, 2009, 02:51:35 PM
Alright, the bridges and the moat are two bugs....what else? The slime on the teleporters I think I've fixed....let's see...
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 10, 2009, 09:57:09 PM
slime on teleporters? wat?

and what moat? I never remember a moat. Unless you're talking about that big rock level with the water around it. (easily doable)

Plus, my 2 favorite maps (Z1M1 and Z1M5) should be the first ported.


And I await your link...i'll hafta brush up on my Skulltag mappin.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 10, 2009, 10:10:26 PM
and what moat? I never remember a moat. Unless you're talking about that big rock level with the water around it. (easily doable)
I do believe that's the one. There were bridges in the first level, and supposed to be more bridges in the level with the moat that used the Donkey Kong 64 music. There was even a twisting bridge on the last level, but it was really more like a walkway.

I don't remember any slime on any teleporters, but I do remember that they used the TUCQ particle effects, which messed Skulltag up. It triggered <!>s that made using them a bit more difficult. I do believe that blue (or any other color) dot emission is a standard feature in Skulltag.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 10, 2009, 10:37:16 PM
So what are we exactly doing?
I might try to work on it if I can get a clear list of what needs to be done.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 10, 2009, 10:42:27 PM
ok, my list:

1) revert to early version of CQLounge
2) add desired changes (emphasis on desired)
3) rework CQ:ZM Edition levels for Skulltag compatibility


Thats the generic line of fire. our last few posts have been about the ZM Edition conversions.

BTW, 22 seems to be the version to start on. After that its just been back and forth arguments about zorchdude's LNG01 changes. HOWEVER, his map (the big camping one) is fine, put it back in.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 10, 2009, 11:39:01 PM
So bring the LNG01 map into the new version and add the good things in the new versions?
And I don't understand, whats this about CQZM?

EDIT: Actually after looking at LNG01 in Version 22 it would look easier for me to just get rid of the stuff you are talking about.

What is it in the current version you dislike so much?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 11, 2009, 08:22:54 AM
Almost everything Zorchdude added/removed. Which is A LOT. I know there are a few things he did that are OK, but most of it just was wrong. Gimme a day and I'll get a detailed list of whats wrong IMO.

Also, the thing about CQZM...
Lucius Octavion made a PWAD for TUCQ that had 5 nice multiplayer maps. They were heavy in legacy features, tho, and didn't really work when we used that patch I hacked together. Our discussion is to try and replace many of those features with skulltag's abilities to make them usable in our servers.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 11, 2009, 10:20:33 AM
The logical first step in the Zorchmatch renovation would be to remove all dependencies on TUCQ, so it can be ran as a PWAD in its own right. The next step, of course, would involve stripping out the Legacy stuff and making it Skulltag friendly.

And remember the golden rule of working on others' mods--always ask for permission first before doing it!
Title: Re: Chex Quest Lounge ST
Post by: Zorchdude on May 11, 2009, 01:34:02 PM
Please let go of that grudge. It was a long time ago. Besides, I made LNG04 terrific! ^^;
One thing I wouldn't like to be removed whatsoever is the Red Key Room, with the crate/WALL-E thing. :/
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 11, 2009, 02:23:14 PM
There's nothing wrong with the WALL-E reference (E2M2 is full of that type of thing). And this isn't a grudge. We're just trying to improve the lounge.

That one Bootspork must leave now, though.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 11, 2009, 04:58:39 PM
Yes, this is no grudge towards you, just the fact that most everything from that point in the first level hasn't been that hot. However, a few of your additions were good or compliant with the rules, so I'll put them back up for inclusion. your map, however, is ok.

I'm gonna look through the latest version of the wad and make a list of things that, IMHO, should be left out.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 11, 2009, 05:42:48 PM
Oh boy, I think I remember removing a few links to some lounges because of the ridiculous changes anyways. But 22 sounds about right.  And yeah, Wall-Es cool, but not the spork.

Yes, I fixed the moat already on the one that's pretty much a big rock.  And on some multiplayer games there was a slime fountain on some teleporters, which I found and got rid of.

One thing that I found odd is that some 3D floors (or, I think they're 3d floors) work in skulltag.exe, yet they don't on multiplayer.

Okay, I'll finish up my little additions and send a link soon.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 11, 2009, 06:55:17 PM
Okay, I'll finish up my little additions and send a link soon.

Wait a minute, are you working on CQ Lounge right now, because I was editing map LNG01 yesterday to remove some of the stuff.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 11, 2009, 07:10:02 PM
Oh nono, I meant Zorchmatch. You can do the work on the lounge all you like for now, Arch.  ;)
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on May 11, 2009, 07:17:38 PM
Someone should make a Zorchmatch renovation topic to end this confusion.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 11, 2009, 08:19:26 PM
Will do.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 13, 2009, 07:44:41 PM
I decided to remove my flemoid show room and the sewer secret part.
If they are wanted again I could make them much better.

I'm almost ready for a release at this point, maybe tomorrow or Friday.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 13, 2009, 11:07:29 PM
I welcome your release! I totally wanna see this lounge cleaned up...
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 16, 2009, 07:40:34 PM
http://www.mediafire.com/download.php?ozmnnyznhjn

I hope this is what you want.  I added some other things too.
Title: Re: Chex Quest Lounge ST
Post by: TheMasterOfBattle on May 16, 2009, 07:55:03 PM
I just put up my server again with the new lounge. ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on May 16, 2009, 09:23:03 PM
VERY NICE!

This works well, and shall be a great place to restart...

however, a bug or 2...
1. The skybox looks weird if you get in the right position...you can tell its a box with textures. My suggestion is to try using the horizon linedef, as it makes it blend into the vanishing point...
2. of the 3 spawners, only the fruit bowl works...the vegies and the water dont.

and a suggestion: place the lockable doors in there, unless our crew can behave when we try to use it...but now that I think, there's only one reason to use that, and thats exiting the DM before the match is over, or having the falling damage on and somehow hurting yourself...mebe we can remove it? (unless otherwise said)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 18, 2009, 07:00:48 PM
Quote
2. of the 3 spawners, only the fruit bowl works...the vegies and the water dont.

IDK how to fix that one, I never used the summon object thingy before.  Maybe XBolt the one who made knows how to fix it.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 18, 2009, 07:45:59 PM
Hmm, the codes should be "summon medikit" "summon stimpack" and "summon healthbonus".
Title: Re: Chex Quest Lounge ST
Post by: arch129 on May 27, 2009, 08:09:22 PM
Is anyone working on the lounge at the moment?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on May 28, 2009, 04:26:45 PM
Not currently, I believe. I can add in some music whenever need be, but go right ahead if you'd like to add on.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on June 16, 2009, 09:07:17 PM
I've been secretly(only really told Atarian about it) improving the lounge!  And this time, it doesn't have soul spherey vending machines! ;D

I'll post it up soon, I'm adding a few final touches ;)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 16, 2009, 09:17:19 PM
Ooh, cool! Can't wait to see a release!  ;)
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on June 16, 2009, 10:16:15 PM
BTW, CC...might i see whatever you have on the Zorchmatch? or at lest get me a copy of an unedited one? I might can get some stuff going...

what would REALLY HELP...would be slime's texture organization wad...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 17, 2009, 05:57:24 PM
>< Sorry Atari, I've been forgetting too much. I'll upload it as soon as possible (prolly today) and get it to you. If I can't find it, we'll just start from scratch.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on June 17, 2009, 08:49:41 PM
k...the reason I was talking about slime's texture thing is that I wont hafta convert TUCQ textures, as they'll be easier to replace.

However...the TNCQ base has a good bit of textures...we'll just hafta take out alot of the detail...
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on June 21, 2009, 10:19:52 PM
DONE!


