Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 11, 2024 10:48:20 GMT -5
Strango5 sounds awful. Stwango5 sounds funny. So I figured I'll just use the awful name and leave Stwango free in case people make a series of new maps. On my site with its Strife downloads and links section revamped: gokuma.neocities.org/Highly recommend just going there for helpful links and info. Farther down, I tried to catalog every known Strife map and mod. Or direct download: www.mediafire.com/file/dq1kabhwqac5bff/strango5v1.1.zip/fileFor all versions of Strife. Dwango5 is originally 24 maps. Map04 I substituted my Counterfeit version from Twango1 converted. Map08 and 10 have slightly more architecture of Dwango11 versions but thing placement still closer to Dwango5. Map25, 30, 31, 33 are just the Strife maps edited. Map26 is Silenced Lamasery v2.0. The very first released custom map for Strife finally updated. Map27 is a long lost forgotten Doom Deathmatch map of mine converted. Map28 is DmWarG.wad converted. Map29 is EntryHangar converted. Map32 is Winnowing Hall from Hexen. Map34 is Marine1.wad converted and exits to map01. Walls added to get rid of HOM. Map35 is old Dwango5 map04 converted and exits to map05. Ports only: Map36 is Marine1 without the walls added. Exits to map01. Map37 my forgotten map without edits I had to do to get rid of HOM. Exits to map28. Even in vanilla strife1.exe or ports not supporting mapinfo, maps exit to correct next map and the whole mapset loops around regardless of where you start. (Starting a new game from menu in Strife starts on map02) But mapinfo support is needed for all maps to have the intended music. Sehacked patches, Decorate mod, and conversion file for Dm2conv in subfolders of zip. Test map01,02,04 for gokweap5.wad www.mediafire.com/file/3qn7kyblu5gvm54/tstdec.wad/fileTest map01,02,04 for massive4.seh www.mediafire.com/file/46fvmf0b37pzk0r/tstseh.wad/fileFor the ports currently supporting sehacked (Veteran's Edition, Chocolate, and SvStrife), it seems the only way to load patches is with the command line: EDIT: Support was unfinished in SvStrife and it completely malfunctions with my patches. whateverport -deh whatever.seh That's -DEH. -Seh does not work, and embedding a patch in a sehacked or dehacked entry in a wad does not work. At the moment I can't get a version of my sehacked grappling hook to work right in decorate and it's nerfed in all ports supporting sehacked. Whether it's my sehacked weapon or shot by the Loremaster in unmodified Strife, it's supposed to yank and launch the player rather viciously, and also upward even when shot parallel to the ground. This also means that the Loremaster boss is nerfed in some ports. Chocolate-Strife seems to lack the looking/aiming up/down of vanilla strife1.exe. This is how the grappling hook works in vanilla strife1.exe: Of course Zandronum is easiest for multiplayer. But multiple instance "splitscreen" up to four players is possible in LZDoom. Vanilla Strife1.exe is hardcoded to run at a lower framerate in multiplayer. (They probably intended it to work better over IPX network internet services back in the dial-up days.) If you want some old IPX 4 player action over the internet, look up the Dosbox Deathmatch Club headed up by OpenRift who also leads Twango wad projects. Actually Strife and Hexen go up to 8 players. Screenshots... (using Weapons of Rebellion Lite in RZDoom) map01 SS-Map1 map04 Plague #1 Counterfeited map12 NewWest map21 Bill2 map37 version of map27 map23 Fragfest map26 Silenced Lamasery v2.0
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SilverMiner
You're trying to say you like DOS better than me, right?
The code isn't free if one can't close it
Posts: 1,036
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Post by SilverMiner on Feb 11, 2024 12:22:41 GMT -5
just played d1EntHng, good stuff
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 11, 2024 20:43:01 GMT -5
Cool. Thanks! Currently on the backburner I do have a big update for regular EntryHangar Plus for Doom 2 with ZDooms with more fusions of the finished game maps mixed with their alpha and console versions plus more maps including the eight GBA deathmatch maps fixed up. Maybe I'll do another update to D1EntHng afterwards just to see more of them working in dos Ultimate Doom again.
