Title: TUCQ Patch download topic!
Description: Come and get it!
Super Chex - December 5, 2007 12:43 AM (GMT)
Files:
1) The TUCQ Patch.
.:DOWNLOAD:.2) .BAT files needed in order to run the patch properly.
.:DOWNLOAD:.3) My optional Hi-res floor pack.
.:DOWNLOAD:.============================================+
Check this post often for updates!
Manny Cav - December 5, 2007 02:20 AM (GMT)
What does this patch do? :huh:
The_Green_Avenger - December 5, 2007 03:01 AM (GMT)
Patch TUCQ to GZDoom, I guess. That's what these guys have been working on for a while now. Can't wait to try it if it is!
Manny Cav - December 5, 2007 03:07 AM (GMT)
Isn't Boingo the Clown in the process of moving TUCQ over from Legacy to GZDoom in the first place?
Replica - December 5, 2007 03:43 AM (GMT)
Yes, but Super chex hasn't seen it. (I dont think) even though i've told him a couple times.
Lucius Octavion - December 5, 2007 05:44 AM (GMT)
Superchex, send it to boingo to see what he can do with it. He's already porting TUCQ over to gzdoom himself, and he has special ideas in mind probably.
atariangamer - December 5, 2007 01:10 PM (GMT)
I thought this was just a patch that fixed alot of things (lights, blood, sounds...) but used phase 2 beta 3 maps. Boingo will make the maps with extra features (mirrors, slopes...) special to GZDooM. Right? :huh:
EDIT: GAH! Its blocked again. Could someone email me the patch? Just the patch.
Boingo the Clown - December 5, 2007 01:29 PM (GMT)
Yeah. What they said. <_<
Super Chex - December 6, 2007 09:30 PM (GMT)
A new version will be released later today. This patch does NOT require ANY wad editing. Just put cquestp2b3.wad in the subdirectory "chexquest", then use the .bat file.
Replica - December 6, 2007 09:43 PM (GMT)
Dude, do you even read other posts?
Super Chex - December 6, 2007 10:32 PM (GMT)
Yeah I do. Just missed all that... sorry...
... good news is, boingo can put the stuff from this patch in TUCQ!
atariangamer - December 7, 2007 01:30 AM (GMT)
Could somebody please email me the patch? I wan't to show my friend, and I would like the patch. Please? My dialup won't drag it out.
just as a pop in here, are we going to be able to stop them from hurting each other? I played the orginal chex quest (the dos\win95 version) and the flemoids, of diferent types, did fight. Those of the same didn't get hurt and didn't fight, but I but an armored biped and a comunus in front of each other, the armor shot and hit the communus, the communus turned around, and started attacking the armor. when it was done, only one bootspoon and the biped was done.
Superchex, can it be fixed?
Dvader0086 - December 7, 2007 02:19 AM (GMT)
I wish you would not use IGN... I do not wanna pay to post my files and there are no mirrors for your files for me to download them for free...
Boingo the Clown - December 7, 2007 11:39 AM (GMT)
| QUOTE (atariangamer @ Dec 7 2007, 01:30 AM) |
| just as a pop in here, are we going to be able to stop them from hurting each other? I played the orginal chex quest (the dos\win95 version) and the flemoids, of diferent types, did fight. Those of the same didn't get hurt and didn't fight, but I but an armored biped and a comunus in front of each other, the armor shot and hit the communus, the communus turned around, and started attacking the armor. when it was done, only one bootspoon and the biped was done. |
It is hard coded in the game. Monster fo the same type don't hurt each other, except for hitscan type shots, and the rest will attack each other.
It is a problem that has been a pain for me for years.
DeiM: The enemies are space marines. Professional soldiers shouldn't shoot each other.
DeiMWolf: The Germans are professional soldiers, and shouldn't shoot each other.
T.U.C.Q.: Snot monsters shouldn't be hurt by snot flung by other snot monsters.
I will find out on the GZDooM forum if at all possible. I believe I saw some kind of trick, but I am not quite sure.
Zorcher - December 7, 2007 03:17 PM (GMT)
Actually, I know about this flag! It's an easy one too, you include a dehacked file called dehacked.txt into your decorate code and you add this easy flag:
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19
Patch format = 6
Misc 0
Monsters Ignore Each Other = 1
There, monsters will no longer fight with each other! The only problem is that their attacks still hurt each other.
Manny Cav - December 7, 2007 03:34 PM (GMT)
| QUOTE (Zorcher @ Dec 7 2007, 09:17 AM) |
| There, monsters will no longer fight with each other! The only problem is that their attacks still hurt each other. |
So that only solves half of the problem. -_-
Zorcher - December 7, 2007 08:39 PM (GMT)
Silly me. :D
A few hours after I posted, I suddenly remembered something. I also know you can stop monsters from hurting each other. The easiest way to do that is to make the enemies in the same class (like the Barons in Doom 2 don't hurt each other) and then use a flag that prevents bullets fired from the same class from hurting each other. +DONTHURTSPECIES
If you do something like that, it should fix the entire problem. I haven't had much experience with it though. It may or may not work.
Lucius Octavion - December 7, 2007 09:01 PM (GMT)
Is there a way to do it for any flemoid?
Boingo the Clown - December 7, 2007 10:56 PM (GMT)
Actually, there is a trick in DECORATE that will keep all monsters "inherited" from one single type from hurting each other or fighting. This applies to projectiles for sure, but I do not think it works for hitscan attacks.
Replica - December 8, 2007 06:12 PM (GMT)
| QUOTE (Zorcher @ Dec 7 2007, 10:17 AM) |
Actually, I know about this flag! It's an easy one too, you include a dehacked file called dehacked.txt into your decorate code and you add this easy flag:
Patch File for DeHackEd v3.0
# Note: Use the pound sign ('#') to start comment lines.
Doom version = 19 Patch format = 6
Misc 0 Monsters Ignore Each Other = 1
There, monsters will no longer fight with each other! The only problem is that their attacks still hurt each other. |
Actualy, Graf put the ability in the lump "MAPINFO"
Zdoom wikiWitch still hurt them :(. But that makes a little sence for Deimwolf. Because if the nazi gets hit with a bollet, it would still hurt. (I'm probably going to get the master of the ovious again)
atariangamer - December 9, 2007 07:23 PM (GMT)
:lol: master of the obvious...
but also, again with the original dos CQ, I found the flemoids are mele attacks. Has this been fixed yet? Is it possible?
Yay, I have an unblocked computer to download the patches!
Zorcher - December 10, 2007 05:17 AM (GMT)
absolutely, by giving the flemoids a Melee type attack in DECORATE and totally eliminating the Missile in their code will only allow them to slime you when they get really close to you, which is what the original Chex.exe did. ^_^
atariangamer - December 10, 2007 11:29 AM (GMT)
only for certian ones. the biped with armor had both misile and mele. it makes it harder when you have to dodge invisible bullets from across the room, and easier when they dont shoot unless they are within a certian range. maybe you could increase the number (I read you wanted harder flemoids, not just many more)
EDIT: The download gives me lack of mirrors. It just won't work! Super chex, please post a copy at filefront. Or, one of the people that could dowload it, please email me.
Replica - December 10, 2007 08:31 PM (GMT)
The BWA shoots slime balls, not invisable shots.
atariangamer - December 10, 2007 08:39 PM (GMT)
Misile=slime balls
mele=close attack
these were the two doom imp attacks. The mele for BWA in modern source ports is the same as Chex.exe.