My additions include extra decoration, soap dispensers in the bathrooms, and a couple other fun things. Enjoy! (http://www.mediafire.com/?sharekey=94c4b222b717cd5d19747bd91027d4dd255bea0f00346fcd)
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 22, 2009, 10:53:12 AM
Next time, BMD, compress the WAD before you upload it. An 8MB WAD is kind of unnecessary to have uploaded for us fail-up people when a 2-3MB ZIP would work just as well. EDIT: You also named yours version 35, but the last version was also 35, by arch129.

Anyway, I want to experiment on the lounge a bit, so I'll be devoting some work to it over the next few days.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on June 22, 2009, 04:40:05 PM
Gasp!

manny cav is actually mapping!

The END IS NIGH!
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 22, 2009, 06:25:39 PM
Hee hee.

My first step is to make the water in the bathrooms for LNG01 and LNG04 jerk around less. I was bothered by the fact that it jerked around unrealistically. I've already remedied this. The water now slowly swishes around. I've always wanted it to do that.

My second step is to figure out how in the name of Skippy to import a Domination-style music control into the maps that have DJ rooms.

My third step is to toy around with MAPINFO, import dummy maps, and see if I can make a makeshift system that will let RCON users change the game mode at will.
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on June 22, 2009, 06:27:12 PM
Next time, BMD, compress the WAD before you upload it. An 8MB WAD is kind of unnecessary to have uploaded for us fail-up people when a 2-3MB ZIP would work just as well. EDIT: You also named yours version 35, but the last version was also 35, by arch129.

Anyway, I want to experiment on the lounge a bit, so I'll be devoting some work to it over the next few days.
....How do you compress wads?


And I kept the name of version 35, because sometimes people don't like my additions, so this is like a probationary period to see if it fits the qualifications to be called version 36.

BTW: How do you like the urinals? XD
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on June 22, 2009, 06:42:34 PM
Next time, BMD, compress the WAD before you upload it. An 8MB WAD is kind of unnecessary to have uploaded for us fail-up people when a 2-3MB ZIP would work just as well. EDIT: You also named yours version 35, but the last version was also 35, by arch129.

Anyway, I want to experiment on the lounge a bit, so I'll be devoting some work to it over the next few days.
....How do you compress wads?


WinZip is your friend.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 22, 2009, 07:12:39 PM
Next time, BMD, compress the WAD before you upload it. An 8MB WAD is kind of unnecessary to have uploaded for us fail-up people when a 2-3MB ZIP would work just as well. EDIT: You also named yours version 35, but the last version was also 35, by arch129.

Anyway, I want to experiment on the lounge a bit, so I'll be devoting some work to it over the next few days.
....How do you compress wads?


WinZip is your friend.
WinZip, 7-Zip, Windows Extractor/whatever, anything that can make ZIP files.
BTW: How do you like the urinals? XD
What? You mean those strips of white walls? I'll give you this, you breathe new life into the phrase, "He who pisseth against the wall." If you want to see a real restroom with some real urinals, look through the big prison level in this (http://www.doomworld.com/idgames/index.php?id=15457) mod, using GZDoom.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 22, 2009, 07:26:45 PM
Um, all this bathroom talk is, kinda, uh....disturbing?  :D

BMD, your additions are cool. I recommend we rename it to CQLoungev36, so as not to get it mixed up.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on June 22, 2009, 07:29:06 PM
Next time, BMD, compress the WAD before you upload it. An 8MB WAD is kind of unnecessary to have uploaded for us fail-up people when a 2-3MB ZIP would work just as well. EDIT: You also named yours version 35, but the last version was also 35, by arch129.

Anyway, I want to experiment on the lounge a bit, so I'll be devoting some work to it over the next few days.
....How do you compress wads?


WinZip is your friend.
WinZip, 7-Zip, Windows Extractor/whatever, anything that can make ZIP files.
BTW: How do you like the urinals? XD
I'll give you this, you breath new life into the phrase, "He who pisseth against the wall."

LOL epic! New sig! :)
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 22, 2009, 09:19:18 PM
Um, all this bathroom talk is, kinda, uh....disturbing?  :D
Ha ha! When you've got a bathroom in the mod, you do have to discuss it and suggest how to make it better. ;D
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on June 22, 2009, 09:33:58 PM
Is it just me Manny, or are you more relaxed lately?
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 22, 2009, 09:50:53 PM
Is it just me Manny, or are you more relaxed lately?
(http://media.comicvine.com/uploads/0/5869/553082-lol_wut_pear_glasses_super.jpg)
EDIT: No post hijacking, ChexCommander. I thought you knew better than that. -Manny Cav
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on June 22, 2009, 11:10:47 PM
well, some bathrooms have them built into the walls, down to the floor...

ANYWAY: Manny, I think the DJ box from Domination was a personal player...while y'all switched to other tracks, i was always on Axel F...if you can make it affect the whole server, we will have pwnz.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on June 23, 2009, 05:02:14 AM
Um, all this bathroom talk is, kinda, uh....disturbing?  :D
Ha ha! When you've got a bathroom in the mod, you do have to discuss it and suggest how to make it better. ;D

...Mold? >:D
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 23, 2009, 11:40:10 AM
Haha, if you want to make it a public restroom, you're gonna have to add some mold and broken sinks or something to be realistic.  ;D
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on June 23, 2009, 12:07:08 PM
with ZDooM's build features, take a look at the first level on Duke Nukem 3D...that is an EPIC bathroom in there...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 23, 2009, 01:04:19 PM
Oh yeah, that one! I remember it! It was pretty sweet.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 23, 2009, 01:18:44 PM
ANYWAY: Manny, I think the DJ box from Domination was a personal player...while y'all switched to other tracks, i was always on Axel F...if you can make it affect the whole server, we will have pwnz.
Ooooooh. That whomps. I'll experiment a bit, but if that's the case, I may have to just call that part of my revision off.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 23, 2009, 02:27:24 PM
I think there should be a simple way to change or remove a few blocks of code to get it to work for all. I'll take a look.
Title: Chex Quest Lounge ST
Post by: Batmanifestdestiny on June 27, 2009, 07:35:55 PM
Sorry about the italian-style urinals(in Italy, drunks just pee on the walls al over the place).  I tried to add bumping-out-ness to make it more realistic, but some sector-bug was making it only render the upper-textures.
Title: Re: Chex Quest Lounge ST
Post by: 75 on June 27, 2009, 07:44:17 PM
Haha, if you want to make it a public restroom, you're gonna have to add some mold and broken sinks or something to be realistic.  ;D

To the guys bathroom anyway. Lol some I've been in have looked like a warzone.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on June 28, 2009, 10:40:27 AM
The thing's being stupid and isn't reading my CMPGNINF lump correctly. It's not changing mode properly, even with simple stuff like deathmatch. The stock maps still change to deathmatch or whatever, so I'm probably doing something wrong, but I just can't figure out what.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 28, 2009, 03:36:41 PM
some I've been in have looked like a warzone.

Tell me about it. Someone ripped four sinks out of the school bathroom a few months ago. ><

And Manny, just try comparing your lump to the code for the stock maps. See what's different.
Title: Re: Chex Quest Lounge ST
Post by: Manny Cav on July 08, 2009, 12:51:52 PM
And Manny, just try comparing your lump to the code for the stock maps. See what's different.
That was the first thing I tried. This (http://zdoom.org/wiki/CMPGNINF) was the second. Neither helped Skulltag to start recognizing my CMPGNINF lump.
Title: Re: Chex Quest Lounge ST
Post by: GameMaster on July 08, 2009, 06:24:58 PM
You know, I'd be real nice if there was a Chex Quest United banner in front of the space lounge
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 08, 2009, 06:36:55 PM
That's a good idea. I'll see if I can Photoshop a banner, but y'all can have a try too. We need a banner.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 08, 2009, 06:55:26 PM
some I've been in have looked like a warzone.

Tell me about it. Someone ripped four sinks out of the school bathroom a few months ago. ><

And Manny, just try comparing your lump to the code for the stock maps. See what's different.

