Strife Coop Patch Project v1.0 (supports Strife and SVE)

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Nash
 
 
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Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by Nash »






Download v1.0 / Github

NOTE
The above video streams were played with extra mods loaded (links will be updated, check back later):

Nash's HP Bar
Nash's Coop Tools
Better Strife
Spoiler: More images and videos
Strife Coop Project (StrifeCoop) v1.0

Developed by Nash Muhandes

Features

- IWADs supported: Sigil: Quest for the Sigil (1.2-1.31) and Strife: Veteran Edition.
- Supports up to 4 players.
- Fixed player starts. All maps now have properly-functioning player starts.
- All players' stats and the story's quest status are synchronized. One player accepting a quest will update all players' quest logs, turning in a quest will affect all players, etc.
- All players can hear Blackbird's comm unit transmissions (and see subtitles printed on screen) simultaneously.
- SVE support includes the super secret level, the talismans and the reward for collecting all 3 talismans.
- Enemies will randomly target any player as long as they are within distance and line of sight.
- Supports latent player joining (for example, starting a 2-player game, saving, quitting and then loading the saved game with a newly-joining 3rd player).

Optional core features

- You must gather your party before venturing forth! All players must group together before being allowed to exit the level.
- Visible chat bubbles above an NPC's head when they are talking to a player.
- Visual player disguise when picking up the Officer's uniform.
- Bad ending (triggerable when all players are killed by The Entity).

Optional game balance features

- Enemy health scaling. Enemies' max health increases by 25% for every online player.
- Extra ammo drops. Spawns an extra ammo pickup for every online player.
- Enemies drop gold coins when killed. With health scaling enabled, ammo tends to run out faster. The extra coins would help players purchase more ammo.
- Uber Entity!

Issues

- Overall gameplay balance with regards to enemy health and ammo is still imperfect.
- It is possible to sequence break certain events (even more than in single player), due to the simple nature of players being able to be on any part of the map at any given time, therefore possibly triggering certain events out of order. I have deliberately not addressed any of these for now. Play cooperatively.
- I have done nothing with regards to prevent you from bricking the quest. The same things that will result in quest dead ends in single player still applies here.
- During the early phases of the game, if the alarms are raised in town, it is possible to eventually kill all the guards, therefore no more of them will teleport into town when the alarms are raised again at a later time.
- After being killed by any enemy and respawning yourself, they will "forget" you and just stand idle until they are attacked again.

Compatibility

- GZDoom only! No Zandronum support, not now or probably ever.
- At the time of this writing, GZDoom devbuild g4.6pre-189-g03473abea (or later) is REQUIRED. I have made several engine-side fixes that StrifeCoop relies on to function properly.
- Strife Coop Project is compatible with the commercial IWAD and the Veteran Edition IWAD only.
- Demo/teaser IWADs are not supported.
- StrifeCoop is NOT COMPATIBLE with any mods that edit the built-in Strife helper library (STRFHELP). I had to edit and recompile it for some of the fixes StrifeCoop implements.
- StrifeCoop is definitely NOT compatible with gameplay mods that do not take multiplayer into consideration, or have not specifically implemented network-friendly practices in their implementation.
- StrifeCoop is compatible with language packs, except for the ones where the timings of the slideshows has been altered. In such cases, StrifeCoop MUST be loaded AFTER the language packs (see the "Important" section below).
- StrifeCoop, as its name implies, is obviously meant to be played in cooperative mode only. I have made no changes to deathmatch mode and therefore it's unsupported.

IMPORTANT

StrifeCoop must be loaded absolutely last in your load order. Do not let other mods overwrite anything from StrifeCoop. And ESPECIALLY if you are using language packs which alter the slideshow timings. This is non-negotiable!

DESYNCS? Be sure to check the following:

- Make sure every player has the EXACT copy of the IWAD. The game WILL desync if everyones' IWADs don't match!
- When playing with other mods, be absolutely certain that every player has the exact copies of the mods loaded in the exact order.
- When loading saved games, be absolutely sure that everyone has the correct save file loaded.

Stability

StrifeCoop has been thoroughly playtested live on stream and it is confirmed to be absolutely stable and can be played from start to finish through all endings. See the following links for proof:
https://www.youtube.com/watch?v=exQP3GahsBk (Part 1 - bad ending)
https://www.youtube.com/watch?v=ca-kGjwS_Vc (Part 2 - good ending)

Wanna chat about my mods? Join my studio's Discord server, Mischief Donut!
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I spend an uncountable amount of hours making mods. Consider supporting me on Patreon for cool benefits!
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Last edited by Nash on Sat Feb 15, 2025 6:32 am, edited 19 times in total.
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Captain J
 
 
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Re: [WIP] Strife Coop Patch Project

Post by Captain J »

