Progress Report: February 5, 2013
Not much to report here per sť.
I had been planning to do so for a very long time, and I finally got around to doing it. Way back in one of the betas (I don't remember which one) I changed the pit with the yellow key on E1M5 so that instead of having five cyclopti in it, I have five holes in the rock face and silent teleport five larvae in to the holes when the player falls into the pit. Up until now the holes have been rectangular, but I had intended to have hole textures to make them less regular. Last night I finally got around to fixing the problem.
It is quite nice watching the larvae emerging from these holes. Perhaps I will edit the hole textures a bit later so that there is some slime hanging around the edges.
I have been fiddling around with the textures on E2M4, mostly the cornerstone textures I made (I know they appear in CQ3, but I made them for T.U.C.Q. years ago.) to make the buildings look better, especially without windows sitting so close to the corners.
I have also been using thin sectors to remove inappropriate windows and other textures that should not be there. The Chex Condominiums office now has a glass window.
I also made changes to the two windows on the top floor behind the yellow key door so that the windows appear as normal windows from the street, just as I had done with some other windows on the main street, but I am not satisfied with the results.
I did a little work on the diner on E2M1. I went to flamingtext.com and created a transparent neon sign patch. I am testing it out in the picture below.
Yes. I know it repeats. I am just testing.
Is it too large? Is it too gawdy? What do you think?
I also made a brick texture for that bit of wall on the left. It is just a repaint and resize of the sewer wall texture, and looks fairly appropriate. The formerly solid wall is just a sector now. I intend to cap the wall with grey stone or cement. Some fence posts are sticking out of the top of the wall and will eventually have a chainlink fence texture strung between them. The exterior of the large hangar is now visible in the backround.
Meanwhile, I made the mistake of going through the CQ3 version of CQ2. It was sort of a mistake, because I want to avoid copying anything Chuck has done, and the less I see it the less likely I am to end up copying something. (It's a pride thing I guess.)
It was also kind of depressing to see such nice work done in CQ3 when work on T.U.C.Q. has been so slow. Development Hell
sucks. T.U.C.Q. is the Duke Nukem Forever of Chex Quest projects it seems at times like this.
Then I popped into the original Chex Quest 2 and got a good look at what I started with.
I feel much better now.