Chex Quest Fan Forums

Archive => Inactive Fan Projects => Archive => The New Chex Quest: Generation 2 => Topic started by: The Slimeinator on July 16, 2008, 02:22:52 PM

Title: Release #5!
Post by: The Slimeinator on July 16, 2008, 02:22:52 PM
Here it is! The one you've all been waiting for! The release where Chex Quest and HeXen collide!

Plus there is a new IWAD release! It's not COMPLETELY necessary to download it, as it just updates some sprites. BUT THE SPRITES ARE COOL!!!!!!

Iwad:

http://www.mediafire.com/?9yzmxjixxjy

Expansion Pack:

SEE POST BELOW!

Drop a comment here or at the TNCQG2 Topic!
Title: Re: Release #5!
Post by: The Slimeinator on July 16, 2008, 02:41:04 PM
EMERGENCY FIX RELEASE!

There was an error in KEYCONF so that no class except for Chex Warrior could select their Rapid or Chain zorchers. Get it here:

http://www.mediafire.com/?wmihjonxfyg
Title: Re: Release #5!
Post by: arch129 on July 16, 2008, 04:45:37 PM
I tryed it out it was fun!  ;D
I really liked the classes thing when you can chose your player.
I also liked map04 too.
Title: Re: Release #5!
Post by: The Slimeinator on July 16, 2008, 05:03:39 PM
I'm glad you like it!
Title: Re: Release #5!
Post by: GameMaster on July 16, 2008, 06:57:56 PM
do you need this for the chex quest united server?
i was playing eariler today with the iwad i downloaded from the url you put in release 4 thread, so i assume no?
Title: Re: Release #5!
Post by: The Slimeinator on July 16, 2008, 09:01:34 PM
You can use either, but this new IWAD has a bunch of cooler sprites for the Lost Soul and Ultimus.
Title: Re: Release #5!
Post by: Pikazec2012 on July 17, 2008, 12:42:08 AM
downloaded but yet to play. i was busy instaling the DSL modem. ill try to play tommorow
Title: Re: Release #5!
Post by: Manny Cav on July 17, 2008, 01:04:53 AM
You can use either, but this new IWAD has a bunch of cooler sprites for the Lost Soul and Ultimus.
Actually, if ChexCommander switches to using this new version as the IWAD of choice, then everyone else will have to have it to play his server, so the likely answer to GameMaster's question is yes, but just in case, keep the older version as "doom2.wad.old" should ChexCommander decided to stick with the older one for some strange reason.
Title: Re: Release #5!
Post by: The Slimeinator on July 17, 2008, 01:10:06 AM
No. It does not change maps. I know from personal experience - only maps make a difference. Not sprites. I have played the Chex Quest server in Ultimate Doom format by accident. I was fine for three levels until Episode One reset.
Title: Re: Release #5!
Post by: Manny Cav on July 17, 2008, 01:15:09 AM
DOH! :-X I shouldn't have known that, since I've able to keep save files from an older version of a WAD and use them on a newer version with unchanged maps. :D
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 11:36:08 AM
Well anyways, I'm using the new IWAD.

Slime: Are Player Classes going to work in Multiplayer?  If so, how?
Title: Re: Release #5!
Post by: Atariangamer on July 17, 2008, 11:49:01 AM
....Decorate line 6888:
too many arguments to teleport...

-_- wtf happened? I guess we cant use skulltag anymore...
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 11:51:13 AM
Huh what?  Huh?  Am I missing something here?
Title: Re: Release #5!
Post by: The Slimeinator on July 17, 2008, 11:52:23 AM
Oh... I was trying to make a Flemoid teleport. Sorry. :-[

By the way, I just saw CC's first post. You can change your class in Multiplayer by going to Player Setup, but I think I wouldn't be able to keep the weapon damage differences.
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 11:53:52 AM
Eh?
Title: Re: Release #5!
Post by: The Slimeinator on July 17, 2008, 11:55:59 AM
What? What is this "eh"? Go to MAP30 and beat the huge red Flembrane thing to find out what I was trying to teleport!
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 12:15:58 PM
Eh, you've ruined Skulltag matches for TNCQ G2.  Now it is impossible for me to start a server with your WADs.  Thank you.  :(
Title: Re: Release #5!
Post by: The Slimeinator on July 17, 2008, 12:16:46 PM
I'll change that in the next release, since it didn't work. Actually, I think I'll change it right now. Hold on one moment while I upload.

UPDATE: ... ... ... Apparently, Skulltag has a slightly different DECORATE format than Zdoom. It's complaining about my A_CustomBulletAttack states. I'm really sorry, guys, and if I find a solution, believe me, I WILL implement it.
Title: Re: Release #5!
Post by: Atariangamer on July 17, 2008, 12:39:11 PM
'sokay. I enjoyed this release. Cool maps, CONFUSING AS HECK, and just to look, I went to map 33 and 34. ... 33, I decided to sit on the pilliar and wait for some infighting to happen, while I just kept hitting what flew up. I turned on god mode and said "SKYDIVING!!!"...only to find my self blasted to the ceiling and stuck there by archvile fire...I couldn't get down, and it was so much, my GZDooM crashed. -_-. And the level 34 was kinda easy...I got a bfg blast to him...and he slipped into a hole ;D. Then I just dodged everything and kept firing into the hole till the thing said 0...nothing happened...I blasted it somemore, and then it exited...?