Strife needs a lot of attention. Specifically the multiplayer because i thought it was impossible since it's kinda different than vanilla doom one maybe. This is some good start!
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TiberiumSoul
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Re: [WIP] Strife Coop Patch Project

Post by TiberiumSoul »

all hail nash, the god of strife coop
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cyber_cool
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Re: [WIP] Strife Coop Patch Project

Post by cyber_cool »

Looks very promising. I haven't deeply looked into that, but I wonder why individual training is not a thing. Also, it would be quite unusual and nice to see NPCs re-aggroing to different players when attacked.
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Nash
 
 
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Re: [WIP] Strife Coop Patch Project

Post by Nash »

cyber_cool wrote:I wonder why individual training is not a thing
When you choose to redeem a training allowance from the various vendors that offer them, the dialog tree for that particular vendor NPC advances. Had I allowed each individual player to redeem their training upgrades, this will completely break the dialog progression for that NPC.

In fact, due to how the entire game is kind of a design mess, I found it best to approach coop in this game by just considering that there is only one hero in the world.

To completely rework the entire campaign to function like a properly-coded coop game is too large of a scope. It'd be redesigning/remaking the game from the ground up, basically. I'm not sure I have the energy for that - might as well make my own original game for that kind of effort budget... :P
Kostov
 
 
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Re: [WIP] Strife Coop Patch Project

Post by Kostov »

I’ll make my 2000th post by expressing that you’re doing a good thing for the game. Down the line, I can imagine trying out the game in splitscreen on a TV with my beloved one, and this will surely make similar experiences possible for anyone else. :)
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Nash
 
 
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Re: [WIP] Strife Coop Patch Project

Post by Nash »

Yeah assuming that GZDoom gets true splitscreen support some day, this mod would (most likely) just work.
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Re: [WIP] Strife Coop Patch Project

Post by Nash »

Test stream with 4 players! https://www.twitch.tv/nashmuhandes
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Re: [WIP] Strife Coop Patch Project

Post by twelvenipon »

Nice to hear some more talk about coop in GZDOOM I allways try add coop to mods i playing Aliens Eradication will be nice experience in coop too
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Re: [WIP] Strife Coop Patch Project

Post by Ermac »

This mod looks very exciting. Strife definitely deserves more love from the community. Can't wait for the release. Also about the split screen isn't it possible to run two separate install of GZDoom side by side, once controlled by KBM and another by gamepad, will not that work as splitscreen co-op?
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Nash
 
 
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Re: [Beta v0.9] Strife Coop Patch Project

Post by Nash »

Beta v0.9 has been released. Have fun and please let me know of any bugs or issues (which I am sure there will be)!

I will be conducting play test + live streaming sessions every now and then, so feel free to hop on the Discord for the latest news!
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Nash
 
 
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Re: Strife Coop Patch Project [Beta v0.9 released!]

Post by Nash »

0.9 beta hotfix released. Will be compatible with your previous save, just overwrite the file.

Fixes:

- Fixed a bug that would permanently mess up an NPC's facing angle if another player exits the level while that NPC is still conversing with a player (IOW, conversation window is still up for that player). Can happen if all players are grouped closely near a level exit and someone happens to be talking to an NPC, then one player suddenly crosses the exit line; or if the group exit option is disabled. This would usually have a more apparent effect on NPCs that don't wander around, like Rowan. For NPCs that do naturally wander around, this wouldn't be an issue.
- Sigil pieces weren't synchronized with newly-joining players. For example, if a 2 player game was started and The Programmer was killed, therefore earning both players the first Sigil piece, then the game is saved and later a 3rd player joins that loaded game - the 3rd player, who would be new to the session, wouldn't have any Sigil pieces at all. This is now fixed so that every player, new or old, will have the correct number of Sigil pieces at all times.

Additionally, interested in translating StrifeCoop to your language? I'd appreciate your submissions. Here are the strings that require translation:

(except for Russian, someone else is already doing that)
Spoiler:
I am also accepting proofreading/corrections/optimizations for the english ones. English not being my native language, I feel like some of these are kind of verbose or just plain weird.
Last edited by Nash on Thu Mar 04, 2021 9:24 am, edited 1 time in total.
Kostov
 
 
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Re: Strife Coop Patch Project [Beta v0.9 released!]

Post by Kostov »

Nash wrote:Additionally, interested in translating StrifeCoop to your language? I'd appreciate your submissions. Here are the strings that require translation:
Just chiming in that any Russian-speaking forumers don’t need to worry about these, as they’ve already been translated to that.
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Nash
 
 
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by Nash »

Oh woops forgot to add that, yes, no need for Russian translation. Just other languages.
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Re: Strife Coop Patch Project [Beta v0.9 released!]

Post by Tapwave »

:wink:
Spoiler:

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