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EDIT 12.12.21: SEEKING MODELLING HELP
Well, right now I got to a corner. I'm capable of creating static or simply animated models. Yeah, weapons are not a problem, too.
But, when it comes to character models, this is an area where I completely fail. I spent last week trying to make my new player models work...and totaly failed. I just don't know how to make this work. The model animation, rigging and stuff like this is totally over my head.
So, I'm coming here annd humbly asking for a help. Would anyone exprienced with modelling lend a helping hand to me with the character modelling and animation? I'm not looking for anything fancy or complicated, like sculpts or stuff like materials. I want simple models in the style of Haxen II/Quake II/Deus Ex/Unreal Tournament. I can provide basic modelling and texturing, but I need help with rigging and animations. Would someone like to participate in bringing the World of Strife with complete models to life?
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Well, what started as a small technical playground for testing varoius parts of code, evolved into a living, breathing project. And I can say, this project is the most completed that I've worked on.
Soo, whats that? World of Strife, what the hell? Like, TC for Strife, are you serious? Well, when I first saw strife back in the nineties, I was quite amazed by it. Like, you were not forced to run and gun, instead I got something that meets the present DeusEx like games. Doom with dialogues. And real story to pursue. Decade later I encoutered for a brief time something called DoomBuilder. And made a big level for strife, a big city. But in that time, I had zero programming knowledge, so it was only a map with no real content. Years later, I started playing with doom things, and the rest of it is known for you, so I'wont repeat it here.
As I said, this started as only a practise of new things. I used strife iwad as a base, because I dont't wanted to be distracted by my favourite postapo theme. And it evolved into something bigger than a small practice.
So, the story is following: Since I mean it seriously with World of Strife, and I've finally found the true balance of scifi and fantasy in it's setting, I've found the lore of barebone Strife as quite ... empty. Like, the whole thing with 'bad guys took our women and children, let's get em back' is good for a one timer like strife is, but totally not enough for anything else. So, I took the base of strife and expanded it. It could be treated as a reboot of strife, or a an ofshoot of the world.
Here it is. It's just a first concept and probably will change, but could give you a rough onlook on how the world lore will look. Enjoy.
Spoiler:
The impact of the comet meant the end of life as we knew it.
Shortly after the comet's impact, mankind ended up in ruins. Human civilization virtually ceased to exist, mankind returned to the Stone Age. Energy transmission systems were destroyed, as were distribution networks. Most people died shortly after the comet's impact. Survivors returned to the nomadic way of life, seeking any food. Agriculture did not return until a hundred years later, when the winter of the comet's impact ended. Humans began to settle in fertile places, most notably in the river valleys. Around that time, the foundations of the first cities were laid, which initially emerged as separate city-states. Cities such as Millport, Bodrov, Holden and Narfolk were founded during that time. Soon alliances and alliances were formed, which gradually became states. But human society returned to the feudal order. Nomad groups that roamed the ruined land were mostly led by chiefs. The descendants of these chiefs became nobles, who based their claims on ancestral tradition. The status of ordinary people varies greatly from country to country. In some places ordinary people are free, while in others they have the status of serfs with all that goes with it.
About 1,000 years after the comet hit the center of the Continent, a man named Bodric founded the Kingdom after uniting the local lands in a peace pact and founding the Holy Empire. The Holy Empire has been ruled by the Bodric dynasty ever since. Initially, only a small empire grew over the years, and over the course of two hundred years, the Empire spread its protective wings over the vast majority of the continent. Only a few coastal cities maintained their independence, based on a monopoly on maritime transport.
The creation of the Church of the Order is also connected with the creation and establishment of the Kingdom. The founder of the Empire, Emperor Bodrik, was an enthusiastic supporter of the teachings of the Order. He therefore made a pact with the Church under which he received material support in exchange for the dissemination of the teachings of the Order in its expansionist policy. The Church of the Order is therefore firmly connected with the administration of the state and to some extent in some situations represents a representative of the executive power of the King. In addition to secular laws, there are also church laws. Their observance is supervised by the religious police, the Order of Binders. The Church requires strict observance of its Edicts and laws, and the Binders have at the same time the right of judge and executioner.
