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January 9th, 2004, 01:15 AM
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#21 |
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Join Date: Sep 2002
Location: British Columbia
Posts: 2,415
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It would be nice to see full strife support in a Port
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January 9th, 2004, 01:57 AM
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#22 | |
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Guest
Posts: n/a
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Quote:
Have you ever actually seen the Excalibat?I've seen that doll in Chaos UT, but I'm talking about weapons from older games here.
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January 9th, 2004, 02:12 AM
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#23 | |
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Guest
Posts: n/a
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Quote:
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January 9th, 2004, 02:52 AM
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#24 |
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Guest
Posts: n/a
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Heh, yes, I have seen the Excalibat. You posted the pic, remember?
![]() Shadow Warrior is pretty old, a year after Duke, I think. So the nuke missle launcher is still valid. I know you were just goofing off, I just like the nuke so much. Oh, yeah, If you use Build, and didnt notice the second link on his site, the fix for that is there as well. |
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January 9th, 2004, 04:18 AM
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#25 |
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Commander Keen
Join Date: Aug 2000
Location: New Zealand
Posts: 300
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and the damned thing is.. it still isn't abandonware!.. how much more abandoned can it get when the creators LOSE the source!
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January 9th, 2004, 04:28 AM
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#26 |
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Commander Keen
Join Date: Nov 2003
Location: Denmark
Posts: 72
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The Vavoom port, has come long, in porting Strife
Vavoom has don an excellent work on the latest Vavoom update http://www.vavoom-engine.com/index_e.html From the Vavoom forum <-- "I know the format and all other stuff, and all Strife coversation scripts are working just fine." So, it can be don
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January 9th, 2004, 04:43 AM
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#27 |
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Guest
Posts: n/a
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Except it may do certain things in a specific way... that cant be guessed. In which case you can never get the way it behaves exactly the same.
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January 9th, 2004, 05:06 AM
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#28 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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Hye! Rants...remember Doom 64....
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January 9th, 2004, 05:24 AM
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#29 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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Opengl patch for Blood (
I LOVE BLOOD )and Shadow warrior games...that exist...? |
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January 9th, 2004, 09:09 AM
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#30 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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I don't think its fair to call a potential jStrife a hack - For example I wouldn't call a console emulator a hack. So it won't technically be a full sourceport but an emulation of the Strife behaviour over the Doomsday Engine but frankly if it works who cares?
And as to it not having the exact same behaviour as the original - that criticism has been levelled at every sourceport since Boom. Surely that's better than nowt? Think positive
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January 9th, 2004, 04:09 PM
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#31 |
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Guest
Posts: n/a
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Yeah, but only adds biliniear filtering, which I hated in the first place. I like SHARP textures.
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January 10th, 2004, 06:55 AM
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#32 | |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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I've had a brief look at the Google and the Zdoom/Vavoom forums on the Strife issue and come up with a few resources to get started:
First up the Strife Demo and Patches Walkthrough guides: Gamefaqs Guides (almost certainly spoilers here). Technical info: These files were done for ZDoom's attempt at getting Strife support - they were going down the routte of using Dehacked patches - I don't think that's the way to do it - but the variable data is still good (limits, types etc...). Code Pointers Weapon Data SEHack Here's a snippet on the stealth mode of weapons: Quote:
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January 10th, 2004, 09:53 AM
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#33 |
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Join Date: Jul 2003
Posts: 1,261
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Though I'm not particuarly good at it, I'll be willing to have ago at converting the Strife deh data to ded. Just provide the deh data and I'll start on what wouldn't need a Strife.dll to implement.
Last edited by Vermil; January 10th, 2004 at 10:00 AM. |
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January 10th, 2004, 10:03 AM
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#34 |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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It's in those files I linked to - but it's all in Hexidecimal althought there is a conversion guide at the begining - I don't know how we are going to get the graphic lump names etc... though. But it's a start - if we can get a jStrife.ded, objects.ded etc... made up along the lines of the other game DLLs hopefully it'll be easier to get the game up and running - then it's just the nightmare of getting the scripting to work - but the Vavoom author says he has decoded the script lumps - so maybe some sort of automatic parser could be made?
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January 10th, 2004, 10:20 AM
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#35 |
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Join Date: Jul 2003
Posts: 1,261
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The lump names can be got by looking at the wad in Wintex. I.e. the Templar's sprite lumps are called "PGRD".
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January 11th, 2004, 07:45 AM
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#36 |
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Commander Keen
Join Date: Jan 2004
Location: Belgium
Posts: 11
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About Strife: Strifes source hasn't been released...Every Doom Engine game shares most of the code in the Doom Engine...But every game that uses the doom engine also have individual code each. The same for Strife.
Since the source of Strife is not released, there isn't really a good way to support Strife, because it's individual code isn't available. This individual code is stored in seperate dll's in Doomsday. For instance jhexen.dll, jdoom.dll etc...There's no way to make a jstrife.dll |
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January 11th, 2004, 12:08 PM
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#37 | |
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Commander Keen
Join Date: Aug 2003
Location: London, England
Posts: 528
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Quote:
Try reposting that post there - there's a healthy debate on that very issue right now
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January 13th, 2004, 07:06 PM
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#38 |
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Commander Keen
Join Date: Nov 2003
Location: The Docks, E1M1, Heretic
Posts: 491
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hmm iv never even heard of strife or played it...im gonna try the demo if it will even work...xp doestn like old games
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January 14th, 2004, 07:17 AM
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#39 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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...I have some question...
-If possible to use strife map in another game ( doom, Heretic, Hexen )...? -strife is based on which games ( i want say, one the Hexen stuff or some one ?) or is a new one...? --- If hes not possible to use the source of the game... but some of all thing are compatible with hexen or doom... ( graphic, sounds, ect...) and if they map are compatible... I think is possible to create a very good Strife mod... ( just the pnj interface are the big problem ).. |
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January 14th, 2004, 07:37 AM
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#40 |
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Commander Keen
Join Date: Sep 2002
Location: France
Posts: 321
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Humm...
i know a little program.. : dm2conv.exe...or somthing... he can convert Doom map in Build map... The inverse is not possible...? |
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