Also, I noticed how you got the weapons system to work...but is confusing as heck! I was just gonna see what the weapons were, and i got 3 pistols, 3 chainguns, 3 miniguns, 4 rockets?, 3 plasma...and 3 spoons and saws! thats really confusing...plus, I have no Idea what is whos! lol

Awesome release, man...TRIED to get through w/o god mode on...used the chex tech...got through 1.5 levels...:\
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 12:41:07 PM
I still can't beat Level 30.  Practically impossible.  I'll try Level 34 right now.
Title: Re: Release #5!
Post by: Atariangamer on July 17, 2008, 12:49:48 PM
I just cant get the archvile...Never can. cant run fast enough, and if you get caught, all of em grab you and sling you around...and then you die.
Title: Re: Release #5!
Post by: ChexCommander on July 17, 2008, 01:09:10 PM
Level 34.  Fun.  I agree with Atari about the 3 different types of the same zorcher thing... what's the difference?

Yes, this release is a lot of fun, and shows a definite improvement.  I like the Hexen force fields on Level 4!
Title: Re: Release #5!
Post by: Atariangamer on July 17, 2008, 01:15:00 PM
one set is for regular chex warior, one is for the tech (stronger hitscan), the other...I cant remember the name, but it has stronger projectiles...
Title: Re: Release #5!
Post by: The Slimeinator on July 17, 2008, 01:36:53 PM
Allow me. ;)

Alright. I am planning 3 classes, as there are only three HeXen classes, and I need the spawn classes.

These are the classes:

Chex Warrior: Standard. Basic Chex Warrior.

Chex Technician: Only 75% health. Increased speed. Increased hitscan weapon strength. Decreased hitscan accuracy (little). Decreased projectile weapon damage (little).

Chex Vanguard: 150% health. Decreased speed. Decreased hitscan weapon strength (by much). Increased accuracy of hitscan weapons (by much). Decreased firing rate (slightly). Increased projectile weapon damage (little).

Such are the classes. The three different weapons for each weapon are for the differing classes. For example, the Vanguard's Zorch Propulsor is stronger than the Technician's, which is weaker than the Warrior's.

By the way, thanks Chex Commander! I am glad you like it. I spent a llloooonnngggg time on MAP34, and there are still some HOMs I need to sort out.
Title: Re: Release #5!
Post by: Pikazec2012 on July 18, 2008, 02:17:45 PM
i still canot get anything to work in Gzdoom. i have the expansion from this and the iwad in you first post of this thread. what do i do
Title: Re: Release #5!
Post by: The Slimeinator on July 18, 2008, 02:23:18 PM
What version of GZDooM are you using?
Title: Re: Release #5!
Post by: ChexCommander on July 18, 2008, 03:03:11 PM
Does the batch file work?
Title: Re: Release #5!
Post by: Atariangamer on July 18, 2008, 05:29:50 PM
I always call the IWAD doom2.wad then drag and drop the wads onto gzdoom.exe...it works. But it would seem that those with a real doom 2 are then in trouble...which is why I have 3 folders of gzdoom
Title: Re: Release #5!
Post by: The Slimeinator on July 18, 2008, 05:52:39 PM
Well, you CAN use the original Doom 2, but the textures and objects would be messed up.
Title: Re: Release #5!
Post by: Pikazec2012 on July 27, 2008, 08:30:36 PM
okay mostly positive here. i've only gotten to the level with the 3 force fields at the begining but from whaat ive seen it looks cool. just one thing on a negative note. in the next realese could you add more zorch? i think i must cheat to get past this lvl
Title: Re: Release #5!
Post by: The Slimeinator on July 27, 2008, 11:20:30 PM
OK.
Title: Re: Release #5!
Post by: Manny Cav on September 12, 2008, 10:57:34 AM
I have recently discovered that if one uses a cheat codes to gain all zorchers, you actually get the zorchers for all 3 of the players classes, and with zorcher that are set on the same keys, you get 6 different zorchers to use, with the 3 different colors of the player classes.
Title: Re: Release #5!
Post by: The Slimeinator on September 12, 2008, 10:47:22 PM
Old news, dude. ;) I think it was Atariangamer who first mentioned it.
Title: Re: Release #5!
Post by: Manny Cav on September 13, 2008, 10:34:22 AM
Oops. :D
Title: Re: Release #5!
Post by: The Slimeinator on September 13, 2008, 11:03:47 AM
'Sokay.

In other news,

STRIFE DIALOGUE SCRIPTS!

If only I can get the stupid compiler to work...
Title: Re: Release #5!
Post by: Atariangamer on September 18, 2008, 10:18:03 PM
GASP! how late am I? *checks watch* DANG IT!

But oh well,

Hokay, Dialogue will be awesome! (...speech pack, mebe?)
And compiler? is it necessary to rebuild the engine to do that stuff?
Title: Re: Release #5!
Post by: The Slimeinator on September 19, 2008, 10:39:11 AM
No, different compiler. It's a Strife Script compiler.
Title: Re: Release #5!
Post by: Replica on September 29, 2008, 06:29:25 PM
I was looking in to that some time ago, Its a bigger hasle to make it then to use the "Print" script.
Title: Re: Release #5!
Post by: The Slimeinator on September 29, 2008, 07:09:40 PM
The print script takes away the time a person might need to read it, and it takes away interactivity.
Title: Re: Release #5!
Post by: Atariangamer on September 29, 2008, 07:15:39 PM
...so are there no other ways to do Strife things? ... sux