Twenty years or so before the creation of the Holy Empire, the Tech Guild emerges in its capital, and twenty years later, the mighty TekGuild emerges. Over time, the original guild organization is transformed into a corporate-type company, which, through its contacts, quickly dominates the entire technology market and has acquired from the king the exclusive right to produce, develop, and distribute technology. Even from the Church of the Order, TekGuild gains certain advantages, for a simple reason. The Church of the Order is TekGuild's largest customer.
Alongside TekGuild, there is a similar society in the Empire. Although smaller, the Medical MedGuild may, for obvious reasons, have more influence than TekGuild, or even the Church itself. MedGuild emerged as a community of medical schools and universities in the various cities of the Empire. The predatory market environment of the feudal society made it necessary to protect the knowledge and knowledge gained in the treatment of patients. At the same time, the emergence of MedGuild meant the creation of a monopoly on healing and medicine. Doctors, medics, and other quacks who refused to join the Guild had to give up their profession, or continue to do so, under the threat of severe punishment. For many doctors, joining the Guild was more of an advantage and an extension of how they could help their patients.
Another major guild is the Guild of Builders. In most towns, the builders have gathered in various associations in order to do their work better and more efficiently. In the cooperation of towns, there have been disagreements and skirmishes between the guilds of builders from individual towns, mostly over the management and management of joint structures. These skirmishes have often resulted in bloody deaths. Into the escalating situation came the King's authority and, using his Edict, he founded the Guild of Builders, which united the independent guilds under one authority, accountable directly to the Emperor. The Guild of Builders, however, does not have a monopoly on the execution of all structures, but rather serves as a control and oversight body, controlling the quality and execution of the structures.
And also, something about the world's organisations, aka the good guys, the bad guys and the ugly guys.
Spoiler:
The Order
The Church of the Order controls and controls the daily life of the World of Strife. The Church appeared shortly after the comet hit. Suddenly, the Church seemed to be everywhere, and set about controlling virtually every aspect of the life of all people. The Church of the Order imposed its strict laws. Not everyone agreed. There were those who entered into open resistance. The Order eliminated its most ardent opponents with the help of its military component, the Acolytes. Most of the opponents went underground after the disappearance of the most notorious. In some cities, cells of the Resistance were formed, an underground organization of heretics.
The Supreme, the High Priest, is at the head of the Order. The Supreme is answerable to the Synod of Archbishops, who govern the different parts of the Order. Currently, the Synod is made up of five archbishops.
The laws of the Order require a few simple things of the faithful. The centre of the Order's faith is the Cosmic Father, the creator of the universe. The giver of life and universal laws, through which the world and the universe can exist.
The Church of the Order was founded by the survivors of the Echelon Shelter. The AI controlling the shelter regained consciousness and began to act as the God who created the shelter inhabitants. Thanks to the technology stored in the shelter, the Church quickly gained an advantage. The AI created the whole doctrine of the Church, the doctrine of the Cosmic Father, which was ignited by a fiery spark by the present world on the ruins of the old, corrupt one. Therefore, also exploring the past is heresy, which the Church punishes with the ultimate punishment.
Binder Order
The Binders originally emerged as a separate organization called the Order. A group of ardent believers wanted to devote themselves to the study of the doctrine of the Order in seclusion. So they founded a monk group of Binders, dedicated to the study of the teachings of the Order. They chose a remote abandoned school on the edge of the northern wastelands as their headquarters. The harsh climate and constant attacks by mutants shaped the Binders into fierce fighters. As their numbers grew, the Binders began to expand their influence.
Over time, the Binders became a respected organization, dedicated to protecting the inhabitants from all forms of iniquity. Among the Binders' main tasks is to protect the inhabitants from mutants that appeared after the comet hit. The bands of mutants made some parts of the continent uninhabitable. As a result, the Binders have their own base in most cities, from which they set out to hunt. The actions of the Binders are known among the common people, who are always happy to help the Binders.
The Order began to cooperate with the Binders, and over time incorporated them into their structures. Even so, the Binders have maintained a high level of independence, which is reflected in the Binders' organizational structure. For there is no central authority, each base is independent, and each base commander is his own master. While these commanders consult with each other on more important matters, they have no higher authority above them.