Just musings on the recent Strife work... In map01 of Dwango5 there was a wall texture of a Wolfenstein Door with the compilation author credit typed on it. I made it a bigger recess and put it on the floor since I didn't want to bother with texture1/2 (format slightly different in Strife) and pnames just to add one texture. Converting to Strife palette the range of grays reacted very weirdly, flashing white in the particular lighting. The darkest color of black does the same thing. So I recolored it aqua blue similar to the original Wolfenstein. So Strife's palette is more suitable for Wolfenstein textures than Doom 2's, at least for the metal doorways. The wad just has a handful of added flats first thing (arranged so you don't have to add all flats for dos Strife) and then a broken stained glass texture graphic just modified a little.
Strife's GodScrn* textures are actually sort of a switch that plays its own custom sound. Check out map05 of Strango5.wad for a good example when you shoot it. There I used the break glass special though it doesn't actually break. If you use it as a simple door texture it will play its own sound and maybe animate to its other version. You could probably use the "That doesn't seem to work." special on it just to have it do its own thing and not affect anything else.
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walterc
Doomer
Hell Knight Best Grill
Posts: 356
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Post by walterc on Feb 16, 2024 12:55:03 GMT -5
Interesting...
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 16, 2024 20:30:26 GMT -5
My decorate mod gokweaps.wad has been updated to gokweap2.wad and does and adds a lot more. And NOW the Spectres can be damaged by any weapon.
EDIT: old links deleted
For a good time type this in the console: summon enemystrifeguy
Tested with Zandronum, Q-Zandronum, RZDoom, LZDoom, GZDoom, and K8vavoom.
Unfortunately I still can't get the player grappling hook to work like I want In Decorate. At least you can grab and yank enemies and things with it. It's Altfire in either mode of crossbow and uses no ammo. The backshot behaves differently depending on mode but has no effect on anything.
My sehacked version of the player grappling hook only properly grabs and launches the player in dos Strife1.exe. Whether it's that or the unmodified weapon of the Loremaster, it's badly nerfed in Chocolate-Strife and Veteran's Edition.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 18, 2024 1:15:47 GMT -5
Updated decorate mod again:
EDIT: old version links removed
Weapons AltFires: Crossbow, both modes = got grappling hook doing a little of what I want. Crossbow's altfires don't use any ammo. The hook behaves differently depending on mode. Mini Missile Launcher = Repulssiles (big nondamaging blast) Grenade Launcher, both modes = faster farther-flying grenades of whichever type Mauler, both modes = Doom style plasma with firing rate 1 tic slower.
Shifted around SpawnID numbers since I doubt anyone has done anything with them so far and gave numbers to many more things.
Some more changes and improvements.
I might update Strango5.wad to v1.1 soon, while there aren't so many downloads yet. The wad will keep the same filename. On a more thorough playthrough I found little things here and there eating away at my soul!
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Feb 18, 2024 19:27:03 GMT -5
Strango5.wad now updated to v1.1. Much more polished now. EDIT: Quick reuploaded v1,1. Current file time is 8:02 PM. Had d_runni2 from dwango5.wad all along but finally fixed mapinfos for map15 to use it instead of Strife default of d_action. www.mediafire.com/file/dq1kabhwqac5bff/strango5v1.1.zip/filegokuma.neocities.org/txt/strango5.txtIt really needed this update. A little part of map14 was inaccessible (a tag was somehow changed wrong in v1.0). Lots of fixing up all around. For checking it out in single player, I balanced monsters with skill settings somewhat better. Replaced a lot with beggars and peasants. My massive seh patch usually makes it a little easier and my decorate mod makes it easier than that. Maps may still be hard, but with my massive seh applied to dos vanilla Strife I warped to map03 skill 4 and got 100% kills. In Strife it's just fist dagger start, not even pistol start. Try that on for balls. Should be most fun with my gokweap3.wad decorate mod, or deathmatching people in any mod without monsters. Strango5's replacement quit voices are all sounds from Dwango wads, but for some reason K8vavoom plays the normal ones as if I didn't replace them. Most ZDooms show them as quit message text instead of playing the recordings. In gokweap3.wad, my GLdefs for added or modified projectiles while fine in ZDooms, aren't working for k8vavoom but the decaldef is working.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 3, 2024 22:52:29 GMT -5
