This can be considered as obsolete. Not deleting this for historical reasons.
Spoiler: old post
Hello there, folks!
Here's something I've been working on in my spare time for the last several months to the point where I'm getting sick and tired of it.
So what is this? Well, basically if you ever wanted to play SVE in ZDoom without the OpenGL bits (or at least something which sort of resembles SVE). Now you can!
It all started from my own initially small desire to play SVE on ZDoom. One nerve wrecking and rage inducing reason being a bug in SVE where sometimes a map will get completely reset during a playthrough, which is beyond unacceptable. But after waiting and realizing that native ZDoom support is probably not happening, I decided to take things into my own hands.
At first, this was just a bare-bones patch PK3 (or PWAD if you will) that was supposed to allow running SVE.wad without errors and bugs but became a mod that basically tries to mimic some of SVE's behaviors (such as the Governor dead-end change) including an attempt to implement SVE's CTF mode 'Capture The Chalice'.
(However, don't expect these behaviors to, um, behave 100% like the ones in SVE.)
NOTE: To be perfectly clear, this mod does NOT contain any graphics, sounds, maps or any kind of data from SVE.wad itself. This PK3 is intended to be loaded alongside SVE.wad.
Also, this probably won't run with Zandronum because it wasn't designed for it. (Because I don't use it.)
So, without further ado...
DOWNLOAD:
https://www.dropbox.com/s/xgpgwo1izzb0a ... t.pk3?dl=1 (39.29 KB)
SCREENSHOTS:
(removed)
To play the CTC mode, you must enable both deathmatch and teamplay, Eg. like so:Because CTC is done via fancy ACS magic rather than natively supported, I recommend setting the fraglimit to 0 or else the match will end prematurely because someone was on a killing spree. You can set the CTC score limit in the 'SVE options' menu.Code: Select all
-deathmatch +teamplay 1 +map map36
Known bugs which I cannot fix:
1)
While SVE's script dialog lumps work fine in SVE itself, the same can't be said with ZDoom.
Simply put whenever an NPC's "no message" is supposed to be printed on the screen, it just doesn't.
An example would be Rowan. After accepting to assassinate Beldin, if you talk to him again and choose the option "He's dead. Where's my money?" but you don't have Beldin's ring, the conversation is supposed to end with a small message that says "You liar! Go get the ring!" but there's no message and the conversation just ends.
Likewise, when talking to Irale after the Power Station mission and you choose the "Flamethrower" option but don't have the Flamethrower parts yet, he's supposed to say "I can't make anything without the right parts!", but again there's no such message and the conversation simply ends.
I can tell this is specific to the SCRIPT** lumps within SVE.wad because this bug doesn't happen on maps other than MAP02, MAP03, MAP22 and MAP23 which the new SCRIPT** lumps cover. Fixing this would require decompiling the SCRIPT** lumps to provide modified fixed versions, which I cannot do due to legal reasons.
2)
Because this mod contains a modified Mauler (Torpedo HUD and weapon shake effect) the weapons/ammo/stats popup will not show that you possess the Mauler even when you do. I imagine fixing this requires redoing the entire status bar via SBARINFO. But that would raise the issue of having the SBARINFO version behave exactly like the real status bar and AFAIK SBARINFO cannot do some things the Strife status bar does natively. Plus I have very little experience with SBARINFO.
Feel free to post any questions, bugs, criticism, etc.