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

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Re: [WIP] Endless Strife V10 (update 12-03-12)

Postby amv2k9 » Wed May 02, 2012 5:49 pm

Apologies in advance for doubleposting, but for those of you with, shall we say, less robust computers, I created this lil fix. It replaces EndlessStrife's particle-spawning torch actors with ones that A_CheckSight before spawning particles. If the player isn't in a position to see the torch, the actor jumps to a state where for that tic, it spawns no particles. I loaded this up with my dinosaur of a computer and noticed a significant improvement in framerate. Maybe some other people will get use out of it. Make sure you load it *after* Endless Strife.
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Re: [WIP] Endless Strife V10 (update 12-03-12)

Postby ChronoSeth » Wed May 02, 2012 11:19 pm

Heh, I already did that myself in an unreleased patch. Thanks for getting this out anyway.

I would have included sight checks from the beginning, but at the time I didn't know how. Sorry. xD

*edits start page
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Wed Jun 20, 2012 10:04 pm

Ugh, I need to release this or I'm just going to feature creep forever. This will be the last release for a long while, barring bugfixes.

Spoiler: Changes
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby SamVision » Thu Jun 21, 2012 1:02 am

The new Mauler is no good, neither was the previous version. Its really underwhelming.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Thu Jun 21, 2012 1:09 am

Yeah, I know. It's the one thing I'm not happy with at all... :?
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby amv2k9 » Fri Jun 22, 2012 12:12 pm

ChronoSeth wrote:- Removed my custom HUD. It was horrible.
I liked it :? It was certainly better than the default HUD which takes up waaaay too much room.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Fri Jun 22, 2012 2:13 pm

As I said, you can re-enable it again by renaming "unused.txt" to "sbarinfo.txt". Though apparently using the Base keyword broke it, so you'll have to remove that.

I'm planning on redoing it eventually; it was really hard to see the health/ammo values when not using HUD_SCALE, but if it was scaled it would take up too much space for my liking (especially the keybar and inventory bar).
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby StrifeFan323 » Wed Apr 17, 2013 3:34 pm

Sorry for bumping this thread, but I would like to report a VERY big bug in the most recent version of Endless Strife(v11). It happens whenever I go to see Irale, the Front's weapon supplier, near the beginning of the game to get an assault gun from him. After buying it from him, when I try to reload it, the reload animation for the gun plays, but my ammo count for it is set back to zero and all I hear is the "out of ammo" sound. This same bug also occurs when I try to fire the assault gun as well. I've tried every possible workaround, but none of them have worked at all. I'm using GZDoom 1.6.00, by the way.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Thu Apr 18, 2013 10:30 am

Try it with an SVN build and let me know if it still happens. You're using an old version of GZDoom, and it's not happening to me with r1530.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby StrifeFan323 » Thu Apr 18, 2013 5:19 pm

I tried using GZDoom r1551 just a few minutes ago, and it still happened. What's even stranger is that this doesn't happen in the previous version of Endless Strife(v10).
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby Frozenwolf150 » Sun May 05, 2013 6:15 pm

I just wanted to say that I'm really enjoying this, given the rarity of Strife mods. It's gotten me back into playing this game after nearly 10 years. It balances the difficulty such that the game is actually more fun on the hardest difficulty. Normally, I only survive the opening fight 1 out of 10 times, but now, I can hack up the two Acolytes with ease. Right now I'm going around town kicking the respawning Acolytes in the face to restock my bullets before the castle assault.

If you ever get back to this mod, would there be a way to add the fuel canisters to the weapons page so that I can see how many I'm carrying? Also, is there a way to make the weapon icons on the weapons page visible again?
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Sun May 05, 2013 9:02 pm

Frozenwolf150 wrote:If you ever get back to this mod, would there be a way to add the fuel canisters to the weapons page so that I can see how many I'm carrying? Also, is there a way to make the weapon icons on the weapons page visible again?

I will come back to this eventually, but it's unlikely I'll be able to do that (assuming you're talking about the weapon readout pop-up). Strife's HUD isn't defined in SBARINFO like the other games (last I checked, anyway), so at the very least I wouldn't be able to just copy/paste/edit into a new HUD. I also can't recreate the original status bar totally faithfully, as IIRC there are a couple features (mostly regarding the life bar) which can't be easily replicated with SBARINFO.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby Frozenwolf150 » Sun May 05, 2013 9:59 pm

Oh okay. In any event, this mod has made my list of favorites.

I forgot to mention a potentially game-breaking obstacle in the Programmer's Keep. The walls barring your access to the pyramid will not lower until every single Crusader robot is destroyed. On the hardest setting though, the Crusaders respawn like all other enemies. This means I have to run around like a maniac demolishing the Crusaders as fast as possible, making sure I don't miss any, while at the same time trying not to get killed. I did manage to do it eventually, but it's a pain in the ass. The boss was ridiculously easy by comparison since I just roasted him with the flamethrower.

Is there a way to create an exception to the respawning Crusaders on this map? I don't want to have to use cheat codes just to bypass this part each time.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby ChronoSeth » Mon May 06, 2013 1:36 am

Well... that is definitely not intended. :P

I'll see what I can do when I get to it.
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Re: [WIP] Endless Strife V11 (update 20-06-12)

Postby pantera » Sun May 18, 2014 10:58 pm

I can't download the file. Can you please upload to another filehosting? thanks :D
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