Author Topic: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch  (Read 2590 times)

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Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« on: May 15, 2016, 03:53:48 PM »
This is a small patch I worked on for a little while today that tries to make this map pack a little more fun when played online.

Changes for r00: (to see changes for future versions see posts below)

- Removed "Save?" switches (they don't do anything in multiplayer), replaced them with vegetables
- Added exit signs to all exits
- Moved around / removed a few Loricatus to reduce the "Rocket Guys in the Dark" problem that Boingo mentioned

- E1M4: Made the jumping puzzle here a little easier, plus a teleporter to bypass the whole thing for other players

- E1M5: One lift was not marked repeatable

- E1M6: I noticed there were a few places where the traps were almost instant death, I tried to tone those down a bit
- E1M6: Added more ammo, added large zorcher so that you don't have to use the (more ammo hungry) Mega Zorcher on weaker flemoids
- E1M6: Made it so that if the first player that gets into the Cyber Flemoid boss fight gets slimed, other players can still get in and continue the map
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended up doing some kind of crazy jump; the sector that needs to lower has a tag of 1024 that doesn't seem to be referenced anywhere, I added a switch to lower these floors; let me know if I overlooked something and there actually is a way to get it without tricky straferun jumping
- E1M6: Added armor, I think this map really needs some kind of armor...
- E1M6: Added a shortcut to improve the flow a little

- E1M7: Added a teleporter so that other players can continue the Gorre fight if the first player to get in gets slimed
- E1M7: Removed a door so that you're not locked out of the start area after going into the elevator
- E1M7: Made the teleporter out of the gorre arena repeatable

Other ideas I had but didn't get to implement:

- It might be a good idea to make more of the enemy projectiles BRIGHT, in the dark it's really hard to see slime balls coming
- Some obituaries are broken, I think the dark bipedicus obituary is one of them that does not work
- Player colors are not quite working, it would probably be best to give this the "blue pants" treatment so that the slime does not recolor with the player's (green) pants
- Maps might need more ammo / health. Unfortunately I forgot where the spots were that we were running of ammo.
- If playing with sv_sharekeys Zandronum prints incorrect key names like "<you> have picked up the YellowSkull!", can this be fixed?
- Add noinfighting to MAPINFO to try to prevent infighting

I tried to keep my changes as minimal as possible, let me know what you guys think, if you guys like it I'll host it with CQTLQ

Current Version: (May 25th, 2016):  http://ifocserv.net/ftp/wads/CQTLQB21_MPPatch_r02.pk3



Sorry but you are not allowed to view spoiler contents.
« Last Edit: August 15, 2018, 11:13:53 PM by 75 »
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Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« on: May 15, 2016, 03:53:48 PM »

Offline 75

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #1 on: May 15, 2016, 07:48:15 PM »
Testing brought out a couple things

- E1M6: fixed one way door
- General: Fixed my stupid mistake with the exit sign texture

http://ifocserv.net/ftp/wads/CQTLQB21_MPPatch_r01.pk3
« Last Edit: May 15, 2016, 08:33:12 PM by 75 »
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Offline noob1234

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #2 on: May 18, 2016, 10:43:20 PM »
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended up doing some kind of crazy jump; the sector that needs to lower has a tag of 1024 that doesn't seem to be referenced anywhere, I added a switch to lower these floors; let me know if I overlooked something and there actually is a way to get it without tricky straferun jumping

Went to check it out, and this sector is supposed to lower when zorching slime pillars that don't show up for some reason. I'm not sure why; they used to... You'd have to look into it more. In the console, they're referenced as "Unknown type 15218."

Sorry but you are not allowed to view spoiler contents.

EDIT: Huh, seems to be an engine issue. The above screenshot was taken in GZDoom 2.1.1; the below one was taken in 1.8.0. Not sure how far back you have to go to avoid the error; I just chose 1.8.0 arbitrarily because 1.9.1 didn't work and I figured I should try a few versions back

Sorry but you are not allowed to view spoiler contents.

EDIT2: I'm dumb; this patch is for multiplayer. They do show up in Zandronum.
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« Last Edit: May 18, 2016, 11:41:35 PM by noob1234 »


Offline noob1234

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #3 on: May 18, 2016, 11:40:59 PM »
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended up doing some kind of crazy jump; the sector that needs to lower has a tag of 1024 that doesn't seem to be referenced anywhere, I added a switch to lower these floors; let me know if I overlooked something and there actually is a way to get it without tricky straferun jumping
EDIT3: I'm dumb again; going through with your patch installed I found out what it was you were thinking was wrong.
To get to the red key, you're supposed to go through the orange door and then the walls lower to reveal the quadrumpi; I assume what tripped you up was this slightly wider gap in the bars.
Sorry but you are not allowed to view spoiler contents.

I'm keeping what I had written originally and the two previous edits because this is still an issue, albeit a completely separate one that has nothing to do with multiplayer

Went to check it out, and this sector is supposed to lower when zorching slime pillars that don't show up for some reason. I'm not sure why; they used to... You'd have to look into it more. In the console, they're referenced as "Unknown type 15218."

Sorry but you are not allowed to view spoiler contents.

EDIT: Huh, seems to be an engine issue. The above screenshot was taken in GZDoom 2.1.1; the below one was taken in 1.8.0. Not sure how far back you have to go to avoid the error; I just chose 1.8.0 arbitrarily because 1.9.1 didn't work and I figured I should try a few versions back

Sorry but you are not allowed to view spoiler contents.