I don't think we need to make your bathrooms look that brutally realistic, I like the bathrooms how they are.
Anyways I was thinking of adding a cafeteria to our LNG01 map, and/or to the other ones.

Also I think we should start on LNG02, It was supost to be a Chex City Lounge, but apparently that didn't happen.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 08, 2009, 07:49:07 PM
Well, I think we wanted to have multiple floors, and Lucius said he might look into it, but he's gone (to college, prolly) so we were left emptyhanded. But by all means, make one! I'd like a City Lounge. If we really could find out a way to go into a multi story building, that would be pwnz.

Ooh, a cafeteria? Sounds great!

And the urinals were basically a square metal texture put on the wall...but I liked the soap dispenser.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 08, 2009, 08:04:19 PM
OK, if no one is working on The Lounge at the moment I will make a starter map for the City Lounge.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 08, 2009, 08:41:34 PM
Sounds good!
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2009, 03:06:39 AM
CQLNGv36

Nothing really much, hopefully people can start adding into it soon.

http://www.mediafire.com/download.php?hyjnznelnym
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2009, 03:11:14 AM
ugh, i'll test 'er in the morning...tis tired now ><

but i've run out of the ability to add onto it!
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2009, 03:12:16 AM
but i've run out of the ability to add onto it!

why so?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 09, 2009, 03:18:32 AM
good ideas, bad implementation.

like i've said in the "continue Tucq" topic, i'm just not good at Hexen mapping. and doom format removes most of the features i would choose an advanced port for. Sooo...yeah

all I could do would be to add on a useless room that does nothing...sparsely decorated and serving no purpose.

all my main ideas are stuff that requires a TON of scripting and might not be doable in multiplayer...like making that arcade game work. i have an idea how...

also, on a lounge, i could create the base map, but the rest...would be up to another...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 09, 2009, 11:22:06 AM
I like the base, Arch!

And I'll see if I can do anything, but the rest of y'all are free to take a shot too.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2009, 11:05:07 PM
I was hoping to make a hotel in that level.  It might take up two blocks.
Title: Re: Chex Quest Lounge ST
Post by: 75 on July 09, 2009, 11:17:43 PM
If somebody would help me get Doombuilder2 to make stuff in GZDoom, I'd love to help.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 09, 2009, 11:46:26 PM
If somebody would help me get Doombuilder2 to make stuff in GZDoom, I'd love to help.

What do you need?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 10, 2009, 10:33:37 AM
Well, probably the GZDoom config at least, I'd think.

Alright Arch, go for it! I'm probably just gonna tinker around with some stuff inside. Testing, y'know? So you go ahead and make the hotel, while I just play around with it.
Title: Re: Chex Quest Lounge ST
Post by: 75 on July 10, 2009, 12:02:36 PM
Does DB2 come with the GZdoom config? It says "Zdoom", but it seems silly they'd include something that old.

A while ago I was thinking about making in Invasion map for CQ, but I have no clue how to do that, and the doom wiki is pretty sparse on information on how that works

Hmmm.... maybe I could make something like a united cereals lounge, let me think about it.
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 10, 2009, 04:38:02 PM
Does DB2 come with the GZdoom config? It says "Zdoom", but it seems silly they'd include something that old.

A while ago I was thinking about making in Invasion map for CQ, but I have no clue how to do that, and the doom wiki is pretty sparse on information on how that works

Hmmm.... maybe I could make something like a united cereals lounge, let me think about it.

http://forum.drdteam.org/download/file.php?id=1600

Link to get GZDoom configer.

Alright Arch, go for it! I'm probably just gonna tinker around with some stuff inside. Testing, y'know? So you go ahead and make the hotel, while I just play around with it.

Sorry I don't have time to do that right now, I really need to get to my projects like CQA and CQTLQ.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 10, 2009, 07:13:32 PM
Oh, cool! I'll do some work on it, then.
Title: Re: Chex Quest Lounge ST
Post by: JDWolfe on July 10, 2009, 10:59:57 PM
You know, somebody should add automaps to the start points of each lounge. ;)

I'd do it myself, but when I try opening the wad in DB2, I get a bunch of weird vertices and edges...

EDIT: I just got Rick Roll'd in the tv room xD
Title: Re: Chex Quest Lounge ST
Post by: arch129 on July 31, 2009, 05:30:19 AM
Sooo.... Ummm... Yeah.  What happened?
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 31, 2009, 11:07:15 AM
Um, I dunno. Nobody's working on it right now, I think...
Title: Re: Chex Quest Lounge ST
Post by: boris on July 31, 2009, 09:42:04 PM
I do some mapping myself (this is something I put together in a few weeks and plan on adding a few more maps (http://wadhost.fathax.com/files/apairofshoes7.zip)). If y'all need an extra hand, I'd be happy to assist.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on July 31, 2009, 10:09:24 PM
I'll take a look at the mod.

And we're always happy to have more people help. It's a community project. :)
Title: Re: Chex Quest Lounge ST
Post by: boris on August 01, 2009, 02:38:15 PM
Alright, I went through part of cqloungev35bmd.wad with tncq2 iwad. Liking what I'm seeing here, though I noticed a few errors (forgetting to lower-unpeg some door sides, some maps that use skybox viewpoint doesn't seem as effective as using mapinfo, but the one that bothered me the most was the fact that you could walk over some switches, meaning you'd have to be lined up perfectly to activate it). Oh, and I just noticed this (don't know if it's intentional or not):

(http://i299.photobucket.com/albums/mm300/notrsepehr/cqarenaerror1.png)

That shouldn't be too hard to fix.

Other than a few problems, this is perhaps one of the greatest hq wads I've seen in a long time.

I'll try to look through the rest later today. :)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 01, 2009, 10:14:15 PM
The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 07, 2009, 04:56:53 PM
So how is this thing running now? What is the IWAD and what wads does it need to be run through? Where are the textures located?
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 07, 2009, 05:15:01 PM
So how is this thing running now? What is the IWAD and what wads does it need to be run through? Where are the textures located?

Use this IWAD and that about it.  http://www.mediafire.com/?9yzmxjixxjy
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on August 07, 2009, 06:19:39 PM
The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Teh link iz broked. :(
Title: Re: Chex Quest Lounge ST
Post by: arch129 on August 07, 2009, 06:28:18 PM
The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Teh link iz broked. :(
Nope it works just fine.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 07, 2009, 06:36:45 PM
The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Teh link iz broked. :(
Nope it works just fine.

Correct. The link works perfectly fine.

Yeah, Lucius, just rename that IWAD to doom2.wad, use it in Skulltag, and you're all set! You're free to add anything.
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on August 07, 2009, 07:54:17 PM
The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Teh link iz broked. :(
Nope it works just fine.
Sorry, Firefox was acting up; IE was able to get it though. ><
Title: Re: Chex Quest Lounge ST
Post by: boris on August 07, 2009, 11:24:49 PM
So how is this thing running now? What is the IWAD and what wads does it need to be run through? Where are the textures located?

I plan on fixing most bugs/errors I've found and perhaps adding a map of my own. ;)

The latest version of the CQLounge is cqloungev36.wad. It's the exact same thing, but LNG02 has a base map. :)

http://www.mediafire.com/download.php?hyjnznelnym

Hey, glad to see you're enjoying our maps! If you want to help at all, go right ahead.
Teh link iz broked. :(
Nope it works just fine.
Sorry, Firefox was acting up; IE was able to get it though. ><

Opera > Firefox
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 08, 2009, 01:03:54 AM
What IWAD is that really? Are the textures the ones from TUCQ? Have the duplicates been deleted yet? It may also be wise to add the CQ3 ones.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2009, 01:13:15 PM
That IWAD is based in the old The New Chex Quest 2 (Manny's old project). Its got alot of textures from TUCQ (not a complete set, though). Duplicates...i'm not following ya. And some CQ3 textures have been added to the lounge.

