Strife support, sort of

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Strife support, sort of

Postby Hirogen2 » Sat Sep 13, 2003 4:47 pm

I just tried zdoom47i.exe -iwad strife\strife1.wad (applies to me), and well, what worked was the level, textures, flats and doors. That's all folks!
Loading this looks like when ZDoom 1.23 Beta 28 tried to load the Hexen IWAD :)
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Postby Enjay » Sat Sep 13, 2003 5:03 pm

I'm surprised it worked that well (but it does - I just tried myself). Randy added support for loading the Strife IWAD some time ago, but the intention was not to use it with the IWAD parameter, but rather to load it as if it were a PWAD on top of another supported IWAD. So it really should be loaded with -file instead of -iwad.
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Postby Hirogen2 » Sun Sep 14, 2003 1:17 am

Well Strife is just a modified Hexen engine then with some new actor IDs ("DoomEdNum") and new linedef types.
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Postby Enjay » Sun Sep 14, 2003 5:43 am

Hirogen2 wrote:Well Strife is just a modified Hexen engine then with some new actor IDs ("DoomEdNum") and new linedef types.


Actually I *think* the level structure is more like the original Doom engine. Yes, there are scripts and hubs, but the scripts are not ACS, things don't take all the arguments possible in Hexen, nor do line types, you can't set a thing's Z height...
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Postby randomlag » Sun Sep 14, 2003 9:06 am

Right, it's like DOOM - with predefined goals one can "script" - basically text but in a special format. If it wasn't for someone getting ants in his pants and starting to insult me because I didn't do it in 2 weeks, I would have taken the time to type up some basic specs. They are not complete, but more than what is known now. As it is, I really don't have time to do this, but sometime next year I might if I'm in the mood for grunt work.
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Postby Goukuma » Sat Oct 18, 2003 1:39 am

Excerpt from strfedit.txt:

Script dependent quest NPC's and item droppage/hand-outs/trades:
The dialog used by these NPC's and everything they do is contained inside the
compiled scripts. The script number goes with the map of the same number but
of course you can switch things around in a pwad. For example, export
script18 to a pwad and rename the entry to script02, then on map02, kill the
gold acolyte by the Sanctuary and he'll drop the mauler key, but the shop
keepers will behave like normal peasants and won't sell anything.
Script00 doesn't seem to be associated with any specific map and probably has
to do with the universal generic NPC dialog. That dialog is stored in
strife1.exe though (but you could edit it with a hex editor, see sehack.txt).
Apparently the entire single player quest of the game is organized by
scripts. With the means to write and compile custom scripts, you could
probably cram everything into just two levels (two because killing the
programmer exits a level). You could also probably completely make up your
own custom quests with characters with full screen portraits, item
drops/transactions, etc. You could make shops sell anything you want.
SCRIPT00
SCRIPT01
135 Peasant Gray 3 = Beldin, drops Ring
SCRIPT02
67 Peasant Rust 1 = Rowan
141 Beggar 1 = MacGuffin
72 Bar Keep
73 Armorer
74 Medic
116 Weapon Smith = Bowyer
65 Peasant Red 1 = Harris
136 Peasant Rust 2 = Geoff
181 Peasant Blue = Governor Mourel, gives Travel Passcard
172 Peasant Dark Green 1 = Irale (shop keeper)
147 Acolyte 5 Dark Green drops Guard Uniform
SCRIPT03
64 Macil 1I, gives Gous Key and Gold
66 Peasant Gray 1 = Adviser
134 Peasant Gray 2 = Macil's Adviser
135 Peasant Gray 3 = Adviser
67 Peasant Rust 1 = Person
136 Peasant Rust 2 = Person
137 Peasant Rust 3 = Person
172 Peasant Dark Green 1 = Person
74 Medic = Gerard
116 Weapon Smith = Feris
SCRIPT04
142 Acolyte 2 Red = Door Guard, drops Power 1 key
143 Acolyte 3 Rust = Foreman
147 Acolyte 5 Dark Green = Overseer
148 Acolyte 6 Gold = Core Guard
131 Peasant Tan 3 = Technician
65 Peasant Red 1 = Dock Worker
132 Peasant Red 2 = Derwin, drops ear
133 Peasant Red 3 = Worner, gives Power 1 key
67 Peasant Rust 1 = Dock Worker
137 Peasant Rust 3 = Technician, gives Power 2 Key
66 Peasant Gray 1 = Ketrick
134 Peasant Gray 2 = Sammis, gives Power 3 key
135 Peasant Gray 3 = Computer Tech
SCRIPT05
142 Acolyte 2 Red = Door Guard, drops Blue ID Badge
143 Acolyte 3 Rust = Prison Guard
66 Peasant Gray 1 = Warden Montag, drops Prison Key
134 Peasant Gray 2 = Judge Wolenick, drops Severed Hand Key
67 Peasant Rust 1 = Prisoner
136 Peasant Rust 2 = Prisoner
137 Peasant Rust 3 = Prisoner
172 Peasant Dark Green 1 = Prisoner
173 Peasant Dark Green 2 = Prison Bitch
174 Peasant Dark Green 3 = Prisoner
SCRIPT06
142 Acolyte 2 Red drops Gold ID Card
173 Peasant Dark Green 2 = Weran, trades flamer parts for guard uniform
SCRIPT07
175 Peasant Bright Green 1 = False Programmer #1
SCRIPT08
181 Peasant Blue = False Programmer #3, gives Silver Key
SCRIPT09
SCRIPT10
200 Macil 2S, gives stat tokens and 300 gold
74 Medic = Gerard
116 Weapon Smith = Feris
73 Armorer = Justin
SCRIPT11
142 Acolyte 2 Red = Temple Guard, drops Oracle Key
146 Acolyte 4 Gray = Sergeant, drops Order Key
178 Peasant Gold 1 = Key Master, trades Military ID for Oracle Pass
SCRIPT12
199 Oracle gives Oracle Pass
SCRIPT13
SCRIPT14
SCRIPT15
SCRIPT16
SCRIPT17
142 Acolyte 2 Red = Bailey Guard, drops Order Key
66 Peasant Gray 1 = Assisant (Medic)
74 Medic = Quincy
147 Acolyte 5 Dark Green = Warehouse Guard
SCRIPT18
148 Acolyte 6 Gold = Warehouse Guard, drops Mauler Key
SCRIPT19
SCRIPT20
SCRIPT21
SCRIPT22
SCRIPT23
72 Bar Keep
73 Armorer
74 Medic
116 Weapon Smith
65 Peasant Red 1 = Tevick (shop keeper)
172 Peasant Dark Green 1 = Richter
SCRIPT24
SCRIPT25
SCRIPT26
SCRIPT27
SCRIPT28
SCRIPT29
SCRIPT30
SCRIPT31
178 Peasant Gold 1 = False Programmer #2
SCRIPT32
141 Beggar 1 = Prisoner
SCRIPT33
Acolyte 5 Dark Green drops Travel Passcard
65 Peasant Red 1 = Harris at first spot
132 Peasant Red 2 = Harris at other spot
72 Bar Keep
73 Armorer
74 Medic
116 Weapon Smith = Bowyer
181 Peasant Blue = Governor Mourel
SCRIPT34
64 Macil 1I
66 Peasant Gray 1 = Adviser
134 Peasant Gray 2 = Macil's Adviser
135 Peasant Gray 3 = Adviser
67 Peasant Rust 1 = Person
136 Peasant Rust 2 = Person
74 Medic = Gerard
116 Weapon Smith = Feris
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Postby Lexus Alyus » Sat Oct 18, 2003 5:00 am