EDIT2: I'm dumb; this patch is for multiplayer. They do show up in Zandronum.
Sorry but you are not allowed to view spoiler contents.
EDIT4: ARGH I PRESSED QUOTE INSTEAD OF MODIFY


Offline Awesomedude249

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #4 on: May 19, 2016, 01:10:08 PM »
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended up doing some kind of crazy jump; the sector that needs to lower has a tag of 1024 that doesn't seem to be referenced anywhere, I added a switch to lower these floors; let me know if I overlooked something and there actually is a way to get it without tricky straferun jumping
EDIT3: I'm dumb again; going through with your patch installed I found out what it was you were thinking was wrong.
To get to the red key, you're supposed to go through the orange door and then the walls lower to reveal the quadrumpi; I assume what tripped you up was this slightly wider gap in the bars.
Sorry but you are not allowed to view spoiler contents.

I'm keeping what I had written originally and the two previous edits because this is still an issue, albeit a completely separate one that has nothing to do with multiplayer

Went to check it out, and this sector is supposed to lower when zorching slime pillars that don't show up for some reason. I'm not sure why; they used to... You'd have to look into it more. In the console, they're referenced as "Unknown type 15218."

Sorry but you are not allowed to view spoiler contents.

EDIT: Huh, seems to be an engine issue. The above screenshot was taken in GZDoom 2.1.1; the below one was taken in 1.8.0. Not sure how far back you have to go to avoid the error; I just chose 1.8.0 arbitrarily because 1.9.1 didn't work and I figured I should try a few versions back

Sorry but you are not allowed to view spoiler contents.

EDIT2: I'm dumb; this patch is for multiplayer. They do show up in Zandronum.
Sorry but you are not allowed to view spoiler contents.
EDIT4: ARGH I PRESSED QUOTE INSTEAD OF MODIFY
No worries, I deleted that post. ;)
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Offline 75

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #5 on: May 19, 2016, 07:31:08 PM »
Thanks, Noob, that helps a lot

Quote from: noob1234
<the slime pillars don't show up in gzDoom>

It looks like even without my patch, the slime pillars don't show up in this map in newer versions of gzDoom (and zDoom 2.8.0) -- this is very bizarre, I'm not sure what would cause this.

For right now we're probably okay since this is for Zandronum, but I wonder if this will break for future versions of Zandronum? Thanks for letting me know, I'll watch out for this problem coming up again later.


EDIT:

I figured out why the flem pillars aren't showing up in gzdoom, for some reason Arch put "Game Doom" in his DECORATE for that actor.

I guess Zandronum ignores "Game Doom" but gzDoom and zdoom don't. gzdoom and zdoom probably ignored the "game" setting when Arch made the code for the actor, that makes sense considering Zandronum 2.x is up to date with zDoom 2.5.0.

If I replace "Game Doom" with "Game Chex", the flem pillars show up in gzdoom. I've added this to the patch but I didn't upload it yet.




Quote from: noob1234
<Shooting the slime pillars lowers the blocker thing>

I think I remember that too, but I just went in game and tested it without my patch in Zandronum, the block does not seem to lower for me after shooting the slime pillars.

Just to make sure we're talking about the same thing, I mean this block with the veggies on it:



EDIT: Note that even with the slime pillar "Game Chex" fixes, the veggie block (see screenshot above) still does not lower in gzdoom.
« Last Edit: May 19, 2016, 09:00:49 PM by 75 »
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Offline noob1234

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #6 on: May 19, 2016, 09:34:08 PM »
- E1M6: I'm not sure how Arch129 intended for people to get the red key, I ended up doing some kind of crazy jump; the sector that needs to lower has a tag of 1024 that doesn't seem to be referenced anywhere, I added a switch to lower these floors; let me know if I overlooked something and there actually is a way to get it without tricky straferun jumping
EDIT3: I'm dumb again; going through with your patch installed I found out what it was you were thinking was wrong.
To get to the red key, you're supposed to go through the orange door and then the walls lower to reveal the quadrumpi; I assume what tripped you up was this slightly wider gap in the bars.
Sorry but you are not allowed to view spoiler contents.


I had written this after my inital comment I guess...
Two separate problems. This is after you enter the orange door, and zorch all the quadrumpi.


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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #7 on: May 20, 2016, 06:31:54 PM »
You're right, I did forget to go through the door with the quadrumpi.

I'm still kind of confused about this block with the veggies on it, though, it has a tag (of 1024), but it never lowers. In Zandronum I went through and zorched every flemoid on the map (including the boss) and it still didn't lower.

Do you remember if that veggie block ever lowered? Or was it just something you were supposed to fall onto? Unfortunately I can't remember.

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Offline noob1234

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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #8 on: May 21, 2016, 10:27:12 PM »
Played through the level again... It doesn't lower, I guess you're supposed to fall onto it from above
But it's tagged, so perhaps Arch meant it to lower by some other means?


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Re: Chex Quest: The Lost Quest (Unofficial) Multiplayer Patch
« Reply #9 on: May 25, 2016, 10:21:40 PM »
New release of the patch: r02

I wasn't sure what to do with the veggie block so I left it how it was before (switch activated), Arch didn't mark it a secret so I'm guessing he wanted it to lower? Let me know what you guys think.

- Fixed HOM in Hidden Backtracks
- Removed "Game Doom" from the slime pillars

I'm going to host this on the CQ : TLQ server, I hope you guys like it!

http://ifocserv.net/ftp/wads/CQTLQB21_MPPatch_r02.pk3
"Give us those nice bright colors, give us the greens of summer, makes you think all the world's a sunny day."

You can find me on the CQFF discord: https://discord.gg/AgNhjem

 


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