Hello everyone, this is really my first project post here, so I hope I will get everything alright.
I want to present to you Lost Frontier.
In short, Lost Frontier started both as a heavily-inspired "realism" mod for Doom and as me testing how well I can use ACS mixed with DECORATE to make a mod.
However, with time I decided to rewrite the entire mod in ZScript, which ended up being a good learning experience for me.
I also decided to make it a Strife mod this time, because Strife needs more mods.
Spoiler: Some backstorySo after some time, I got it to a state that I can call "1.0 release" and after getting the blessing of Dr_Cosmobyte of Nightshift and Matt of Hideous Destructor, I am ready to release this mod to the public!
Back in about February of this year, I saw Dr_Cosmobyte's project idea in the ideas thread.
After being inspired by their post and getting some ideas, I decided to give it my own spin.
Of course, another mod also was a big inspiration for me, Hideous Destructor.
The mod also was meant to be a sequel of sorts to a previous mod of mine, Lost Weaponry, which was a very early attempt at modding by me.
I started writing it down in DECORATE and ACS, but that version was full of hacks to get things working.
So I decided to rewrite it in ZScript, of course not completely in ZScript as there are still some ACS scripts. (Mostly for custom shops or spawning items on maps)
However, since HD already works for Doom, and it works far better than anything I could have made, I decided to make it a Strife mod, because Strife is my favorite Doom-engine game from the 90s.
This is about it for the backstory.
Enjoy!
[Download]
Tested to work on GZDoom v4.4.2 and LZDoom v3.86a.
New versions might break old save files. Update with caution!
Included are two patches, one designed for sabord.wad (Absolute Order) which adds a weapon smith to the firing range. And the other spawns a new merchant on maps with secret areas that functions as all 4 shopkeeps. Useful on custom maps. (Spawning code done by Accensus)
As a bonus, I have also included the old Doom version and Lost Weaponry, a prequel of sorts to this mod.
Spoiler: Changelog
v.1.7i
- Fixed ammo satchels giving too many magazines.
- Fixed player augments disappearing on respawn.
v.1.7h
- Fixed a VM abort if the player respawned with more copies of a single weapon.
- Fixed all A_Log calls to only be on the local side, not server side.
v.1.7g
- Changed behavior of the degnin ore: It will now also deal heavy damage to robotic enemies. A few of these will even take down an Inquisitor.
- Made the scope follow weapon's bob.
- Fixed the laser sights being blocked with the shield.
- Fixed a typo.
v.1.7f
- Fixed Mauler's ammo consumption.
- Lowered the arcs of bolts. (again)
- Added a laser sight to the rifle's foregrip upgrade, that means the Acolytes will use it too.
v.1.7e
- Fixed another item that wasn't updated for the medical overhaul. That's what happens if you don't test enough....
- Fixed the Sigil damaging armors.
- New CVar: lf_amadjust will lower certain HUD elements so they don't obstruct the automap.
v.1.7d
- Shield fixes: Now it can be holstered and is generally more usable. Walking (not running or sprinting) will not put the shield down. Also shield now alerts the order, because it wouldn't make much sense for a peasant to walk around with an Acolyte shield, no?
- Fixed super speed if sprinting while auto run was off.
- Fixed rebels walking on water. (Also applies to the rebel merchant addon)
v.1.7c
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Fixed the crash when trying to reload guns at times.
- Crossbow scope was added.
- Fixed upgrades not being kept when switching through guns of the same type.
- Updated the manual by removing informations that no longer apply.
v.1.7b
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Unloading the last bullet from the rifle will now put it into "reserve" instead of simply deleting from existence. Bullets from "reserve" will count as normal bullets next time the player reloads magazines.
- Fixed medic's shop from incorrectly displaying health upgrades.
- Acolytes now drop the proper assault guns.
- Made some basic multiplayer fixes: Player's "back" body will now be invisible to other players, (Thanks to josh771 for the relevant code) as well as the game won't crash on map load or when a player respawns. Still needs proper testing for multiplayer, but I lack ways to do it.
- New CVar: lf_speedster will halve the speed penalties on high pain / low stamina. It was made into a CVar in case someone still wants the harsher penalties.
v.1.7a
- Medical gun can now heal damage again. Done with [Altfire] with the secondary firemode. Cycle firemodes with [Weapon State 1].
- Fixed Crusaders not doing anything if the player walks into them from behind.
- Made the medical gun more effective at closing wounds and stopping bleeding.
- Fixed the player endlessly burning when playing Raiding the Dam
- (LFRebelMerchant) Added another check to [hopefully] fix merchants duplicating when loading a saved game.
- Forgot to write notes of what was changed, because I feel like I'm missing something here.
v.1.7
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Clips of bullets and energy pods now are considered magazines and have special mechanics.