Updated gokweap4.wad, my decorate mod for ZDoom/K8vavoom and my Massive Sehacked Patch for dos Strife, Chocolate-Strife, or Veteran's Edition. Available here: gokuma.neocities.org/download#strangoEDIT: old stuff removed Both are in the zip. And also in Strango5v1.1.zip. Lots of improvements to both. Synced up some things more similar. Some good fixes in Gokweap4.wad. And more weapons! You now start with the Doom shotgun as weapon 3 with 8 shells. Reavers drop 4 shells. Weapon 9 is NailgunMG, Quake 1 style. Weapon 0 is NailgunSG, Quake 3 Team Arena style. Both from Realm667 Repository and made by Mechadon, TheShooter7, and Lazureus. Dropped by Light Green or Gray Acolytes. Blue Acolytes drop boxes of nails. Where any assaultgun is placed in a map, it will throw out the NailgunMG nearby. Where any crossbow is placed in a map, it will throw out the NailgunSG nearby. Ammo Satchel (backpack) contains shells and nails. In Sehacked, discovered B5250 Unknown4 is direct +10 Stamina item B52B0 Unknown5 is direct +10 Accuracy item So now those are available in massive patch, given the same map ID#'s as in gokweap4.wad Strango5.wad and any converted deathmatch wad (use dm2conv with my custom default.rsp) should play especially great with Gokweap4 now that everyone starts with the Doom shotgun, but only 8 shells so it keeps you moving to grab another weapon or a backpack with more ammo. Current Port issues discovered so far (nothing to do with my patches though they may expose them): Zports do not transfer player color to allied rebels summoned with Teleport Beacon. Dos Strife (played multiplayer years ago) and K8vavoom (let's you pick player color) both do! I don't know if Chocolate-Strife or Veteran's Edition.
Zports have frames of Beggar's bottle attack wrong. It should be DEED, but they have DDED. This is wrong in old decorate in Zandronum up through the newest GZDoom zscript. K8vavoom has it right though.
Loremaster's loreshot grappling hook badly nerfed in Chocolate, VE, and SvStrife. Every port is missing the additional vertical thrust of the dos game. It spawns these repeated TENDA0 links less consistently in K8vavoom. Making a projectile shoot it back for the player to launch himself only has an effect in Chocolate and VE in which it's badly nerfed. In Zports and K8vavoom is just goes right through the player. Making it spawn a thing which then shoots it removes the vertical angle, but makes it able it to hit the player who shot it, but it has no pull effect on anything. Except I faked the pull by adding a nondamaging negative value force blast.
Zports don't play the quit random voice recordings or show the quit screen pic. They just have them as quit message text.
Other ports act like dos Strife, except replacing the QFMRM1 through 8 in vavoom doesn't stop K8vavoom playing the original ones.
K8vavoom where hitscanner shots are changed to superfast projectiles may have aim too inaccurate.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 6, 2024 22:38:21 GMT -5
Dos Source Recreations have the Loreshot grappling hook working properly and are even demo compatible with v1.3 and v1.31 since they're functionally identical! See gokuma.neocities.org/download#strifeCeski version is currently the best since it fixes the bugged mouse fire not working as good as keyboard fire and disables the duplicate tics in multiplayer slowing the framerate. gokuma.neocities.org/txt/CeskiStrife.txtJust Sehacked currently doesn't work with them. But it may be as simple as plugging new values into Sehacked.ini, hopefully. I think I see how to reenable cooperative mode in Strife which only the oldest v1.0 demo had. However, talking to NPC's has always been disabled in multiplayer and would have to find how to enable that. I'm wondering if this problem is fixed in the source recreation or if it was overlooked or generally not known to many: doomwiki.org/wiki/Inventory_bounds_checking_errorA custom map script might also be able to expose it. Most likely a 32 or 31 just needs 1 substracted from it. OpenRift might get some classic multiplayer Strife (probably with the Ceski version) going on the Internet Gaming Arena with Strango5.wad this Saturday. www.classicgamingarena.com/www.doomworld.com/forum/topic/130075-dehackeddeusf-added-classic-gaming-arena-dos-classics-back-online/Ideas for a deathmatch optimized version with features of my sehacked and decorate mods are coming to mind. But first just some kind of Vanillultimate definitive version would be best and cool if I could quickly get sehacked working with it.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 7, 2024 19:27:43 GMT -5
