fraggle
Super Moderator

Posts: 4353
Registered: 07-00 |
entryway said:
Monsters don't drop ammo in Chex Quest and it is only one real thing (except the deh) you did for correct playback of the demos, right? Plus you should start it with udoom compatibility.
For demo compatibility, yes, that is the only change that needs to be made. Interestingly, chex.exe is actually based on Final Doom, not Ultimate Doom (it includes the Final Doom level name strings), although it doesn't include the Final Doom teleport quirk.
I have made some other (not demo compatibility-related) tweaks to Chocolate Doom that make it behave more like chex.exe when running in Chex mode. These are:
- Skipping the episode select screen
- Always warping to E1 maps when using the equivalent of IDCLEV
- Always displaying the E1 level title in the automap - the E1M2 title is shown when on E2M2, for example.
- Showing the Finale screen after the fifth level.
Where can I find Chex demos? I have found only one here and it plays correctly in prboom+ after change of one line in the sources
The demos from ChexDEMO.zip, plus the ones included in chex.wad, are the only ones I've tried so far. So if anyone has any other demos, I'd like to try them.
funduke said:
Hello!
Having Chex Quest support is really great.
Thank you for that!
.... Relating to the *recent build*: Are there anywhere any newer binarys of chocolate doom avaiable, than r1110 from 2008-04-04?
I'm going to try to build a newer Windows binary later tonight for people to try. Sorry about the delay.
Edit: Out of technical interest:
How has this chex.deh been created?
Greetings
Funduke
I wrote some scripts to dump the state and mobjinfo tables from doom2.exe and chex.exe, and then used the standard Unix 'diff' tool to compare them.
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