- Mags and armors have similar binds now:
[Use item] will check current status (ammo / durability)
[Use]+[Use item] will cycle through available instances
[Run]+[Use item] will do a special action (equipping armor / sorting ammo)
- Damage system functions differently now:
Health is now considered pain and regenerates pretty quickly. It also affects your actions more than before.
Damage done to the body is a separate counter now. (can be checked with the medical gun scanner) It lowers max health (pain) and when it reaches 100 the player dies. Slowly regenerates, but surgery kits can speed it up.
Bleeding is also a separate counter now. Check blood status with the scanner, if it reaches 0 the player dies. Medical gun's altfire now heals blood level rather than health.
Toxicity is added by sewage or gas grenades. Check status with the scanner, if it reaches 100% the player dies. Slowly heals.
Sigil now applies a "dosage" to the player. Slowly heals, but when it reaches 100% the player dies. Uncheckable, but it takes 10 level 5 shots to die from it.
- Reavers and Crusaders can be set to self-destruct when activated from behind. Takes 4 seconds for the explosion to happen, so back away.
- AI has been improved: Acolytes, Templars, Reavers and Crusaders will go to the last known location of the player and if they can't find them, they will start wandering about looking for them. The player can approach them from behind to backstab / activate self-destruct.
- More stuff to sell at the rebel. Junk that robots drop can now be picked up and sold.
- If the player has too much weight (double the max capacity) they will be unable to move.
- Regeneration speed can be set with a custom CVar in the options. Bleeding can also be turned off completely.
v.1.6b
- Tweaks to the Inquisitor to make it slightly less dumb.
v.1.6a
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Fixed some oversights.
v.1.6
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Hopefully fixed the issues with shop menus lagging the game.
- Fixed armor not counting towards weight.
- Fixed Acolytes not being alerted while getting shot.
- Ledge climbing: hold space while facing a wall with dagger equipped. (Or while sprinting)
- Flamer, missiles and electric bolts have been buffed: more range on the flamer, more damage on the missiles and electric bolts now stun most robots for a period of time.
- Robots are no longer completely immune to fire damage.
v.1.5a
- Made player shields slightly better against Acolyte bullets.
- Replaced grenade launcher sprite with one from the beta.
v.1.5
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
- Repair kits! Can be purchased from the weapon smith in town. 150 gold for 5 uses and each use repairing 10% of any valid weapon.
- Alternate loadouts! You can now start with either a crossbow or a rifle in rough condition. Basic supplies are also included!
- Options! Took that long to include them. Encumbrance can now be customized or turned off completely. Also an option to remove alternating punches and charge attacks from the dagger.
- New punching sprites by EndHack!
v.1.4
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
Keep that in mind before updating.
- Added a shop where the player can sell back some of their items.
Talk to the rebel next to Irale / weaponsmith at new Front's base.
- All shops now support mouse movement. This should make them easier to use.
- Fixed the weaponsmith being inaccessible in Island of Peril.
- Killing all blue acolytes now triggers Blackbird dialogue and updates the mission log.
v.1.3a
- Killing all blue acolytes should no longer softlock the game.
Blackbird's dialogue will still not trigger though.
v.1.3
- Dagger can now be charged for a power attack by holding [Fire].
Power attack can be cancelled at any time by pressing [Reload].
- Merchants now give hints on how to operate the new shop menu.
- Enemies now properly get alerted when stabbed/punched.
- Turrets now turn slowly and fire only when they have the player in line of fire.
v.1.2b
- Acolytes can no longer shoot through each other without dealing damage.
They however will not fire if aiming directly at their comrades, but it's possible to trick them into firing.
v.1.2a
- Player can no longer jump if over encumbered.
- Acolytes and rebels not lootable while in Templar suit.
v.1.2
(!) Because the ACS for this update was modified, previous saves will no longer be compatible.
Keep that in mind before updating.
- Players can now hold multiple weapons/armors of same kind.
Switching between weapons by dropping them / pressing [Weapon State 4].
Switching between armors by using them while holding [Run].
- Modified some existing random dialogue of peasants/acolytes to give tips.
- Added an "over encumbered" indicator to the HUD.
- Punching acolyte shields will lower them for a split second.
- Acolytes can now drop their guns rarely in poor condition.
- Additional ammo satchels can be looted for ammo now.
- Fixed Quincy not talking.
- Assault gun upgrades are now described.
- Assault gun now jams only slightly more often.
v.1.1a
- Hopefully fixed a VM abort in LZDoom.
v.1.1
- Stalkers have been nerfed health-wise.
- All ammo items now weight half as much.
- Bolts are less subject to gravity, increasing their range.
- Rifle should jam less often now.
- Rifle ammo pickups now are worth half as much.