If you wanna add textures, add it to the lounge. The IWAD is a standard DOOM2 replacement, so it works with most everything across the board (our mods and doom 2 mods).
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 08, 2009, 03:34:36 PM
Well, in chex quest, many textures are duplicates and the names make no sense at all. Boingo attempted to remedy this with TUCQ, but I don't want to delete the texture lumps in manny's iwad if it will break the existing levels in the lounge. Basically, what I want is for everyone to be using TUCQ and CQ3 textures that are integrated into the IWAD. All those duplicate textures make no sense and very annoying to edit with, having to look through so many textures in DB.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2009, 06:36:23 PM
The Slimeinator has actually hinted at a project to remedy this...taking the best textures from TUCQ and CQ3 and compiling them into a large, well-named texture reformat. How this has gone, I have no idea.

however, removing most duplicates and stuff would break Doom compatibility. If we could have an IWAD that contained a set of DOOM2 textures (that made sense...doom levels look like jumbled mess) *AND* the rest of them, we'd have a good general IWAD. currently, this IWAD is a basis for Slime's projects.

but I'd not be against anyone wanting to clean the IWAD up. as long as the general players are good with it.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 08, 2009, 09:30:21 PM
Wait a sec, why would you want to use Doom 2's textures in chex quest? Why is doom compatibility even an issue?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 08, 2009, 09:41:59 PM
not doom2's textures, but its structure.

keeping doom compatibility is so that we can use other mods...stuff like Ghouls Vs Humans, Mercinaries, and Legendary CTF.

If we just blaze through and rewrite the textures w/o keeping the default names in some places, we'd lose the ability to play these mods, restricting us to our very limited base of mods that hafta now be rewritten completely to fit this new IWAD.

There's no easy way to do this...every multiplayer mod based on this IWAD will hafta be retextured. I welcome the new textures, but it'll be hard
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 09, 2009, 02:41:15 PM
Exactly. A lot of the stuff in that IWAD is CQ stuff swapped in from DooM II, keeping the same names and such. We change all that, then mods are useless, especially ones that aren't from the CQ Community.

Boris: You're free to add anything. Same with you, Lucius.
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 11, 2009, 03:40:30 AM
So basically you're playing doom mods with CQ textures?
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on August 11, 2009, 10:19:45 AM
basically. We've actually made a wad that turns all Skulltag stuff into CQ stuff.

But we want to retain the ability to run DooM mods on CQ
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 11, 2009, 11:58:22 AM
So basically you're playing doom mods with CQ textures?

Pretty much. But CQ Arena changes a lot of DooM/ST stuff to CQ.

And yeah, we're aiming for some compatibility with mods.
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on October 20, 2009, 11:22:37 PM
I revived this topic to ask the question, "Now that the server is looking stable, will the Lounge be revived again?"
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 20, 2009, 11:23:37 PM
If I ever get the time, I'm going to do some cleaning with it and see whats what.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 20, 2009, 11:28:54 PM
If I ever get the time, I'm going to do some cleaning with it and see whats what.

Same. But I hope there comes a time when it can be used for it's original purpose.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 20, 2009, 11:34:36 PM
I'm actually planning on doing YACQLounge base wad.

Will plan to use chex3.wad as base (for the epic textures), and will just make a few base maps for our talented crew to detail.

But I don't want to just trash all we did previously...but we kinda got REALLY bloated.

Just needs some nice scenery, cool places to hang, and now with voice chat, it'll REALLY be easy to keep matches going.

So, we meet in Lounge, gather in the common room on the Mumble server, mess around till we get a good suggestion of game, then we can still remain on the server and all connected and such while me or CC gets the server back up , and then no more wondering if its up, we can have full confirmation that its up and ready. Then we all just hop in our respective team chats (or remain in common for DM and Coop), and have epic fun!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 20, 2009, 11:45:10 PM
Yeah, Mumble's gonna make this awesome!
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on October 21, 2009, 01:44:29 AM
Mumble iz pwnzorz!
Title: Re: Chex Quest Lounge ST
Post by: rexxor on October 25, 2009, 07:14:56 PM
just got done checking out CQLNG version 36 and I say it is epic,
we might actually be able to do a little movie skit type thing on the main lounge and have people record it. and then put it on youtube with thousands of views. (if this idea is liked maybe the CQFF should make a youtube channel)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 25, 2009, 09:08:30 PM
just got done checking out CQLNG version 36 and I say it is epic,
we might actually be able to do a little movie skit type thing on the main lounge and have people record it. and then put it on youtube with thousands of views. (if this idea is liked maybe the CQFF should make a youtube channel)

Yes!
Title: Re: Chex Quest Lounge ST
Post by: rexxor on October 25, 2009, 09:19:54 PM
we could post speedruns and junk like that.
I'm very familiar with youtube and its sorts if you guys are up to it I can make a youtube channel for CQFF and record us going through the game on spectator mode. (I'm sure people will be amazed at Xbolt's speed)
Title: Re: Chex Quest Lounge ST
Post by: xbolt on October 25, 2009, 09:55:31 PM
(I'm sure people will be amazed at Xbolt's speed)

Moo! XD

A CQ Lounge movie drama? I approve of this!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 25, 2009, 09:57:11 PM
(I'm sure people will be amazed at Xbolt's speed)

Moo! XD

A CQ Lounge movie drama? I approve of this!

Remember the days of the SpaceDM5 Lounge? Those role-plays were epic!
Title: Re: Chex Quest Lounge ST
Post by: xbolt on October 25, 2009, 09:57:49 PM
(I'm sure people will be amazed at Xbolt's speed)

Moo! XD

A CQ Lounge movie drama? I approve of this!

Remember the days of the SpaceDM5 Lounge? Those role-plays were epic!

Barfights FTW!
Title: Re: Chex Quest Lounge ST
Post by: rexxor on October 25, 2009, 10:00:15 PM
barfight where why? I wanna fight too!!
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on October 25, 2009, 11:02:38 PM
I'd watch everyone destroy each other, and then I'd make my move!

Oh yeah, CQFF CQLNG movies would be EPIC!

*EDIT* I suggest that the Lounge be the default WAD during the day, then have it switched to coop later in the afternoon.
Title: Re: Chex Quest Lounge ST
Post by: rexxor on October 26, 2009, 12:07:06 AM
I'd watch everyone destroy each other, and then I'd make my move!

Oh yeah, CQFF CQLNG movies would be EPIC!

*EDIT* I suggest that the Lounge be the default WAD during the day, then have it switched to coop later in the afternoon.
it could be like that then when atarian or CC gets online he can see who is in the lounge and wants to play
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on October 26, 2009, 12:10:45 AM
A CQ Lounge movie drama? I approve of this!
Wait wait wait...wat?! You did what to who for how many Cheez-its?


It'd be hard, but possible, and awesome. Someone write a script, someone spiff up the lounge, and I'll ready a screen cap program and my editing suite XD

But it'd be weird doing machinima in DooM...It's nowhere near what i was thinking... Shows how much I know
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on October 26, 2009, 12:32:58 AM
XD  This has much potential!
Title: Re: Chex Quest Lounge ST
Post by: rexxor on October 26, 2009, 12:47:07 PM
ok so I gots the account on youtube running and also got a gmail account to go with this, I'll send the login info to atarian, BC and CC for adding videos and editing the account status

here is the account name
http://www.youtube.com/user/CQUnitedFanForums

EDIT: just a BTW to people my youtube name is Jcrexxor I've added myself to the channels friends already
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 27, 2009, 12:37:11 AM
Alright boys, we've got a job to do! We need to build the best personalized bedroom Xbolt has ever seen in the likes of CQ!

