Are you talking about compatibility.txt? Because there doesn't seem to be a page on the Wiki on how to use it.Nash wrote:and map checksum tools are available for this kind use case, specifically.
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- Tue Feb 12, 2019 5:59 pm
- Forum: Resources
- Topic: Making Even Strife Modding Easier Resource (MESMER)
- Replies: 4
- Views: 1260
Re: Making Even Strife Modding Easier Resource (MESMER)
- Mon Feb 11, 2019 8:50 pm
- Forum: Resources
- Topic: Making Even Strife Modding Easier Resource (MESMER)
- Replies: 4
- Views: 1260
Making Even Strife Modding Easier Resource (MESMER)
Guess I'll 𝓳𝓾𝓼𝓽 have to learn ZScript, then.
- Tue Jan 22, 2019 7:27 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZSDF] 'ExitMessage' Block
- Replies: 4
- Views: 737
Re: [ZSDF] 'ExitMessage' Block
This can be closed; I didn't realize until recently that 'goodbye' can in fact take random strings defined in LANGUAGE, which means you can have as many as ten, not just the three random strings in vanilla Strife's exit message.
- Wed Dec 12, 2018 2:40 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZSDF] 'ExitMessage' Block
- Replies: 4
- Views: 737
Re: [ZSDF] 'ExitMessage' Block
This already exists, at least for static, non-random messages, as the "goodbye" key. That's cool. Certainly an improvement over "WE'RE GOING TO KILL YOU!" "Thanks, bye!" , even if you can't randomize it. EDIT: I've updated the [wiki]ZDoom Strife Dialog Format[/wiki] wiki page with the exclusive ...
- Tue Dec 11, 2018 5:05 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [ZSDF] 'ExitMessage' Block
- Replies: 4
- Views: 737
[ZSDF] 'ExitMessage' Block
The last choice in any ZSDF dialog is automatically added; a choice that simply exits the dialog without setting the conversation to another page in the process. This request is for a block that, when present, would replace the standard exit message with one that can be customized, albeit to a ...
- Tue Dec 11, 2018 5:03 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: [ZSDF] Additional 'Link' Parameter & 'IfItem' Blocks
- Replies: 0
- Views: 293
[ZSDF] Additional 'Link' Parameter & 'IfItem' Blocks
ZSDF's paired 'link' parameter and 'ifitem' block function like A_JumpIfInventory. Problem is, you get one use of them per page, and if you're intending to make more intricate conversations, that gets really complicated really fast. So, the ability to set additional instances of these paired ...
- Tue Dec 11, 2018 5:01 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: [ZSDF] 'Currency' Block
- Replies: 0
- Views: 360
[ZSDF] 'Currency' Block
Some of you may have noticed that in Strife's conversations, the amount of money you're carrying is now displayed at the bottom left, so you don't need to back out of the conversation to check on how much cash you have. Handy. Thing is, if you're using a different currency actor than vanilla Strife ...
- Tue Dec 11, 2018 3:40 pm
- Forum: Gameplay Mods
- Topic: High Noon Drifter v1.2 - Between God, the Devil, and a .500
- Replies: 658
- Views: 260984
- Tue Dec 11, 2018 3:27 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2142701
Re: The WIP Thread

Soon, one of the last, if not the last obstacle to making mods in Strife and making preexisting mods truly compatible in Strife, will be quashed.
- Sat Jun 02, 2018 3:38 pm
- Forum: Graphic/Audio Patches
- Topic: BTSX Music for Hexen
- Replies: 7
- Views: 1403
Re: BTSX Music for Hexen
No, actually. Sorry about that. I'll put the link up if/when I have it.
- Sat Jun 02, 2018 1:07 pm
- Forum: Graphic/Audio Patches
- Topic: BTSX Music for Hexen
- Replies: 7
- Views: 1403
BTSX Music for Hexen
Back to Saturn Hex. This got me thinking; "How would BTSX music sound in Hexen?" So, here's a selection of music from Back to Saturn X Ep 1 & 2 matched to Hexen maps. The tracks themselves have been renamed, rather than use a MAPINFO lump; this way, it shouldn't interfere with any Hexen gameplay ...
- Mon May 21, 2018 6:23 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2142701
Re: The WIP Thread
Already shown this off, but now it's animated! The ball of light in the center will be swapped out for something more appropriate to Ancient Aliens; I'm just not going to spoil it here.
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
https://drive.google.com/open?id=1gATpD ... VCUX3Iqk2d
- Fri May 18, 2018 1:40 pm
- Forum: Off-Topic
- Topic: RAGE 2: Post-Apocalyptic Boogaloo
- Replies: 10
- Views: 1736
Re: RAGE 2: Post-Apocalyptic Boogaloo
So Borderlands changed its aesthetic mid-development to differentiate itself more from Rage, Fallout 3 & other games that had been recently released or were in development that had a post-apoc setting, and now Rage 2 changes its aesthetic in a way that closely resembles Borderlands. Huh. And is it ...
- Fri May 18, 2018 1:22 pm
- Forum: Gameplay Mods
- Topic: [3.4!] FINAL DOOMER +
- Replies: 1195
- Views: 443343
Re: [2.4] FINAL DOOMER +
To anyone who might want to make a monster pack for FinalDoomer; make sure your monsters have Pain states longer than 1 tic. I doubt anyone would make a Pain state that short anyways, but if you do, hitting that monster with AAguy's Stasis Bow will not have the desired effect. What happens instead ...
- Mon May 14, 2018 5:14 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30876
- Views: 2142701
Re: The WIP Thread

Still more from my compat pack for FinalDoomer in Heretic & Hexen. Hexen has lots of keys, it it uses Strife's keys popup to display them all.