TekGuild
Twenty years or so before the creation of the Holy Empire, the Tech Guild emerges in its capital, and twenty years later, the mighty TekGuild emerges. Over time, the original guild organization is transformed into a corporate-type company, which, through its contacts, quickly dominates the entire technology market and has acquired from the king the exclusive right to produce, develop, and distribute technology. Even from the Church of the Order, TekGuild gains certain advantages, for a simple reason. The Church of the Order is TekGuild's largest customer.
MedGuild
Miraculously, MedGuild was founded by the Emperor two years before the outbreak of the typhoid epidemic that struck the Empire shortly before its establishment. The medical organization used to educate doctors and produce medical supplies during the epidemic intervened quickly and decisively. The epidemic was thus averted, and MedGuild gained an excellent reputation and influence. This led to MedGuild's partial emancipation from the Empire. MedGuild establishes its hospitals and clinics in the cities and settlements of the Empire, where it offers paid medical care to locals. It then operates large hospitals and universities in the major cities of the region, where it teaches and trains new doctors, which it then dispatches to its clinics in each city. MedGuild-trained doctors receive conditioning that prevents them from killing a living person and leaving the ranks of MedGuild. MedGuild's service is for life, and although the doctors make a considerable fortune, they are obliged to devote at least one of their children to life in the ranks of MedGuild. MedGuild thus ensures continuity of the acquired influence and a steady supply of staff.
The Shipping Guild
The Shipping Guild was founded by the House of Narfolk sometime around 677. The Shipping Guild was founded by Prince Narfolk as the principal transportation organization with a monopoly on the transportation of goods in the then kingdom. The Shipping Guild was an alternative source of income to replace the Narfolk with their small territory that would not otherwise support their state. The Narfolk gained a patent on the transportation monopoly from King Bodric in 995. Since then, a new history of the Guild has been written, and since then it has grown considerably richer in all the transportation of goods in the Empire.
Well, it not quite playtested, so it may have some bugs. I would appreciate if you just report them to me (well, how it happened would be nice ).
edit: I have found out that there is a small bug in the first quest - when you use the staff for killing the rebels, you can easilly kill two in one blast. That can break the coding, so the whole quest will remain unmarked, yet the quest works and can be finished. So this has to be noticed and I have to fix it.
COMPATIBILITY:
- Strife - Quest For Sigil
- Strife Veteran Edition (I'm testing it with SVE mainly)
edit: FEATURES:
- models
- ledge climbing - pretty nic thing thanks to zscript, code by Dodopod
- spotlight flashlight by Steve - need gzdoom 3.3.3, but that's not an issue
- inv items with drain made with zscript (thanks to apeirogon) - no acs involved at all - Powerups now drain power, rather than be depleted after time duration
- remade strife weapons - no mauler and mauler2, etc. I remade the weapons so now its only one weapon with two fire modes, switched by AltFire (mauler, grenade launcher and crossbow)
- added two (three) weapons - my favourite blaster staff in two levels of power, pistol and a hookshot, using the hookshot code from resources, with new graphics (now its a weapon, not only script called by keystroke)
- working system of journal using ZSDF
- working system of quest markers (something like in SVE, but with my own graphics)
- nice text markers with the use of hudmessageonactor, with only limited use - I'm not sure if I will finally use them. Since the quest markers are working okay, this only duplicates alredy made mechanic.
- HUD using inv item - you have to wear a helmer to see the HUD
- quicktravel system using inv item - player places beacon, that serves as a teleport spot, where he can then return
- very basic RPG system using the strife inv items (health and accuracy - not much, but fits nicely)
(- sweet PDA zscript system by Nash)
- Lost Frontier features! Bleeding, Sprinting, items weights
- modded zscript strife statusbar
engines&ports support:
- GZDoom 3.8 and upper (Vulkan & OpenGL only. Sorry.)
- questZDoom for oculus quest
I spent most of the time coding, so I dont really have that much to show. I polished the city, finished what was not finished and so on. Most of the changes were done "under the hood". So, what features do I have in?