Let's roll!
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on December 27, 2009, 12:39:51 AM
Don't forget the :whale
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 27, 2009, 12:44:28 AM
Agreed! :whale
Title: Re: Chex Quest Lounge ST
Post by: Pikazec2012 on December 27, 2009, 01:11:05 AM
It needs a LOTR Poster
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 27, 2009, 01:15:57 AM
It needs a LOTR Poster

Oh, and a GC-Man poster too! :D
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on December 28, 2009, 12:10:46 AM
And a Mutant Cactus poster.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 28, 2009, 12:50:52 AM
And a Mutant Cactus poster.

So let's see... So far we have:

Vocaloid Posters
LOTR Poster
C-Man Poster
Mutant Cactus Poster
Idiotic Jones Cardboard Cutout
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 28, 2009, 12:59:29 AM
ah, so we're building it for him?

hmmm.... I forget, do you like touhou, xbolt?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 28, 2009, 01:18:13 AM
hmmm.... I forget, do you like touhou, xbolt?

Yeah. With Flan-chan and Cirno being my favorite characters. As for the Vocaloid poster, may I request this (http://safebooru.donmai.us/post/show/547616) for the general awesomeness factor.

ah, so we're building it for him?

And I expect top-notch work, boys. ;)
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 28, 2009, 01:41:11 AM
A touhou arcade machine, maybe? Which game is your favorite?

I would love to have it trigger a script like in Action doom, having it launch you into an in-game rediculously hard touhou boss (but still in FP perspective), but I don't quite know how to do that.
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on December 28, 2009, 02:09:17 AM
Lord Snotfolus would be good, if you only had a bootspoon.
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 28, 2009, 02:10:49 AM
if he launched 5000 rockets in different directions....

Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 28, 2009, 02:26:19 AM
A touhou arcade machine, maybe? Which game is your favorite?

I would love to have it trigger a script like in Action doom, having it launch you into an in-game rediculously hard touhou boss (but still in FP perspective), but I don't quite know how to do that.

I only have the first five, so I can't say anything really conclusive. Hm... What was the game on Kuwabara's Touhou Arcade Photoshop?

As for the Action Doom thing, could you look in the game's ACS script? Or did they not provide that?
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 28, 2009, 02:30:56 AM
I also don't know how to configure how bosses shoot.
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on December 28, 2009, 03:24:56 AM
just saying, coding that stuff for single player is one thing...coding it for multiplayer? you're in for a treat...
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 28, 2009, 03:33:37 AM
just saying, coding that stuff for single player is one thing...coding it for multiplayer? you're in for a treat...

That's... Very true, actually. Just the arcade cabinet would be fine.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 28, 2009, 12:51:13 PM
And a Mutant Cactus poster.

So let's see... So far we have:

Vocaloid Posters
LOTR Poster
C-Man Poster
Mutant Cactus Poster
Idiotic Jones Cardboard Cutout

And a computer with 40" monitor, right? ;)
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on December 28, 2009, 01:22:25 PM
Don't forget the bed with the lightning bolt blanket.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 28, 2009, 03:53:59 PM
See guys, my room would be totally boring if I had to design it myself. XD
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 28, 2009, 04:32:22 PM
just saying, coding that stuff for single player is one thing...coding it for multiplayer? you're in for a treat...

true, I was thinking of it as a single player game


EDIT - does anyone know how to save chukker's arcade machine as a prefab in DB2?

EDIT2 - never mind, it's just a box, I don't know why I thought it was more complicated
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 30, 2009, 12:39:04 AM
Double post for update

What do you think of the chinese lettering on here? Do you think it needs some darkening or shading, or is it fine how it is?

It says "Imperishable Night", because the characters representing "Embodiment of the Scarlet Devil" looked too complicated to compress and fit on the name panel of the arcade machine.

(http://i446.photobucket.com/albums/qq189/Jwaffe/TOUHOU.png)

I'm having a hard time finding GOOD cirno sprites (preferably in an aerial firing position). if you know of a good place, let me know. The megamari game should be a good source, but I can't seem to find a gamerip of them yet. Maybe it's too new...

These sprites would be used to decorate the side of the cabinet.

I'm not sure what to do with the screen... suggestions?

I did find this, though.

(http://t2.gstatic.com/images?q=tbn:DMBqP04Kw8fqMM:http://danbooru.donmai.us/data/e49f27cd3f01fc7b18a87c5743ecf468.jpg)

Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 30, 2009, 01:19:24 PM
Wow...I like it all! The lettering looks pretty, and I'm sure Xbolt will like the poster. ;)

I know nothing about Touhou, though, so Xbolt...take it away.
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 30, 2009, 10:41:59 PM
Skulltag supports hi-res textures, right? So you could make a larger cabinet and have the Scarlet Devil on there. But if not, that one looks fine.

As for Cirno sprites, here's a couple, though you probably already saw them:

Sorry but you are not allowed to view spoiler contents.
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on December 30, 2009, 11:13:50 PM
Aw man, I just had the greatest idea for if I made a room...

My room would be totally black and yellow striped with a 3D "STRYPER" on the floor... 8)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on December 31, 2009, 12:16:14 AM
Aw man, I just had the greatest idea for if I made a room...

My room would be totally black and yellow striped with a 3D "STRYPER" on the floor... 8)

And a guitar in the corner! ;)
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 31, 2009, 12:17:58 AM
Skulltag supports hi-res textures, right? So you could make a larger cabinet and have the Scarlet Devil on there. But if not, that one looks fine.

As for Cirno sprites, here's a couple, though you probably already saw them:

Sorry but you are not allowed to view spoiler contents.

ST supports high-res textures? Hmm....

How do you do that?

I haven't seen that second set of sprites, actually. Those look great!
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 31, 2009, 01:25:44 AM
How's this?

I'm really happy with how it turned out, I hope you guys like it too.

though her left arm is wierd... hold on...

[old one]

(http://i446.photobucket.com/albums/qq189/Jwaffe/TOUHOUF.png)

[fixed]

(http://i446.photobucket.com/albums/qq189/Jwaffe/TOUHOUF1.png)
Title: Re: Chex Quest Lounge ST
Post by: xbolt on December 31, 2009, 04:44:53 AM
ST supports high-res textures? Hmm....

How do you do that?

I think using the TEXTURES lump (http://www.zdoom.org/wiki/TEXTURES). I have no idea how it works though, you'll have to experiment.


Also: I LIKE!
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 31, 2009, 02:44:46 PM
I think I understand that, actually

but if you like how it looks, it's fine by me



How do you guys make those music changing switches?
Title: Re: Chex Quest Lounge ST
Post by: 75 on December 31, 2009, 04:05:53 PM
In doombuilder it looks like this (but not off-color, I don't know why print screen made it look like that)

(by the way, the cabinet has dimensions of 40 X 31 X 64 (height)

(http://i446.photobucket.com/albums/qq189/Jwaffe/db.jpg)

When I start the game, I get this

(http://i446.photobucket.com/albums/qq189/Jwaffe/ERRORS.jpg)

I get these yellow errors a lot when I make maps, and I'm not sure why. It's never all or nothing, just a few textures in a given group give me trouble, even though I imput all the textures the same way.

Most of the time those yellow errors come up and they don't even seem to mean anything, because the textures show up in-game. I know there's a problem when I get an error when I load the map, but if that happens, the textures are replaced by a blue and white checkerboard pattern instead of just black.

I don't get what's making this black color show up. Strangely, the blue and white checkerboards are usually fixed by changing the image from jpeg to .png, but the black color doesn't seem to have any cause.

here's what it looks like in-game

(http://i446.photobucket.com/albums/qq189/Jwaffe/ingame.png)

I'm more worried about the errors in white text, but I don't know why it can't find the patch in XWE.

In XWE it seems to be fine, TOUHOUF1 (the arcade machine patch and texture name) shows up fine.