Updated the default.rsp for dm2conv. Changed some Doom enemy conversions to a mix with more peasants and beggars since Acolytes are bullet sponges compared to lower Doom enemies and Reavers are bit brutal compared to imps. It's been updated in the subfolder Strango5's zip and added to gokweap4.zip. If you were to convert a wad of Doom episode 1 and have it start on Strife's starting map02 you use this: dm2conv d1e1.wad d1str.wad @:DS /REMAP=2 E1M9 would become MAP10 in that case, and the secret exit line special is used for story progression or the ending in Strife, so in E1M3 which is now MAP04, you'll want to change the secret exit or a normal exit with tag 10. And then in map10 set the exit's tag to 5. And in Map09 (E1M8), add a switch to lower the walls that the Barons would. Unfortunately Crusaders that Barons are changed to are too wide for where they're at, so you have to move them or change them or they're just punching bags. The death exit will still work the same, but will take you to the hardcoded next map which would be map10 again. Of course you could make E1M9 into map01 instead and the change exit in map04 appropriately. Goals for a definitive vanilla Strife1.exe: (periodically updated) gokuma.neocities.org/txt/vanillagoals.txtNotes on findings and potential changes for a Champion Edition (periodically updated) gokuma.neocities.org/txt/StrifeCE.txt
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 16, 2024 5:23:38 GMT -5
Updated my decorate mod for Strife. I should whip up a demo test map for it. www.mediafire.com/file/oha7554crbzoo0l/gokweap5.zip/filetxt fileHere's a shot of the Doom shotgun converted to Strife as a start weapon and some summoned items, and a recolored boss (but not my cooler version of him spawning something else when he dies), in map14 of Strango5.wad. Also features Quake 1 style nailgun and Quake 3 Team Arena style Nailgun shotgun converted from the Realm667 Repository. Rebels summoned by teleporterbeacon have a huge variety of attacks. Try altfire with every weapon, except fist, assault rifle, & sigils. PSA: Quake Live is a pussified version of Quake 3 Arena trying to make it more like fortnite with gibbing removed and while it might have features of Team Arena, it's missing its two additional weapons such as the nailgun shotgun. Fortunately I only ever bought normal/gold versions of Quake 3 Arena/Team Arena. Suck it, Zenimax and Bethesda. Things to summon (aside from placing or spawning in maps) shells, shellsbox, nailgunmg, nailgunsg, nails, upgradebottle, upgradeaccuracy, megaberserk, gallonofpcp, strifebishopc, macil2c, loremasterc, programmerc, enemystrifeguy, enemystrifegreen, aggroenemystrife, templargold, reaverindigo, acolytesg. alliedstrifeguy, alliedreaver, alliedtemplar (but they attack you on some maps such as map03. They attacked enemies fine on 02 and 14) Everything given ConversationID so you can set up dialog or make new items available in shops. AcolyteIndigo replaces AcolyteGray. Enemies drop more items. AcolyteGold drops a different item depending which way you kill them. Two of the standard Acolytes and all other enemies recolored with multiple translations. Different acolytes have different attacks. Will update the massive seh patch soon too to sync it up a little with stuff in this mod though there's a lot it can't do. The catalog of other people's maps and mods is now much more extensive and complete. Check out the whole Strife section above too. gokuma.neocities.org/download#strifemaps
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Mar 16, 2024 20:59:52 GMT -5
I updated massive*.seh in the subfolders of gokweap or strango5 zips. All normal water bottles (2014) are changed to green mugs giving +10 Accuracy and all normal mugs (164) are changed to red mugs giving +10 Stamina. So playing the normal game with the seh, you can get up to +50 accuracy and +80 stamina just in the start map02's tavern, and reach max +100 and +100 in the Front's Base. Playing strango5.wad all the Doom health bonuses, actually left as 2014 to be nongettable water bottles, are now accuracy bonuses. Actually did change about 10% of the health and armor bonuses of Dwango5 to medpatches. In my decorate mod I figure enough enemies drop stat bonuses, which I can't do in the sehacked unless I have monsters drop them instead of usual ammo and you start with +50 accuracy like in Absolutely Anarchy Deathmatch. I can't add additional drops in sehacked just like you couldn't in dehacked in Doom (except for changing Lost Souls to an item). Playing through the game, it's better to use massivec.seh