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[WIP] Endless Strife V11 (update 20-06-12)

Posted: Mon Mar 28, 2011 4:59 pm
by ChronoSeth
The aim of the mod is to "improve" upon Strife's gameplay, without stretching too far from the ideas in the original game. Multiple enemies have been enhanced, but so have your weapons.
Spoiler: Weapon Changes
Spoiler: Enemy Changes
Spoiler: Skill Levels
Spoiler: Known Bugs/Issues
Spoiler: Changelog
Download (DRDTeam File Host) : Endless Strife V11 (requires GZDoom r1307 or newer)

Re: Just Another Strife Mod

Posted: Mon Mar 28, 2011 5:07 pm
by amv2k9
Sounds neat! I'll have to give this a try later.

Now if we just had more Strife maps to play these mods on :)

Re: Just Another Strife Mod

Posted: Mon Mar 28, 2011 10:27 pm
by Salad Viking
What do you mean another Strife mod? :P

Seriously though. Are there any Strife mods out there besides this? Well anyways, I like seeing that some people play the game. Also, it's good that you thought to actually improve some of the balance flaws in the game. I'm sure it will be oodles of fun now.

Re: Just Another Strife Mod

Posted: Mon Mar 28, 2011 10:51 pm
by wildweasel
Salad Viking wrote:What do you mean another Strife mod? :P

Seriously though. Are there any Strife mods out there besides this?
Two that I can think of that are pure gameplay mods - my own "Strife Needs A God Damned Mod" and Weapons of Ruin. Also remember the ZDoom-specific Strife map, A World In Strife.

Re: Just Another Strife Mod

Posted: Tue Mar 29, 2011 4:30 am
by Akira_98
There's also Return of the Jedi Order. Khorus is working on Strife: Absolute Order. Who knows, maybe there's something Strife-related being developed in the shadows somewhere...

Re: Just Another Strife Mod

Posted: Tue Mar 29, 2011 6:23 am
by .+:icytux:+.
Yeah well I happen to have 2 Strife DM maps on my HD that I made, never bothered to release it without making more maps for it first though.

Re: Just Another Strife Mod

Posted: Tue Mar 29, 2011 10:42 am
by FDARI
My default program for Doom is the Official release ZDoom.
This project uses [wiki]A_SetScale[/wiki](float scaleX[, float scaleY]) (development version r3000+ only), which is no problem at all for me, but worth noting. SVN-only features are in use.

Re: Just Another Strife Mod

Posted: Tue Mar 29, 2011 11:25 am
by ChronoSeth
Bah, I forgot about some things I changed. Editing first post...

Re: Just Another Strife Mod

Posted: Wed Mar 30, 2011 11:13 am
by ChronoSeth
Woo double-post.
I've fixed most of the known bugs. Download updated on first post.

Re: Just Another Strife Mod

Posted: Fri Apr 01, 2011 2:43 pm
by amv2k9
Salad Viking wrote:What do you mean another Strife mod? :P Seriously though. Are there any Strife mods out there besides this?
wildweasel wrote:Two that I can think of that are pure gameplay mods - my own "Strife Needs A God Damned Mod" and Weapons of Ruin. Also remember the ZDoom-specific Strife map, A World In Strife.
And Mikk-'s Strife++, and Echo Path (I think that was the name of it, can't remember the author), though the latter is in limbo.

Re: Just Another Strife Mod

Posted: Fri Apr 01, 2011 8:36 pm
by SamVision
The secondary of the assault gun is useless, because if you tap the primary of the assault gun it produces the same effect but at a faster rate.

The flamethrower skips a frame after letting go of the trigger; oh and what is the point of its alt fire?

Also, can you make the punch dagger faster?

Re: Just Another Strife Mod

Posted: Sat Apr 02, 2011 9:50 am
by FDARI
About your known issue: Getting new crossbow in conversation also gives you oririnal crossbow:

Code: Select all

Actor NewStrifeCrossbow : StrifeCrossbow Replaces StrifeCrossbow
{
	ConversationID 194
	Tag "Crossbow (Electric)"
	Weapon.SisterWeapon "NewStrifeCrossbow2"
}

Actor NewStrifeCrossbow2 : StrifeCrossbow2 Replaces StrifeCrossbow2
{
	Tag "Crossbow (Poison)"
	Weapon.SisterWeapon "StrifeCrossbow"
}
Conversation gives NewStrifeCrossbow. Link to sisterweapon NewStrifeCrossbow2. Link to sisterweapon StrifeCrossbow. Link to sisterweapon StrifeCrossbow2.

So just put "new" before the second sister-weapon?

Re: Just Another Strife Mod

Posted: Sat Apr 02, 2011 10:37 am
by ChronoSeth
FDARI wrote:Conversation gives NewStrifeCrossbow. Link to sisterweapon NewStrifeCrossbow2. Link to sisterweapon StrifeCrossbow. Link to sisterweapon StrifeCrossbow2.

So just put "new" before the second sister-weapon?
*facepalm*
That explains a lot...
SamVision wrote:The secondary of the assault gun is useless, because if you tap the primary of the assault gun it produces the same effect but at a faster rate.
I personally don't find it "useless", I'm pretty sure you can damage things more quickly using the alt-fire. I guess I can tweak it a bit though.
SamVision wrote:The flamethrower skips a frame after letting go of the trigger; oh and what is the point of its alt fire?
First: That's a fluke I never fixed. I keep forgetting about that...
Second: The alt-fire really isn't that useful. I'm not sure what I had in mind, but what it does is spray a volley of flame projectiles at a doubled ROF. It's pretty well guaranteed to spawn phosphorus fire.
SamVision wrote:Also, can you make the punch dagger faster?
I'm not sure if I can beef it any more; it already does two A_JabDagger attacks when only one would normally be present. I'm going to make its attack a bit different anyway.

Re: Just Another Strife Mod

Posted: Sat Apr 02, 2011 2:27 pm
by amv2k9
ChronoSeth wrote:I'm not sure if I can beef it any more; it already does two A_JabDagger attacks when only one would normally be present. I'm going to make its attack a bit different anyway.
If you're short on ideas for the PunchDagger, maybe you could try that "backstab" version FDARI made?

Re: Just Another Strife Mod

Posted: Thu Apr 07, 2011 3:08 pm
by bwc153
ChronoSeth wrote:
FDARI wrote:
SamVision wrote:The secondary of the assault gun is useless, because if you tap the primary of the assault gun it produces the same effect but at a faster rate.
I personally don't find it "useless", I'm pretty sure you can damage things more quickly using the alt-fire. I guess I can tweak it a bit though.
I think its rather fine... if anything I thought fully-auto seemed a bit TOO effective in comparison to burst mode when you had 100 accuracy near the end of the game.