It doesn't show in patches, but it does show under "ALL" between a PP_START/END marker


and here's the wad I'm using

http://www.mediafire.com/?ommkowgm0ln

if you know what's  causing this, let me know




EDIT - this is happening in another one of my wads. This is really getting annoying...

I can SEE the patch in XWE
it has the right ID in pnames
it shows up in the texture

It even shows up in SlumpEd
it shows up in doombuilder

Yet in game, I get an error "unknown patch <patchname> in texture <texturename>" no matter how I load the patch (png as raw data, or normally) and the patch doesn't show up in the texture

Some patches still show up with this error
All patches that DON'T show up have this error (i.e., all of the ones that fail to show up have had this error)

Skulltag, maybe? It's not the wad, it's in there as a texture and a patch, it must be something inconsistent in the engine.
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 01, 2010, 04:46:55 PM
Update

I found a mistake in CQlounge, if you use the TEXTUREx lump you're supposed to use PP_START and PP_END, not TX_START and TX_END (which is what you guys were using).



I got the texture to show up, but my images are showing up in 256 colors, even though they are all .pngs.

Does skulltag not support more than 256 colors?

I think it does, I'm pretty sure it's how I'm saving it. Is there some specific set of attributes that an image needs to be rendered in more than 256 colors in game? (such as bits, interlace, etc.?)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 01, 2010, 08:21:28 PM
Did you use 'Load Raw Data' when you loaded the patches in XWE?
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 01, 2010, 08:27:32 PM
I did, it looks great in XWE, but it comes out in 256 colors in-game.

Well... here's my specifications

I made the image in photoshop. It didn't show up at all when I saved it in 16 bits/ channel

it showed up in 256 colors when I put it to 8 bits per channel (don't know what bits per channel means, nor how that effects skulltag, looking that up)

the image is a RGB, non-interlaced (I don't know what either of those things mean, I should look those up too...)





This article

http://zdoom.org/wiki/PNG

says that 3d objects can't be rendered in full color, which makes sense because my minizorcher sprites weren't rendered in full color, even though I saved it as .png and loaded raw data.


However, it mentions "specially formatted" textures can be used in full color between TX_START and TX_END.

but, this brings a couple of questions to mind... If I use TX_START and TX_END, doesn't that mean I'll have to use TEXTURES instead of TEXTUREx?

Can you mix patches and TX uploads? (for example, if I wanted to have a full color window over a built-in texture)?
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 02, 2010, 01:35:33 PM
from the zdoom wiki

Quote
Placing lumps between TX_START and TX_END will immediately designate entries as graphics that can be used on walls, floors, and ceilings. These textures may be in either 256 color bitmap or 8-bit palette-indexed PNG format.


ok, now it shows up in a different pallete in XWE, but not how it looks in the image.

It's still in the doom pallete in game. I don't think it's possible to get a full color texture in game. Maybe in GzDoom....
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 02, 2010, 03:53:30 PM
I'm recoloring it by hand, do you think she would look better with blue hair or green?

Can't do teal, unfortunately.

I can do red
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 05, 2010, 12:12:21 AM
quadruple post...

I got it to work, sort of! It's a bit off color, is that ok?
(http://i446.photobucket.com/albums/qq189/Jwaffe/SCR.png)
Title: Re: Chex Quest Lounge ST
Post by: arch129 on January 05, 2010, 01:14:33 AM
quadruple post...

I got it to work, sort of! It's a bit off color, is that ok?
(http://i446.photobucket.com/albums/qq189/Jwaffe/SCR.png)

Looks k to me.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 05, 2010, 07:16:39 PM
quadruple post...

I got it to work, sort of! It's a bit off color, is that ok?
(http://i446.photobucket.com/albums/qq189/Jwaffe/SCR.png)

Looks fine by me.
Title: Re: Chex Quest Lounge ST
Post by: 75 on January 05, 2010, 08:16:13 PM
ok, so who's working on the room? I'll send the .png, just let me know.
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on January 09, 2010, 04:48:26 PM
I've made my room! Well, I finished it earlier this week but took a while to upload pics. Here it is:
When you open the door:
(http://dan.timpeterson.org/Screenshot_Chex_20100104_223614.png)
Album covers on the walls:
(http://dan.timpeterson.org/Screenshot_Chex_20100104_223620.png)
(http://dan.timpeterson.org/Screenshot_Chex_20100104_223623.png)
My bed, amps, and guitar:
(http://dan.timpeterson.org/Screenshot_Chex_20100104_223626.png)
If you find the secret door you get this:
(http://dan.timpeterson.org/Screenshot_Chex_20100105_215912.png)
(http://dan.timpeterson.org/Screenshot_Chex_20100105_215923.png)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on January 09, 2010, 04:49:42 PM
Woah, sweetness! LAZ, that's awesome!
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on January 09, 2010, 05:15:58 PM
I went a little heavy on the dynamic lighting, though. ::)
Title: Re: Chex Quest Lounge ST
Post by: mob720 on January 09, 2010, 09:23:37 PM
=D Like
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on January 23, 2010, 10:54:25 PM
Well, I've finally gotten around to uploading the wad for my room. Here it be: http://dan.timpeterson.org/stryperroom.zip
Title: Re: Chex Quest Lounge ST
Post by: Nomekop on February 07, 2010, 08:02:59 PM
Is this dead?
Title: Re: Chex Quest Lounge ST
Post by: Batmanifestdestiny on February 13, 2010, 03:50:34 PM
No sir, no it is not.  The lounge goes through periods of inactivity, then has bursts of updates, then lays dormant till summer when there are so many updates I can't even play on the server without having to update every time.
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on May 29, 2010, 01:07:21 AM
Hey guys, I made a poster for my Chex Quest mod.

(http://img22.imageshack.us/img22/3029/aminercatastropheposter.png)

Could someone put it in CQ Lounge?
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on June 02, 2010, 03:48:11 PM
Yeah, I'll have to make a poster for my Mod too.
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on June 03, 2010, 12:11:45 AM
OH NOEZ!1!1 I'VE BEEN RICK ROLLED!  :o  Also, I laughed at the song from Spongebob about living in the Sunlight.
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on June 15, 2010, 12:36:45 AM
Hey guys, here are two walls I made for my CQ mod, but I also thought we could put them in the Lounge.

(http://img508.imageshack.us/img508/8192/cqwhale.png) (http://img541.imageshack.us/img541/6341/cqdesu.png)
Title: Re: Chex Quest Lounge ST
Post by: matthias720 on June 16, 2010, 08:38:58 PM
Hey guys, here are two walls I made for my CQ mod, but I also thought we could put them in the Lounge.

(http://img508.imageshack.us/img508/8192/cqwhale.png) (http://img541.imageshack.us/img541/6341/cqdesu.png)
EPIC WIN!
Title: Re: Chex Quest Lounge ST
Post by: noob1234 on June 19, 2010, 10:40:38 AM
Hey guys, here are two walls I made for my CQ mod, but I also thought we could put them in the Lounge.

(http://img508.imageshack.us/img508/8192/cqwhale.png) (http://img541.imageshack.us/img541/6341/cqdesu.png)
EPIC WIN!
QFT!!!!!!
Title: Re: Chex Quest Lounge ST
Post by: MajorSlime on June 28, 2010, 03:36:05 AM
So...

what do you have to do to get your own room/map?  ;D
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 28, 2010, 10:19:32 AM
So...

what do you have to do to get your own room/map?  ;D

You're free to make one yourself. We just offer it as a prize if you don't want to do it on your own. XD
Title: Re: Chex Quest Lounge ST
Post by: MajorSlime on June 28, 2010, 02:56:53 PM
oh...

