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Title: Chex Quest 2 Errors


Manny Cav - August 15, 2007 07:23 PM (GMT)
I've been playing around with DOSBox, and I decided to give Chex Quest 2 a go. However, I ran into some very odd level errors near the end of E1M1, after going through that famed red key door. I decided to go back into the game with devparm set so I could take pictures of the errors. I reproduced the circumstances causing the errors. The result wasn't exactly the same, but they were similar to the first set of errors. My normal run was to go through the level, collecting everything and making sure I zorched every single Flemoid I came across. However, when I got the red key, instead of immediately jumping out of the ledge, I took the hidden elevator down. All the times I've gotten errors, I took that particular elevator. I don't know if it had anything to do with this, but I did it anyway. After going through the first red key door to the left, the game went to a molasses-slow crawl. I went on to zorch all of the Flemoids in the room. When I did that and the game finally went to normal speed, the entrance to the final room with the single ship and the switch to end the level lowered like it sometimes does, and the hoopla began. Here are the screen shots I took.

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This is the very beginning of the level in it's pristine state.
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Virtually the exact same spot, but you wouldn't recognize it, given the major hall of mirrors effect. The streets are unnavigatable.
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This is the room where the beam lowers. Do you see that gobbledygook on both sides of the entrance? I've seen that actually change from time to time. In fact, right before I took this screen shot, it was something different. It changed at the very moment I took the screen shot.
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The left door disappeared entirely, and the right one sounds like it's opening, but it doesn't.
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The final room with the switch. The area is unnavigatable.

Manny Cav - August 15, 2007 07:25 PM (GMT)
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The same room at reverse angle.
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The inside of the diner. Despite how different it looks, the entire diner is fully navigatable (you can't enter or exit, though; the entrance was removed after the gobbledygook started).
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Notice the lack of a roof over the table.
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The hallway leading to the first space door was sealed off entirely.
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The main hanger room. It's unnavigatable.

Manny Cav - August 15, 2007 07:27 PM (GMT)
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The ledge with the breakfast, propulsor ammo, etc. It's unnavigatable.
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This is the elevator that goes up and down to the area containing the blue key. The room itself is navigatable, and the elevator functions normally. However, there is no way to enter or leave the area.
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The blue key should be directly in front of me. However, the window area was completely sealed off.
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The hallway leading to the second space door (which, behind it, should be a room with a rapid zorcher, a bowl of vegetables, and a Flemoid larva) was sealed off with a texture not even used in the level.
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A reverse view of the prior room. There's no way in or out of either hallway leading to either space door.

Manny Cav - August 15, 2007 07:30 PM (GMT)
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The forementioned room with the rapid zorcher and larva. It's been utterly corrupted, and the room is unnavigatable.
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The room leading up to the red key that's just beyond the large blue key doors. The entrance was sealed off, and there's no way out, but the entire area is otherwise unaffected and navigatable.

Loremaster - August 15, 2007 07:38 PM (GMT)
I've come across SOME of those errors, but not nearly as many as you! All I can think is that perhaps DOSBOX fouled up somewhere on most of those.

Manny Cav - August 15, 2007 07:44 PM (GMT)
I had to charlesjacobi my way through the entire level to get from place to place. It looked like an earthquake happened, and the city got completely covered and/or leveled. I'll see if I can reproduce this without DOSBox, as it's possible it intensified the errors.

UPDATE: The lack of a roof over the table in the diner is actually normal. Also, when I tried to reproduce these effects without DOSBox, the game would throw me out the minute I clicked the space bar next to the red key door to the right.

Lucius Octavion - August 16, 2007 12:17 AM (GMT)
Wow, reminds me of glitch city from the old Pokemon games.

Now this... this is why TUCQ was invented.

Replica - August 16, 2007 12:27 AM (GMT)
Dosbox has a ;pt of errors.....ont worrie about it. -_-

Manny Cav - August 16, 2007 02:57 AM (GMT)
I think DOSBox made a bad glitch worse.

xbolt - August 16, 2007 04:56 AM (GMT)
I think it's due, at least in part, to a mapping error.

The walls lining the secret hallway in the last room, where you get the phasing zorcher, are all linedef type 46 (GR Door Open Stay), with a tag of zero. Since most of the level is tagged zero, when shot, this causes the entire level to turn to mush.

Mob720 - August 16, 2007 01:16 PM (GMT)
I've only come across the red door errors when playing CQ2, but not any of those errors. I played CQ2 on my Win95 Laptop, and the game works fine, except the demo starts on level 5 and after that the game ends. The one about the last room where the ceilings come down and won't let finish has happened to me before.

xbolt, I've known that all along somehow, but whenever I play, I never shoot the wall to find out. I always thought nothing would happen.

Manny Cav - August 16, 2007 01:58 PM (GMT)
QUOTE (xbolt @ Aug 15 2007, 11:56 PM)
I think it's due, at least in part, to a mapping error.

The walls lining the secret hallway in the last room, where you get the phasing zorcher, are all linedef type 46 (GR Door Open Stay), with a tag of zero. Since most of the level is tagged zero, when shot, this causes the entire level to turn to mush.

It doesn't seem to happen on a source port, though. I don't even think it happens on the original Doom engine.




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