Author Topic: Chex Quest Skulltag mod--is it doable?  (Read 26309 times)

Offline Manny Cav

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Chex Quest Skulltag mod--is it doable?
« on: July 08, 2008, 01:18:15 PM »
With the recent spike in Chex Quest multiplayer popularity, I've been thinking about doing a Chex Quest Skulltag mod. My idea, tough, involves making a Chexified skulltag.wad instead of a Chexified skulltag.pk3. Considering that skulltag.pk3 is an important file for running Skulltag (or the fact that you have to shuffle files around if you replace it), I think it would be more handy to use a modified skulltag.wad, since you wouldn't have to replace any files in the Skulltag folder--you would just have to tell Skulltag where to look for the new WAD file which could be named anything, like "manny.wad". I want to know if remaking skulltag.wad would be practical, that is, would future Skulltag release require lengthy revisions to such a mod, complicate things, etc.?
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Chex Quest Skulltag mod--is it doable?
« on: July 08, 2008, 01:18:15 PM »

Offline Batmanifestdestiny

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #1 on: July 08, 2008, 01:19:34 PM »
Isn't this already being done?

but then again...there were like 5 different CQ3s.

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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #2 on: July 08, 2008, 01:21:35 PM »
The Slimeinator has allegedly made a Skulltag mod, but I haven't seen it anywhere.
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Offline Batmanifestdestiny

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #3 on: July 08, 2008, 01:23:40 PM »
hmm....I guess that you're right, just about the only thing that I've seen of it is a rainbow assortment of flemoids which I don't understand...

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Offline ChexCommander

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #4 on: July 08, 2008, 01:40:59 PM »
XD You're right.  I'm waiting for a yellow Maximus.
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #5 on: July 08, 2008, 01:49:04 PM »
IDK the link, but its in the Zorchmatch subforum on the old boards.

It really needs to be updated, tho. 3 versions had quite a few changes...

And BMD, thats all Skulltag did! they took the cacodemon (one eyed flying tomato) and colored it orange, black, and lime green to make the extra monsters...and they did that for imps, demons, and the barons.

Plus, what I'd rather have is a wad called CHEXTAG.wad that would replace all the stuff in Skulltag.pk3, skulltag.wad, and DooM2. If the skulltag maps and the DooM 2 maps weren't changed, this could be called doom2.wad, and be a chex quest replacement for EVERYTHING.

That will tage a ton of stuff tho. We'd have to Create a few new flemoids to cover the original monsters, then a whole new set or 3 to replace the monsters for the Invasion mode. Maybe strife could help us with some of the extra zorchers (to say the truth, I don't like the CQ3 rapidzorcher. Or any replacement of the ssg so far. except zorchdude's one, it was okay) Also, there are a few extra decorations to be changed, all the runes, the extra powerups, a few textures, probably the skins, and the music, fonts, hud stuff, and so on and so forth.
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Offline Batmanifestdestiny

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #6 on: July 08, 2008, 03:22:48 PM »
The grenade launcher could be a zorchpak launcher!
and the railgun could be the lazer zorcher!

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Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #7 on: July 09, 2008, 09:08:20 PM »
I've started preliminary work on the mod. I'm going simple right now, working on sprite replacements. The new mod will be called "Chex Quest Arena".
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Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #8 on: July 09, 2008, 09:53:08 PM »
I still have an argument here.
Most servers on ST run DooM2. Slimeinator's IWAD works in someplaces, but in some, it kicks you out.
TNCQG2 doesn't work with the default skulltag maps. I was just wondering what IWAD this will be for...?
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Offline Lucius

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #9 on: July 10, 2008, 12:40:18 AM »
If there were a skulltag version of CQ, I would be so happy. We could get all the maps ported and I would make ZM maps like crazy like I did before.

Offline Manny Cav

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #10 on: July 10, 2008, 10:09:50 AM »
I still have an argument here.
Most servers on ST run DooM2. Slimeinator's IWAD works in someplaces, but in some, it kicks you out.
TNCQG2 doesn't work with the default skulltag maps. I was just wondering what IWAD this will be for...?
I'm not exactly sure yet. This is going to be a rehashed skulltag.wad (with perhaps bits and pieces thrown in to make further alterations), and I don't know how to operate skulltag.wad exactly. I looked through it, and it didn't appear to contain sufficient resources to be ran as an IWAD, so I assume that it is PWAD dependent. I ran several test servers using TNCQG2 as the IWAD, and it ran as expected with no anomalies, so that will likely be the IWAD unless something else comes along the way.

I've hit my first roadblock. I'm trying to hunt down some way to contact the creator of the Doom mod "S*T*R*A*I*N". So far, I've had no luck doing so. Both emails I sent to two different addresses bounced back with errors. I need someway to contact him or her. Can anybody here help?

EDIT: Also, I'm currently working on the railgun, and there seems to be some sprites that I can't figure out where their places in the railgun weapon animation are. They are:
RLGGB0
RLGGC0
RLGGD0
RLGFA0

Does somebody know where these sprites belong in the animation? I've replaced all of the other sprites except those, but the Skulltag ones that I didn't replace don't show up in the animation.
« Last Edit: July 10, 2008, 11:52:36 AM by Manny Cav »
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Offline Lucius

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #11 on: July 10, 2008, 11:21:13 PM »
Are you sure they're not part of the reloading sequence?

Offline Atariangamer

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #12 on: July 10, 2008, 11:34:18 PM »
there is a normal frame, a firing sequence, and a reloading sequence...minigun is less....
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Offline Batmanifestdestiny

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #13 on: July 11, 2008, 05:00:23 PM »
It could be like in Wolf3D, they technically have a damage frame, but when you hit the enemy, it just shows the first frame of the death sequence.  I think that maybe they originally planned on having it in, but didn't have enoug time/resources, it could be the same way with skulltag.

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Offline GameMaster

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Re: Chex Quest Skulltag mod--is it doable?
« Reply #14 on: July 13, 2008, 03:22:45 PM »
the new skulltag version uses special encryption on the skulltag.exe file making it more difficult to hack. or is skulltag.wad all that needs to be edited?

 

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