Spoiler: Help
I hope I got most of the things written here and I didn't forget about something important.
In case I did, I'll update this part.Spoiler: Player behavior
The player moves more slowly in Lost Frontier than they do in Strife.
However, the player can break into sprint by pressing the [Run] button.
Sprinting takes stamina, which can be regained by standing still or moving very slowly.
If you jump while sprinting, you will do a quick hop that covers more terrain, but isn't as high as a normal jump.
If you hold the jump button while facing a wall and having the dagger equipped, (or sprinting) you will be able to climb the ledge if it's not too high.
Many aspects of the player can be upgraded by the Front's medic at the new base, with augmentations.
Those can increase the player's health, speed and strength, but also install a HUD that displays the current ammunition or health status.
Beware though as those upgrades are rather pricey.
Most items have weight now and the player has a limited capacity that can be upgraded with an ammo satchel or with strength augments.
Encumbrance can be turned off or modified in the options.
The green bar at the bottom of the screen shows in how much pain the player currently is.
Green shows that everything is fine, or at least mostly fine, yellow means pretty hurt and red means in severe pain.
Your current health level will lower maximum pain tolerance, so at lower health you will be less hurt.Spoiler: Weapon behavior
All the weapons (except the Sigil) have been modified a bit:
All weapons:
- [Weapon State 3] will unload most weapons.
- [Weapon State 4] will cycle between multiple instances of current weapon in inventory.
- Pressing [Reload] will check the current ammo status, while holding it will reload the weapon if it can be reloaded.
- Ammo can be managed from the inventory bar.
- Acolytes and Templars will start attacking the player if they are holding a deadly weapon. (Crossbow, rifle, flamer, etc. not dagger)
Most weapons have condition now and can jam when it's low.
Weapons will never jam as long as they are above 75% condition.
Each weapon jams slightly differently. For example: rifle will jam, flamer will stop spewing flames for a bit.
You can now purchase field repair kits from the weapon smith, which will increase the condition by 10% on each use. (Cost is 150 gold per 5 uses)
Punch Dagger:
- Now alternates between a stab and a punch if attacking too rapidly.
Taking a bit between attacks will make it always stab.
- Hold down the attack button to charge for a stronger stab.
- Backstabs have increased damage on human enemies and make them die quietly.
- Can be upgraded for increased damage. Can get as sharp as a Reaver's blade!
- Can be upgraded with the Loremaster's hook later in the game. (Altfire)
- Take off armor with [Weapon State 3].
- Alternating punches and charge attacks can be turned off in the options.
Crossbow:
- By default requires reloading after every shot, but upgraded can be loaded with 6 bolts at once.
You will have to pump the crossbow after firing with altfire to load the next bolt.
- Can also be fitted with a laser sight that shows rough position of where the bolt will land.
- Electric bolts work great on machines.
- Switch bolt type with [Weapon State 1].
Assault Gun:
- Unupgraded kicks a lot, but with upgrades it becomes easy to handle.
- Is now select-fire, able to fire in semi-auto, full-auto and 3-round bursts. Switch with [Weapon State 1].
- Can have it's bolt replaced with a heavier one for slower firerate, but more accuracy.
- It can be upgraded with a vertical front grip that comes with a handy laser sight.
- Can be fitted with a basic scope. Use with [Zoom].
- There are rumors of a certain Acolyte carrying what looked like to be a custom-made assault gun.
He was last seen around the entrance to the Catacombs. Command says it might be worth looking into.
Grenade Launcher:
- Now has a single barrel and is considered a light weapon.
- Makes grenades explode on impact.
- Can be upgraded with more range.
- Switch grenade type with [Weapon State 1].
Flamethrower:
- Flame has increased range and can be upgraded even further.
- High ammo capacity that can be upgraded even further.
- Still as satisfying as before.
Mauler:
- Torpedo mode has to be bought now, but it has been buffed. (It still can one-shot an Inquisitor with good RNG)
- Switch modes with [Weapon State 1].
- Still as devastating as before.
Grenades:
- Can now be tossed by hand, but they have a 4-second fuse.
- Grenades can be kicked by pressing [Use] on them.
- Grenades can be shot to explode instantly.
- Switch grenade type with [Weapon State 1].
- Throwing can be cancelled with [Reload].
- Can be armed with [Altfire].Spoiler: Item behavior
Med Patch:
- You can bandage open wounds with a weapon on [Slot 9].
- Switch the type of bandaging with [Weapon State 1].
- Basic slow bandaging, does not consume anything.
- Quick bandaging, consumes a med patch.
Medical Kit:
- Upon opening it up, the player obtains a medical gun [Slot 9] and a med patch.
- Medical gun staples open wounds with [Fire] and applies healing salve / blood packs with [Altfire].