- ledge climbing - pretty nic thing thanks to zscript, code by Dodopod
- spotlight flashlight by Steve - need gzdoom 3.3.3, but that's not an issue
- inv items with drain made with zscript (thanks to apeirogon) - no acs involved at all - Powerups now drain power, rather than be depleted after time duration
- remade strife weapons - no mauler and mauler2, etc. I remade the weapons so now its only one weapon with two fire modes, switched by AltFire (mauler, grenade launcher and crossbow); all the weapons use new zscript fire functions, some derived from gzdoom.pk3, some new - I wanted the new weapons use the strife accuracy calculation, so rather than using inheritance (which proved to be impossible for the strife's dual weapons), I simply copied some of the weapon functions into new weapon parent class
- added two (three) weapons - my favourite blaster staff in two levels of power, pistol and a hookshot, using the hookshot code from resources, with new graphics (now its a weapon, not only script called by keystroke)
- working system of journal using ZSDF
- working system of quest markers (something like in SVE, but with my own graphics)
- nice text markers with the use of hudmessageonactor, with only limited use - I'm not sure if I will finally use them. Since the quest markers are working okay, this only duplicates alredy made mechanic.
- HUD using inv item - you have to wear a helmer to see the HUD
- quicktravel system using inv item - player places beacon, that serves as a teleport spot, where he can then return
- very basic RPG system using the strife inv items (health and accuracy - not much, but fits nicely)
Now I have to start working on a story and some scenario. I have a rough draft, but this will need a lot of time.
Well, to be honest, I dont even know player has access to the Inquisitor suit
But, since the story is not finished at all, everything is possible.
But, youknow, for my partly OCD personality, that would mean some custom HUD, which would mean lot of drawing
anyways, I'm finishing the customised HUD. So, I'll have a fully customed HUD with the special strife screens working.
I've replicated the strife status screen with sbarinfo, also expanded it little bit. Works good. The only things that troubles me is how to make the health bar to work with strife health upgrades.
So far, so good. I god a small something that I want to tell & show you.
So, I finally finished the weapons & items. The items (powerups) will use the system used in Duke Nukem - Player has 100 of item and can activate and deactivate it. I have also improved the stock strife items, thanks to zscript. I have moved all the 'interactive' actors to zscript, decorate is left only for pure decorative purposes. Thanks to gzdoom 3.3.x and Steve I have also a new spotlight based portable flashlight. A deployable and portable shield based on Captain ToeNails's deployable shield. A night-eye vision item, an eregeneration item and some food items. And, I included some crude day-night changing system. Nothing fancy, player has to sleep in bed in order to change day to night or reverse - simple change of sky texture and brightness in tagged sectors, nothing fancy. It works as it is. Made some new peasants - used a trick that Vostyok taught me. I used a peasant body, cut off the head and assemble it to a spritesheet. Than comverted it to doom graphics. The same for heads made by zrrion the insect. Then I used textures lump to make the sprites and translation to make variations. Long story short, two hours took me to make around 40 new peasant with new graphics and colors. And also, 40 new peasant and only 44 kb of space for the two spritesheets, thats nice .
Works on the story has also advanced. I have finished first part and started working on the second part. That means playtesters will be needed in a month or two.
For the story: If I haven't mentioned it before, the player will be on the order side. Better said, for the confusion, I change the player character occupation. Player will be a 'Binder', member of the Binder Order. The Binder Order is a semi-independent organization within the Order. Serves as a secret police, and stuff like that. Player will be promoted a Binder and start serch on a lost artifact, that will cause lots of trouble later.
The story takes place in another place of the Strife's world. The Order os not so harsh, it didn't even not removed women from the population (have to make some women sprites yet - HELP NEEDED!!! ). The Binder Order serves as a peace keeping force in some place of the land, while the Rebels are the threat here. The story will be revoled around rebels taking control of the Order forces through stolen artifact, so Player's main goal will be to retrieve this artifact and restore peace and order in this part of the land.
What is finished: The first, prologue part. It needs some finishing touches and a playtesting, but it is finished.
Started working on the second part. I have a concept of six to seven sub-quests plus one main quests (main quest will have parts). The second city is partly finished, but the surroundings have to be made.
So, let's cut the talking, the screens:
Spoiler:
Player's room (where he can sleep) - the 'interrogation booth'
Court of the Binder Headquarters
VTOL airport (no, sorry, no animations...maybe later)
City Street. Notice the small details.
Small green area. For resting purposes.
City square, with a temple in the background.
The customized peasant
A pub. The barkeeper will have useful info on quests.
Voxel strife weapon pickups. My work.
Inside of a private house.
Corrected stats screen. Should I make it show inventory bar also?