over massive4.seh. In MassiveC.seh I deleted five things that replaced now known quest tokens, so not sure if they'll affect progression in massive4.seh. Here's a couple quick test wads: I put the whole Jaguar Wolfenstein texture set into Strife and fixed the colors for the palette with versions using and not using Strife's brightmap colors. Map01 and Map02 are quick conversions of Doom 2 map31 and map32. EDIT: Oh I didn't add all the textures to textureX in Slade. Simple to do if you want, just make sure you set base resource to Strife1.wad in Slade because its texture format is slightly different than Doom's (Except 95 beta and 1.0 demo were still Doom's). There is a loss of color depth from the Jaguar's TGA's due to less shades of some colors in Strife. The aqua color metal looks cool, since Doom didn't have that color range. Also looking at Strife's palette while remapping colors for gfx in Slade, the whole bottom row are bright maps appearing normal no matter the light level. Also the single black in the top left corner appears as brightmap white oddly. Slade's color conversion doesn't know this so most gfx get these mixed in making them look iridescent. Looking through the textures you'll see where how fixed them all except for certain details to be noniridescent, copies where I left it, and versions where I made better strategic use of brightmap colors such as stone walls splattered with some yellow blood-like substance. For a high color ZDoom project it may be better to leave much of the gfx as tga or change them to png. They probably have to be Doom/Strife gfx format for brightmaps where you want them though. It's a pretty cool feature dos Strife had over the other Doom engine games. For any decorate supporting port with gokweap5.wad. This wad has a little additional decorate giving map ID#'s to four more things that I gave ID#'s in sehacked. www.mediafire.com/file/3qn7kyblu5gvm54/tstdec.wad/fileFor dos strife with massive4.seh patch applied or Veteran's Edition or Chocolate-Strife -deh massive4.seh Crispy Strife probably supports sehacked too. www.mediafire.com/file/46fvmf0b37pzk0r/tstseh.wad/fileUPDATE: Added a good test map as map04 where enemies are behind invisible doors. Added vendors to all maps with customized selections on map04. Different for the two versions. Map Exits: Map01 to map02 to map04 to map01. Except if you kill the programmer in the tstseh.wad map04, it exits to map05 Prison. But from there just back up and you'll exit to map02. Map01's script was taken from map10 and Map04's is based on script23. I'll probably put together something more interesting but these are just quick testing crap for now. My stuff is totally up of grabs for people to use or modify, take chunks of, whatever. thelokk 's recent work kickstarted my renewed interest in Strife. Also a couple years ago OpenRift mentioned wanting to play some Strife in Dosbox Deathmatch Club which they finally did with strango5.wad and Ceski's strife1.exe, the previous weekend. I actually started working on strango5 then about two years ago, but got away from it for a while, finally getting back to it and finishing it recently. Cool to see all progress that's been made on mapping or modding for Strife, though of course it's not nearly the quantity of the other Doom engine games.
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Post by thelokk on Apr 22, 2024 4:04:50 GMT -5
Thanks for the namedrop, glad you enjoyed the set. You might be interested in knowing that I'm now working on a larger, much more ambitions Strife mapset, which may or may not become part of this year's DMP. It's UDMF format this time though, as I am fairly sure even SeHackEd does not allow for the kind of extreme scripting and customization I require. I have to say mapping in Strife native format was... an experience, to say the least. It's just insane how much more of the game's behavior is hardcoded compared to Doom, which is probably a major roadblock to more people aiming for multi-map sets: it's just not fun setting up a cool Programmer fight, just to find out killing him teleports you to a specific map slot that you now have to work around, or being automatically given a Sigil piece at the most inopportune time. I tried SeHackEd, but (and I say this with the utmost respect for the work you put into it) it's a fairly old utility, and it shows: even with your visual guide I could make little sense of it (iirc even Xyzzy had to be provided ready-made examples to figure it out). Now, I'm not saying a SeHackEd equivalent of WhackEd is a project necessarily worth pursuing (little return, Strife will simply never be as popular as Doom), but it would certainly make non-UDMF Strife mapping much more appealing to a larger crowd.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Apr 27, 2024 14:35:47 GMT -5
