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Old January 9th, 2004, 01:15 AM   #21
iori
 
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It would be nice to see full strife support in a Port
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Old January 9th, 2004, 01:57 AM   #22
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Quote:
Originally Posted by Sin4U
Hey, turning off auto-aim works! Your a lifesaver, Deathgiver (ironicly...)
Excalibat? okay... Doesnt beat the missle launcher from Shadow Warrior, though. (ever seen another rocket launcher that can launch dumbfire, heatseeking (dumbfire with a card you get separatly), and NUCLEAR WARHEADS???) sure, yours is a bit more unconventional, but then theres the DOLL OF DOOM!!! from the CHAOS mod for UT. ie, a doll that chases your enemys that explodes with A NUCLEAR WARHEAD!!! for that...
I was being kind of sarcastic... I just think the Excalibat is the wackiest weapon idea. It's a baseball bat that you can either wack the bad guys with, or shoot 10 explosive baseballs that blow everyone up in the room 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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Old January 9th, 2004, 02:12 AM   #23
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Originally Posted by Sin4U
Hey, turning off auto-aim works! Your a lifesaver, Deathgiver (ironicly...)
No prob at all, thank you for linking the update
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Old January 9th, 2004, 02:52 AM   #24
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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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Old January 9th, 2004, 04:18 AM   #25
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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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Old January 9th, 2004, 04:28 AM   #26
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Arrow

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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Old January 9th, 2004, 04:43 AM   #27
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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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Old January 9th, 2004, 05:06 AM   #28
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Hye! Rants...remember Doom 64....
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Old January 9th, 2004, 05:24 AM   #29
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Opengl patch for Blood ( I LOVE BLOOD )
and Shadow warrior games...that exist...?
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Old January 9th, 2004, 09:09 AM   #30
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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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Old January 9th, 2004, 04:09 PM   #31
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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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Old January 10th, 2004, 06:55 AM   #32
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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:
Originally Posted by Randy
After poking around a bit, I'm pretty sure the game does a specific check for the dagger and both modes of the crossbow, and if you're not using either weapon it "wakes up" monsters when you shoot by calling P_NoiseAlert. That means the electric crossbow does not wake up monsters when you shoot it. Instead, the code pointer for the bolt's death calls P_NoiseAlert, so they'll wake up when you hit something with it.
Maybe we can get the Strife ball rolling - I imagine we could use the jHexen Dll as a starting point, as it's the closest we have to the Strife sourcecode. We already have weapon behaviours etc... (see above). We need to translate those Dehacked files into the DED format and we will really need a text dump of the game coversations and DED scripting support (which might turn up in 1.8 you never know). Hopefully we'll be able to borrow some knowledge from both the Zdoom and Vavoom sources.
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Old January 10th, 2004, 09:53 AM   #33
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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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Old January 10th, 2004, 10:03 AM   #34
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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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Old January 10th, 2004, 10:20 AM   #35
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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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Old January 11th, 2004, 07:45 AM   #36
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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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Old January 11th, 2004, 12:08 PM   #37
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Quote:
About Strife: Strifes source hasn't been released...
This thread is jDuke only now - as it was getting a bit confusing talking about the two very different games with very different problems (one same engine no source, other different engine but source available).

Try reposting that post there - there's a healthy debate on that very issue right now
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Old January 13th, 2004, 07:06 PM   #38
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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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Old January 14th, 2004, 07:17 AM   #39
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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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Old January 14th, 2004, 07:37 AM   #40
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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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