Wow... that's quite impressive. Man, if I had so much time and if I could program I'd start making a very close replica of strife using the doom code. That way we'd have strife code (not exectly) that we could use in source ports. Does anyone know Rogues contact info, I reckon we should all pester them for the source code :-D.

Deepsea has support for strife. We could get all of the thing ID's from Randomlag, then all we'd need is just the extra stuff (whatever that is) that makes strife strife :-D. For a start I think everything is a lot slower (movement wise). Momnsters are definately quite strong... or at lkeast, stronger than Dooms. Failing that we could start a project that brings strife into doom. We could use the strife Iwad but just re-make all the levels to include all of the strife stuff, but in Zdoom's scripts and all of the Zdoom stuff (basically using dehacked to replace all the doom monsters with the strife ones). With a lot of work that might be poissible.... but I avn't got the time :-D. It's just an idea for anyone that's interested :-).

:twisted:
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Postby Goukuma » Sat Oct 18, 2003 9:49 am

You're not alone. I recommend you check out this thread at Doomworld and check out the Strife editing package available on my site (Click WWW button).

WadAuthor and DETH now support Strife, thanks to Deepsea as an intermediate source of info. Map ID#s are no problem. What would be nice is the actual specs from Rogue so people can actually do scripting and have fuller descriptions of the linedef types to work with. If simply retyping the stuff is such a lowly task too trivial and unprofitable for someone to bother with, he could just scan pages to image files for someone else to retype. ;Þ
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Postby randomlag » Sun Oct 19, 2003 10:38 am

So would someone being mature, patient and nice. You reap what you sow.
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Postby Cyb » Sun Oct 19, 2003 12:34 pm

waaah all four strife fans are really heart broken : P
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Postby Goukuma » Sun Oct 19, 2003 12:59 pm

Misstatement:

"If it wasn't for someone getting ants in his pants and starting to insult me because I didn't do it in 2 weeks"

Should be:

"If it wasn't for someone not liking my attitude to start with and starting to return insults at me because I didn't even give the simplist e-mail reply in over half a month after being so quick to reply previously and other reasons I'd rather not go into detail with"


You know, I did save the text of my post that was completely deleted from Doomworld, but I've restrained myself from posting it again anywhere.

If you honestly have intentions of releasing Rogue's specs sometime, how about a truce?

Something odd just caught my eye. Did you just remove your www link? I could have sworn it was there before.
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Postby Goukuma » Sun Oct 19, 2003 1:15 pm

Don't worry Cyb! We're recruiting.
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Postby randomlag » Sun Oct 19, 2003 2:33 pm

What you have going on in your fertile imagination is not my problem. That you attempt to rile people up with figments of your imagination is my problem.

But as Cyb said
keep these petty squabbles and shit off the fucking forums or you will be banned


So drop it.
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Postby Cyb » Sun Oct 19, 2003 2:36 pm

werd, randy is a much nicer admin than I tho
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Postby randomlag » Sun Oct 19, 2003 2:58 pm

There is something that I might release that might be of interest and useful - a Strife to ZDOOM Hexen format converter. I think I mentioned a long time ago I did a program like ZWADCONV (early 1996 - DEEPCVT). The big difference is that it can be programmed to convert any special into any other HEXEN format special (as well as textures/flats). However, this was before BOOM so no BOOM stuff, but n/a for Strife so no biggie. The behavior put in is just a "dummy" script (I think that's what it was) and the exits are hard-coded as HEXEN expected them.

I do not have a Strife conversion file (just DOOM2->HEXEN), but that could be done. Problem is time available/required remembering how it works (that's a long time ago) so I can write simple docs for use and also to build a prototype that has some of the basics done. I put part of the code (for converting textures - the names) into DeePsea which works for any game. It also does something else, automatically raises (by checking) sector heights so DOOM players can work at the HEXEN height. I think that can be set to any height you want since Strife is probably ok.
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