thelokk You're welcome. Yeah UDMF + decorate has a lot more potential than normal Doom format Strife + Sehacked. Apparently I'm still the only person to release vanilla Strife maps that don't require any port. In my decorate mod, I made additional versions of the boss monsters that don't spawn spectres or end the map. I also did some cool color translations for all the monsters. And if they don't spawn spectres, then you don't get a piece of the Sigil forced on you. After I put in the Doom shotgun with Strife-style arm graphics, I more recently came across a Strife pistol here: www.realm667.com/en/repository-18489/armory-mainmenu-157-97317/other-sources-styles-mainmenu-160-29963?start=30. I might see about updating Sehacked with the unknown things labeled and the Ceski version of the dos source recreation supported if that works. Shouldn't be too much work, and I guess worthwhile since some ports support it and the dos version is improved and being played on an online network. Sehacked could be used to skip the code pointer frames that spawn spectres or end the map. But I'm not about to try making a Strife version of WhackEd. Would be cool if someone did, but don't know the chances of anyone being motivated enough. A limit I actually found with the decorate that Sehacked doesn't have is, making gold appear in deathmatch. You can add spawners with new map ID#'s that spawn them just fine. But if you try to make more directly modified ones, inheriting and replacing with the same map ID#, then shopkeepers won't recognize the new gold items as spendable currency. In Sehacked, you can just uncheck the Not In DM bit or flag. However, talking to NPC's is disabled in multiplayer anyway, unless the game is modified to allow it. So it would just allow a player to get and spend the gold in single player altdeath mode. In dos Strife, it seems you can only play multiplayer in deathmatch 1.0 (the default/not specified), or altdeath while in single player you can only play normal single player or altdeath. Except the oldest demo and beta you could play multi coop mode but not talk to any NPC's. I think I see in the source how to change what modes you're allowed to play, but would have to find what to change to allow talking to NPC's in multi. Meanwhile there's already a whole big multi coop patch for GZDoom Strife by Nash. Well I guess he figured out some solution with the gold in stock maps. Just something really confusing with sprites in Strife is it's hardcoded with some kind of proxy sprite names, which is then carried over to even ZDoom port support. For example, in the exe and decorate, the sprites for the Stalker are STLK. But if you look in Strife1.wad they're really SPID. I first noticed in the decorate and tried changing all the sprites to SPID. Then I started up whatever Z port and the Stalkers were invisible. It wasn't finding the SPID sprites were right there in the wad and I have no idea what it was looking for then. So you make a mod for either game that has both the Doom Spidermastermind and Strife Stalkers, I guess you have to rename the Doom enemy sprites and hope it finds them under their new name. In oldest beta and demo Strife, the Stalkers actually shot at you, which would make for shitscanner hell, so I see why they were changed to melee. I think there's also has some annoying proxy name business with the Mauler's firing frames. The new map set is looking interesting. Wondering where the story could be going with the new confess your sins screen texture.
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Post by thelokk on Apr 27, 2024 15:47:52 GMT -5
In my decorate mod, I made additional versions of the boss monsters that don't spawn spectres or end the map. Got a link or a pointer to that? I'd be very interested to see how you implemented that, as bosses triggering all sort of unwanted behaviors is what is sort of forcing me into either using fully custom monsters, or simply not using Strife's usual bosses outright. In oldest beta and demo Strife, the Stalkers actually shot at you, which would make for shitscanner hell, so I see why they were changed to melee. Glad that change was made, Strife already has enough hitscanners as is. Wondering where the story could be going with the new confess your sins screen texture. It' s a direct sequel to the IWAD's story. Still working out the kinks and sort of on the backburner while I wrap up other non-game projects, but I'm still hoping for a late 2024 release. Just like my first set I'm also making the OST, which takes a considerable amount of time.
