Progress Report: February 19, 2013
Not very much to report on today, aside from the fact that playing T.U.C.Q. on my new 51" TV is loads of fun.
There are a few things to report however.
I was attempting to get Flemoidus Gyro and the Flem Balloon working in DECORATE using the existing sprites for the gyro and a quick and dirty sprite made from my old sketch for the flem balloon. I hit a snag when I tried to test them. It appears that the lost soul attack (A_SkullAttack) that makes the gyro lunge at the player also causes it to damage other flemoids *even when it is set up not to*. The same thing is true of the flem balloon when it launches a gyro. Even with infighting turned off, they still kill each other. According to the people I have talked to on the ZDooM forum this is hard coded, and may not be fixed for a while.
I did find my old drawings of the gyro, which means I may be able to work on animating him in the hopes that he will be used.
On E2M4 there is a wall you can fall through to find the secret. I quickly painted a hole in that wall.
I know it's not much, but it's better than nothing.
I noticed compatability issues when using the DooM II IWAD. The intermissions were using the DooM II intermission music and the DooM II intermission screens. Neither are appropriate for Chex Quest. I discovered that GZDooM has intermission scripts (I am still learning, remember?) and I used them to get the CQ1 and CQ2 intermissions working. There should be no compatability issues there anymore.
Meanwhile, I have discovered that the weapons do not work properly when CQ3 is used as the IWAD. DeiMWolf had the same problem. I will see what I can do about fixing that.
Oh yeah. Flemoidus Cycloptis Tenacious is back.