Progress Report: October 22, 2012.
Work continues to roll along.
I had to work on Wednesday, Thursday, and Friday and did very little on those days, but I managed to get some stuff done this past weekend.
I have converted all of the original flemoids over to DECORATE, as well as the medium and hard version of the Flemoidus Commonus. The medium and hard versions of the Flemoidus Bipedicus have not been converted over yet. As per the poll taken last year
I have decided to make the easy versions of the Flemoidus Commonus and Flemoidus Bipedicus melee fighters only as they are in the original Chex Quest, but to give the medium and hard versions additional ranged attacks. I have decided not to use the existing hitscan attacks, but will have them shoot projectiles. I will be giving the bipedicus a triple spread shot when I figure out how to do it properly. The Commonus is currently shooting a small flem ball using Bipedicus with Armour sprites scaled down and using that attack's sounds, but I intend to come up with new sprites if I can and to create or find a "pfoo!" sound to make it seem more like the Commonus is spitting the projectiles as its sprites suggest. At present the projectiles are a little too difficult to see and are too accurate, making them frustrating to deal with, but I intend to fix that in the near future.
I also recreated the extra ammo types I created back in phase II beta 2 using Heretic pickups. Because I have control over these items through DECORATE, I will probably change the extra ammo types to make them more useful, such as changing the large phasing zorcher recharge from +25 cells to +50 cells so that I don't have to place two of them together all the time as I was doing before.
I have added A flash effect in place of the bullet puff For the hitscan weapons. I know this is not needed for the conversion, but it is something I have wanted to add for a long time. In fact I tried to accomplish it in Legacy by swapping the code pointers between the DooM pistol and the Heretic wand, but Legacy would not let me do it. It is too bad, because the final effect, especially with dynamic lighting added to flash, looks pretty good. If Legacy had been more coorperative, T.U.C.Q. would have had this effect a long time ago.
I also added dynamic lighting to some of the other weapons.
I am still inexperienced at ZDooM/GZDooM editing, so don't scoff if I am making a big deal out of this, but I did my first DECALDEF lump today for the various flemoids' flem balls. I used an existing wall patch of a flem splatter, with scaled versions for the different sized flem balls. It is so much better to see the flem balls actually going "splat" against the walls, rather than just disappearing.
At some point in the near future I will have to create a number of other flem splats to add a lot more variety.*** WARNING: Obnoxious Bragging Ahead! ***
I looked through the chex3 wad today and noticed that Chuck had adopted nearly all of the sprite name changes I had made to the flemoids in T.U.C.Q. (i.e. FLEM for the Flemoidus Commonus instead of POSS from the original Chex Quest and STTU for all the statues in the museum level). Whenever I see something from T.U.C.Q. in Chex Quest 3 I always break out with a bad case of the grins.
That reminds me that I still need to create a Cinema level. Chuck may have based his theatre interior on the one I made, but he then went on to create the rest of the level. All I have at the moment is my theatre interior. *** Obnoxious Bragging Complete ***
I changed the blood splatter so that it leaves little blobs of flem on the floor for a short time, just as the blood splatter did in Legacy.
I also have the MAPINFO lump working. The episodes only follow the extant levels right now and end after E1M5 and E2M5 respectively. Episodes 3 and 4 simply end immediately with instructions to visit doomlegends.com to look for updates.
I found the test level in which I made a very simple cut scene with fraggle script and a Legacy camera. If they do not bloat the wad too much, I may be able to add animated cut scenes to future versions of T.U.C.Q.. This can be important, because my version of the story does vary a bit from the original, like the planned extra levels in episodes 1 and 2 (originally because I needed to fill in the standard length DooM episodes), and the storylines for episodes 3 and 4 also need to be introduced.
I also found an old copy of DeiM! DeiM is an old project of mine (My Wolfenstein clone is called "DeiMWolf" because it originally started as a planned easter egg in DeiM.) that has been on indefinite hiatus for years. It seems I did a lot more effects tests than actual levels when I was making DeiM, and one test level had a experiment that will probably end up in T.U.C.Q.. I have not successfully made any models for any of the DooM ports, but I have managed to fake it in the past by other means (i.e. several objects in DeiMWolf are constructed from 3D sectors). This simple object is constructed entirely of textures, but appears to be a solid model:
Please note that this screen shot is from over ten years ago, and that the effect here is actually for vanilla DooM.
I abandoned this "model" and the effect because Legacy's opengl mode had a bug that wrecked it. GZDooM does not appear to have the same bug, so a modified version of this "model" will almost definitely appear in T.U.C.Q. in the future. If it works, I may use this trick for other "3D models" as well.