 ;D
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on June 28, 2010, 03:06:20 PM
I've been working on a CQFF Manor, maybe I could make a CQFF University! ;D
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on June 28, 2010, 09:46:54 PM
So...

what do you have to do to get your own room/map?  ;D

You're free to make one yourself. We just offer it as a prize if you don't want to do it on your own. XD
However, if you make it yourself, it can be totally awesome (eg. my own)
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on June 28, 2010, 10:12:45 PM
So...

what do you have to do to get your own room/map?  ;D

You're free to make one yourself. We just offer it as a prize if you don't want to do it on your own. XD
However, if you make it yourself, it can be totally awesome (eg. my own)

Exactly. You can pimp your room out with sheer awesome if you like.
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on July 10, 2010, 12:37:38 AM
So what's been happening with CQLounge lately? Has there been any updates or anyone been working on it?
Title: Re: Chex Quest Lounge ST
Post by: xbolt on July 10, 2010, 12:39:21 AM
So what's been happening with CQLounge lately? Has there been any updates or anyone been working on it?

Now that you mention it... Where is my room, guys? XD
Title: Re: Chex Quest Lounge ST
Post by: Atariangamer on July 10, 2010, 03:16:40 AM
I've fell out of practice in Doom Builder, but since the snag about pwads in the dedicated server, it seems nothing has gone on...
Title: Re: Chex Quest Lounge ST
Post by: 75 on July 10, 2010, 12:16:19 PM
So what's been happening with CQLounge lately? Has there been any updates or anyone been working on it?

Now that you mention it... Where is my room, guys? XD

I still have the arcade cabinet XD

I think....

Even better, I can have it in full color this time. When I made that I was such a novice at XWE I had a hard time getting it to work
Title: Re: Chex Quest Lounge ST
Post by: MajorSlime on July 10, 2010, 01:56:59 PM
Is anyone working on a new updated lounge right now?
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on July 10, 2010, 02:17:35 PM
Hey guys I recently changed the look of one of my Flemoids. So I quick did a fix-up of my poster as well.

(http://img130.imageshack.us/img130/3029/aminercatastropheposter.png)
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on July 27, 2010, 10:06:56 PM
I'm working on a new lounge map to add to the pack: The Chex City Resort Hotel! And not only is it a lounge! There is a mystery throughout the hotel that you can solve, by finding the puzzle items.

Screens will come soon when I'm on a computer that OpenGL Works on.

EDIT: If anyone would like to make and submit their rooms for the Hotel Lounge, then you are more than welcome too. Make sure to use the CQLNGv36.wad and TNCQ (doom2.wad) Wad.

Make sure to put a Teleporter entrance in the room. That will be the only way into there. I was originally planning to have the rooms side by side, but that would not allow enough room for customization, so now there is a hall with doors, and behind each door is a room with a teleporter.

If you want, you may make your own Things using DECORATE, as well as your own textures.


Send me a download Via PM and I will insert the room, things, files, decorate, etc. into the the wad. Also feel free to script any HUD Messages or put any secrets in your room.
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on August 09, 2010, 11:32:44 PM
So I finally got around to getting Skulltag (the official download site's broken) and the lounge, and this thing is pretty cool. It wasn't exactly how I'd always imagined it, but still cool.

And now I'm addicted to blasting bots in offline multiplayer with grenade launchers... Has anyone come up with anything for a BFG10K replacement? (eg. LAZ Device 10K)
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 09, 2010, 11:41:11 PM
So I finally got around to getting Skulltag (the official download site's broken) and the lounge, and this thing is pretty cool. It wasn't exactly how I'd always imagined it, but still cool.

And now I'm addicted to blasting bots in offline multiplayer with grenade launchers... Has anyone come up with anything for a BFG10K replacement? (eg. LAZ Device 10K)

yeah, the liquid zorcher. We have a grenade launcher and minigun replacement too.

you can find it in cqarena and my wad.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 10, 2010, 12:17:22 PM
Yeah, LAZ, just download CQ Arena Beta 4 and 75's Skulltag Pack, and you're all set. ;)
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 10, 2010, 02:22:43 PM
either one, not both. If you used cqarena with my wad it might glitch up

you don't need to do that though, because my skulltag pack has cqarena's features in it already

Sorry but you are not allowed to view spoiler contents.

using chex3.wad as the IWAD

I like this picture ^^

I can't wait until I can get to spriting some new weapons too. After I get done with the act 1 boss...
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 10, 2010, 02:24:36 PM
Aight, in that case just download 75's Skulltag Pack. ;)
Title: Re: Chex Quest Lounge ST
Post by: LAZ Trooper on August 10, 2010, 11:10:35 PM
I'm confused... the lounge uses slime's iwad, but to use the skulltag pack I need to use 75's iwad/chex3... what if I want the stuff in 75's pwad in the lounge?

Has anyone come up with anything for a BFG10K replacement? (eg. LAZ Device 10K)

yeah, the liquid zorcher.
The liquid zorcher is nothing at all like the BFG10K... the liquid zorcher is a powerful superweapon for use only by the elite that shoots zorch is almost every direction and comes in three pieces some assembly required, while the BFG10K is just a rapid-fire BFG9000 that's shots go really fast and have splash damage.
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 10, 2010, 11:52:01 PM
The liquid zorcher in my mod is a BFG10k with different sprites. It's pretty much exactly what manny cav used in cqarena, except with a different obituary and set to be used in chex quest 3.

I'm going to have all of the skulltag weapons in as a sound/sprite swap, since I like their mechanics. I'm going to have some new ones too, though.

as for using my wad and CQLounge together, it doesn't work... sorry :(

I tried it out just to see what happens if you combine Chex3.wad, NewSkullP10.wad, and CQLoungev36

if you look out the window in the room where you start, you see this. It's kind of pretty  XD

Sorry but you are not allowed to view spoiler contents.

Here's the men's bathroom
Sorry but you are not allowed to view spoiler contents.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 11, 2010, 12:38:20 PM
So wait, what about using your WAD, 75, combined with Slime's doom2.wad?

And LAZ, we're just using the liquid zorcher sprites.
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 11, 2010, 12:41:30 PM
So wait, what about using your WAD, 75, combined with Slime's doom2.wad?

Nope, since my wad inherits and replaces chex3 exclusive actors. It won't get past startup.

If you wanted the CQLounge maps in my wad, we'd just have to go through the map and replace the nonsense Doom 2 textures with their chex3 equivalents.

It probably wouldn't take too long, if I get some extra time, and people really want the lounge, I might do it. Although, if somebody else could do it that would be great too.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 11, 2010, 01:14:18 PM
So wait, what about using your WAD, 75, combined with Slime's doom2.wad?

Nope, since my wad inherits and replaces chex3 exclusive actors. It won't get past startup.

If you wanted the CQLounge maps in my wad, we'd just have to go through the map and replace the nonsense Doom 2 textures with their chex3 equivalents.

It probably wouldn't take too long, if I get some extra time, and people really want the lounge, I might do it. Although, if somebody else could do it that would be great too.

...

Then what's the point? Besides co-op, we've used Doom2 for everything, unless we're starting from scratch here?  My idea to make CQ Skulltag-compatible was also to allow us to run other PWADs like Domination or CTF with a CQ flavor. It's not really just about the lounge, it's about compatibility.

Of course, I appreciate your efforts on all this, and keep it up, but it seems like we're veering off the path a little in terms of optimization with Skulltag.
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 11, 2010, 01:35:18 PM
Sorry about that, got too heated... my fault entirely.

Then what's the point?

My mod adds multiplayer functionality to chex3. My maps will be completely chex3 compatible. No doom sounds, no messed up textures, but using the skulltag game modes


Quote
Besides co-op, we've used Doom2 for everything, unless we're starting from scratch here?  

We used TNCQ 2 to play doom 2 mods. These mods were never meant to be played in chex quest, though. All we did was replace some sprites and sounds, although it was obviously doom under the hood

Quote
My idea to make CQ Skulltag-compatible was also to allow us to run other PWADs like Domination or CTF with a CQ flavor. It's not really just about the lounge, it's about compatibility.

there is no way to truly make doom mods compatible with chex quest. Every mod has a few custom sprites and/or a few custom textures that are obviously doom.