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Apr 27, 2024 16:44:08 GMT -5
In decorate subfolder of the strango5 zip or just by itself: www.mediafire.com/file/oha7554crbzoo0l/gokweap5.zip/fileThe txt file lists all the new DoomEd/mapID#, spawn ID, and conversationID for everything as well as a bunch of color translations. Whenever I happen to maybe update to a gokweap6.wad, I was thinking of importing Heretic's Explosive Pods as they should fit nicely with Strife's alien stuff. They have the same mapID# 2035 as Doom's Barrels which is unused in Strife, while I already upgraded Strife's Barrels to have a bigger explosion like Doom's, and colored them red. I should give spawn ID#'s to both. Doom's Barrels and Heretic's Pods both use SpawnID 125. There's a load of Strife style monsters and modified ones at the Realm667 Repository. www.realm667.com/en/repository-18489/beastiary-mainmenu-136-69621/strife-style-mainmenu-173-3492While those are totally within Strife's style, I think the game could use some fitting aliens or MUTANTS or other monsters that don't look graphically out of place, since it's so heavy on robots and cyborgs. Maybe some Lovecraftian cosmic horror type stuff. Definitely check out my version of the Loremaster which doesn't spawn a spectre. It's LoremasterC in the decorate (MapID 3012, SpawnID 222, ConversationID 466 but that one probably doesn't matter for immediately aggressive enemies you probably won't talk to). For ProgrammerC which doesn't end the level, I didn't like how the codepointer to spawn his base spawns it on the exact same spot making it flicker or overlap, so I changed that frame to a custom spawn ex that throws it a little. Other notes on inheritance: To make an immediately aggressive Acolyte and enemy StrifeGuy, I had them inherit from the Reaver, which also enabled me to give them the ReaverRanged attack. Only in GZDoom can you give something the ReaverRanged without inheriting from the Reaver. To give any custom enemy the mauler attack, I had to have them inherit from the Templar, but then they're not immediately aggressive, since you can actually talk to Templars if they're not alerted by your attacks, or a script or linedef giving you the Alarm token to set everything on you. I was thinking stock script03 (map03 first version of Front Base) seems to set everything on you, even friendlies. But apparently it's not in the script and it's hardcoded for that map. So everyone goes after you when alerted by you misbehaving on that map. Looking at the mapinfo in zandronum.pk3 under map03 it has noallies. EDIT: Other changes whenever I make a gokweap6.wad AcolyteSG inherit from ReaverB rather than just Reaver. Add DoomEd/mapId's for Alarm, OpenDoor222,CloseDoor222,OpenDoor224 like in additional decorate in tstdec.wad ( www.mediafire.com/file/3qn7kyblu5gvm54/tstdec.wad/file ) Have you ever seen the animated movie Heavy Metal? (really not for kids) It's a series of shorter stories tied together. The last longest story seems to me to have heavily inspired Strife. There are so many similarities in the story and what both contain. ================================================================ Something else I should have mentioned on this topic. However less relevant to current discussion it could be used as a basis to spawn a different enemy. Jason Voorhees in Doom/Heretic/Hexen/Strife:Spawns Jason in just about any map in any game. See this post: doomer.boards.net/post/58588/threadOr get it on the moddb: www.moddb.com/mods/friday-the-13th-jasons-doomRequires LZDoom or GZDoom. Even though it's only Decorate and ACS with no zscript it uses code not supported by Zandronum. Doesn't have the best results with every map. For example, in Strango5.wad map05, he spawns in a corner of wall. Eventually he teleports out of it, if you don't kill him first. In an individual map ACS, different coordinates relative to the player could be used to spawn in a good spot.
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Post by thelokk on Apr 28, 2024 8:22:17 GMT -5
Yup, quite a big fan of Heavy Metal (and Métal Hurlant as well). I can definitely see the similarities between the Taarna segment and Strife.
Thanks for the sharing and the pointers, I am using a couple Realm667 Strife-section monsters myself (the black ops, which I had to tone down a lot cause they are just too overpowered as they are; and the Paladin, which makes for a surprisingly good mid tier), but I felt the lack of some fleshy alien stuff myself, so I also brough over a recolor of the Freedoom worm, fits very well within sewer / lab levels. Still it's super handy to have non-hardcoded bosses, I feel Strife's boss enemies are simply too iconic not to include. I'm willing to bet the Programmer is probably the only thing most people remember off Strife...
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Gokuma
You're trying to say you like DOS better than me, right?
R.I.P. Aaron Bushnell and over 34,000 genocided Gazans.
Posts: 1,017
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Post by Gokuma on Apr 28, 2024 8:26:43 GMT -5
I just watched Heavy Metal again last night and I see there's a little more influence from the whole thing, but especially the second story as well with the Aztec-ish stuff. I think there's also a hint of Heavy Metal briefly pulling a little a bit from Monty Python's Holy Grail with the cave monster in that story.
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