- [Altfire] depends on the current firemode, cycle it with [Weapon State 1].
- Pressing [Reload] checks current supplies and holding it checks current health status.
- Medical gun requires armor to be taken off. Take it off with [Weapon State 3].
Surgery Kit:
- Deploy by using. Let it do it's job. Pick it up after it's done.
Armors:
- Check current durability by using.
- Equip armor by using while holding [Run].
- Switch between armors by using while holding [Use].
- Shadow armor now counts as armor and is more protective than metal.
Magazines:
- Clips of bullets and energy pods have special mechanics:
- Check current ammo by using.
- Switch between mags by using while holding [Use].
- Quick sort mags by using while holding [Run].
Environmental Suit:
- Put on by using.
- Check filter status by using while holding [Use].
Targeter:
- Put on by using.
- Check battery status by using while holding [Use].
- Switch mode by using while holding [Zoom].
- Reload batteries by using while holding [Run]. Requires energy pods.
Shield:
- [Use] will unholster the shield and protect you as long as it's up. [Use] will holster again.
- Shield will be raised when holding a weapon. (Crossbow, rifle, flamer etc. not dagger)
- Standing still or walking slowly will keep it raised, while running or sprinting will put it down.
(!) Due to a weird bug, the shield has to be holstered for the player to be able to talk to any of the NPCs. Shopkeepers still work just fine with the shield out.
Spoiler: End game spoilers
Templar Suit:
- Obtained late in the game.
- Is indestructible. (The player will die inside it)
- Can be upgraded. (Each slot can only have one upgrade: primary weapon, secondary weapon, addon)
- Using from front will reload rifle, (if it's the current weapon) using from left or right will reload left or right shoulder weapon, (if any) and using from back will enter the suit.
- Activate life support with [Weapon State 1].
- Life support and energy weapons use suit's power. Disable life support to generate it.
- Exit the suit with [Weapon State 3].
- Can't sprint or jump in suit, but the player will be able to walk up stairs twice the normal height.
- Landing on a human enemy will instantly kill them while in suit.Spoiler: Monster behavior
Nothing major except for a few enemies. Other enemies got a simple statistic buff.
Acolytes:
- Two major variants exist: shielded and shieldless.
- Shielded acolytes will enter a battle stance with their shields raised to attack the player.
- Shields block incoming attacks that don't explode or don't penetrate.
- Shieldless acolytes will retreat to heal if below 50% health.
- Acolytes can be downed by attacks, after which other acolytes will be able to heal them, so they can stand up and keep fighting.
- Dead acolytes are lootable. Press [Use] on their corpses a few times to find some goodies.
- Scanning crew acolytes are equipped with targeters, making them more accurate, but they don't fire in full-auto.
- Gold elite acolytes are equipped with advanced filters and gas grenades.
Stalkers:
- Will now kamikaze at low health, dealing a lot of damage. Keep your distance.
- Can now fire their guns, but have limited capacity.
Reavers:
- Will turn transparent for a while after getting hit.
- Their shotguns now have limited capacity.
- When out of ammo, they will speed up and cut twice as fast.
Both Reavers and Crusaders can be quickly destroyed by [Using] them from behind.
Spoiler: Videos
Gameplay by ZikShadow.
Short play through the Sanctuary
Play through the PrisonSpoiler: End game spoilers
Templar Suit in action!
Spoiler: CreditsAny feedback and/or bug reports will be highly appreciated.
Lost Frontier - a gameplay mod for Strife
Scripting:
Jarewill and the people over at ZDoom Forums for their massive help:
Matt for the sprinting, WRF_ALL, weapon state jumps, weapon variables and use to pickup
Mikk- for the backstabbing
Arctangent for custom ripper projectiles
Accensus and Kzer-Za for checking velocity
Cherno for checking nearby monsters (with BlockThingsIterator)
m8f for checking weapon states
josh771 for fixing "player's body" for multiplayer
pazz199 for the improved rifle jam system
Sprites:
Rogue Entertainment - Strife sprites
Lagi - Shieldless Acolyte sprites
EndHack - Punching sprites without the dagger
Sounds:
Rogue Entertainment - Strife sounds
Special thanks:
Matt - Inspiration with Hideous Destructor
Dr_Cosmobyte - Inspiration with Nightshift
I've managed to seize the Castle when play testing, before changing something in ACS and making my save no longer compatible.
So I can at least confirm that this mod is at least semi-playable with enough trial and error.
Now with this mod done, I can start working on rewriting my other mod I planned to release in ZScript.
Currently it's done DECORATE code-wise, but it's just lacking the sprites and I don't want to keep pestering my friend about them.
When they will be done, I'll be glad to finally release that mod too, but I'll be able to at least make it better, now that this is done.
Fight for the Front and have fun!