If you don't mind that / want to play like that, be my guest, TNCQ will still be around.

However, if you're worried about missing some game modes, feel free to make some. I'd love to have a domination map in my wad. I might try to make one myself.

Quote
but it seems like we're veering off the path a little in terms of optimization with Skulltag.

Not true. Chex quest is working with skulltag, as a separate game. The chex quest actors, weapons, and textures are reckognized as part of a different game, rather than being forced into doom 2 textures, sprites, actors, and sounds.

This is only veering off of compatibility with Doom 2. Remember, there are many different games that skulltag works with (hexen, heretic, action doom, etc.).

The stock skulltag maps (D2DMXX, etc.) won't work anymore, but they were never meant to work with chex quest in the first place. It makes no more sense than having a deathmatch in hell in heretic.

It's just what we're used to for right now, once we have a few good maps in this wad, I'm sure that won't be a problem.

And if it is, it's not like you can't just fire up skulltag with TNCQ, if you really wanted to.


Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 11, 2010, 02:15:01 PM
but it seems like we're veering off the path a little in terms of optimization with Skulltag.

quite the opposite. The only thing we're veering off of is compatibility with Doom 2. Skulltag has never worked better with chex quest, and for once, chex quest works like its own game in multplayer, rather than something copying off of doom 2.

Hm, true. I agree with that; CQ should be its own game. If we can get enough maps and WADs going around, I'd be happy to just use this instead. Thanks for the insight. :)
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2010, 02:13:32 AM
75's got this WELL together. Something I've been waiting to see happen for a LONG time. Once this gets a little more under way, I think this may very well become like a new Ultimate Chex Quest. So in a way we are starting over but it will all be very good in the long run. Good job in combining features from other WADs too. That's what we need, is one central port of CQ on an advanced engine (Skulltag).
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on August 12, 2010, 11:58:40 AM
Now...what will we call it? ;)
Title: Re: Chex Quest Lounge ST
Post by: Lucius on August 12, 2010, 03:56:11 PM
Well considering that CQ3 pretty much is TUCQ now, we just have to make it better and make everything completely polished in skulltag.
Title: Re: Chex Quest Lounge ST
Post by: noob1234 on August 17, 2010, 06:08:10 PM
the mens room has those little blue and white checkers that means there's a texture missing... i think
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on August 17, 2010, 06:59:39 PM
the mens room has those little blue and white checkers that means there's a texture missing... i think

Nope, there's a texture there.
Title: Re: Chex Quest Lounge ST
Post by: mob720 on August 19, 2010, 12:36:15 AM
No, I agree with Mr. Noob on this one. The blue-white checkerboard means theres a missing texture or flat in Skulltag. (Or it is not recognized by the game.)
Title: Re: Chex Quest Lounge ST
Post by: 75 on August 19, 2010, 12:41:03 AM
The liquid zorcher in my mod is a BFG10k with different sprites. It's pretty much exactly what manny cav used in cqarena, except with a different obituary and set to be used in chex quest 3.

I'm going to have all of the skulltag weapons in as a sound/sprite swap, since I like their mechanics. I'm going to have some new ones too, though.

as for using my wad and CQLounge together, it doesn't work... sorry :(

I tried it out just to see what happens if you combine Chex3.wad, NewSkullP10.wad, and CQLoungev36

if you look out the window in the room where you start, you see this. It's kind of pretty  XD

Sorry but you are not allowed to view spoiler contents.

Here's the men's bathroom
Sorry but you are not allowed to view spoiler contents.

are you guys talking about this? That was a joke, I posted it to show how messed up the lounge is when you mix it with chex3.wad and my PWAD
Title: Re: Chex Quest Lounge ST
Post by: mob720 on August 19, 2010, 12:44:54 AM
Yeah but missing/not recognized textures in skulltag are replaced with the checkerboard.

BUT in the real non-joke map there is are textures there.

Long story short, the map gets screwed up.
Title: Re: Chex Quest Lounge ST
Post by: Super Searcher on September 08, 2010, 02:53:15 AM
...So whats been going on with CQ Lounge lately?
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on September 08, 2010, 09:24:46 AM
Haven't been working on the chex hotel lately. I need roomz!
Title: Re: Chex Quest Lounge ST
Post by: MajorSlime on September 08, 2010, 06:41:26 PM
-Lobby
-Elevator (a must need for fancy hotels!)
-Pool
-Spa
-Exercise Room
-Couple rooms for whoever wants one (I want one with a big screen tv that watchs the lobby, and a bed that lowers from the ceiling)
-Dining Room
-Conference Room
-Zorchmatch Roof!
-Vents (a very important part of any building)
-Dont forget the bathrooms
-Other entertainment!

Got all that?  ;D
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on September 08, 2010, 08:16:44 PM
Well, so far, I have a lobby with a fountain, an elevator (A lazy one that leads to the second floor which contains halls. From the hall branches a looping hall which will have teleporters to a hotel room.

I haven't been working on it lately though.
Title: Re: Chex Quest Lounge ST
Post by: Datra on September 09, 2010, 12:25:35 AM
Oh so it's a hotel?! I somehow overlooked that. And here all this time I've been trying to build a special custom private suite.

Maybe there could be a special VIP floor that's got rooms for CQFF members.
Title: Re: Chex Quest Lounge ST
Post by: samuraiclinton on September 09, 2010, 01:37:11 AM
-Lobby
-Elevator (a must need for fancy hotels!)
-Pool
-Spa
-Exercise Room
-Couple rooms for whoever wants one (I want one with a big screen tv that watchs the lobby, and a bed that lowers from the ceiling)
-Dining Room
-Conference Room
-Zorchmatch Roof!
-Vents (a very important part of any building)
-Dont forget the bathrooms
-Other entertainment!

Got all that?  ;D

Oh yeah!  This is what I wanna experience in a virtual world!

I even made a music video to Haddaway's "What Is Love" which is a Machinima which took place at the MAGHQ WAD.

http://www.youtube.com/watch?v=JwehgAI1npE

Maybe Chex Quest needs more machinimas someday, maybe music videos could be filmed at this type of lounge!
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on September 26, 2010, 05:37:30 PM
Heh, CQ machinima:

http://www.youtube.com/watch?v=8h76Ckkp02Y
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on October 17, 2010, 10:32:15 PM
A lounge is going to be made for 75's Skullpack mod.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on October 18, 2010, 05:02:56 PM
Sounds good, yo. That would be nice if we didn't have to have PWAD spaghetti everywhere just to play in a lounge.
Title: Re: Chex Quest Lounge ST
Post by: 75 on October 18, 2010, 07:38:19 PM
right now, cqloungev36 is incompatible with the skulltag pack, so if QG makes this, it'll be the first lounge that will work on the skulltag pack configuration.  :)
Title: Re: Chex Quest Lounge ST
Post by: QuadrumpusGuy on October 31, 2010, 11:45:05 PM
I'm going to start on this lounge project after I finish some maps for 75's mod.

I may use 3d floors for some areas, but I would have to sacrifice deathmatch for that. So, we'll see.

EDIT for Ideas: I was thinking of having the players starting in a quiet foyer with a grandfather clock ticking, and having localized music play when you go to different areas.

There would also be a dinner theatre, and featured there would be...

Sorry but you are not allowed to view spoiler contents.
Title: Re: Chex Quest Lounge ST
Post by: rexxor on November 28, 2010, 10:52:47 AM
Heh, CQ machinima:

http://www.youtube.com/watch?v=8h76Ckkp02Y
That was great.
Title: Re: Chex Quest Lounge ST
Post by: ChexCommander on November 28, 2010, 06:10:33 PM
Heh, CQ machinima:

http://www.youtube.com/watch?v=8h76Ckkp02Y
That was great.

Thanks. That video won me TF2 last year. XD