Legacy of Strife v2.3 : It's Coming Sooner Than You Think.

Projects that alter game functions but do not include new maps belong here.
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

i understand that i was just stating a point
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Ghostbreed
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by Ghostbreed »

Was a damn fine tip though :)
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

1.7 will just be fixing up a few graphic bugs :) in pickups
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armymen12002003
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by armymen12002003 »

hey i got the goldeneye n64 alarm sound if your interested in using that in your mod?
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

send it my way in a pm and ill give it a listen
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

forgive the double posting but the next update Just might contain 1 - 3 new toys that will be dropped rarely by certain enemies.

also the robots are bieng replaced with human enemies but this doesn't mean that they wont be badasses lol

as for the weapons tell me what youd like to see and give a slot number and if possible give me a sprite to work with :)
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Ghostbreed
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by Ghostbreed »

Ohh, perhaps Hans Grosse for the Inquisitor sprite? :)
And about the weapon, perhaps port over the Unmaker? Yes, it's a different game but I think it fits in Strife alot more than Doom.
The weapon is buiilt from both flesh and metal, and the acolytes are cyborgs
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armymen12002003
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by armymen12002003 »

TiberiumSoul wrote: the robots are bieng replaced with human enemies but this doesn't mean that they wont be badasses lol
Now im curious what kinda human enemies your gonna be using.
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

all humans will be relatively the same height

and the unmaker is the only one i wont do...
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Ghostbreed
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by Ghostbreed »

Blast! :( But I respect that
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

im going back on the new weapons thing this mod has enough weapons to splatter the baddies with

also im sticking to keeping the robots as robots
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armymen12002003
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by armymen12002003 »

downoad link is down can u please reuload to maybe mediafire?
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TiberiumSoul
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by TiberiumSoul »

not until the issue with the loremaster's and the entity's doors have been resolved sorry man 1.7 is intended to be the final version
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armymen12002003
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by armymen12002003 »

TiberiumSoul wrote:not until the issue with the loremaster's and the entity's doors have been resolved sorry man 1.7 is intended to be the final version
thats ok
StrifeFan323
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Re: Legacy of Strife : 1.6 Fight for the Front and freedom!

Post by StrifeFan323 »

TiberiumSoul wrote:not until the issue with the loremaster's and the entity's doors have been resolved sorry man 1.7 is intended to be the final version
Hello, I would like to report a couple of serious bugs in this mod.

Bug #1: When i'm in the Programmer's Keep, after all the Crusader robots(or rather, in the case of this mod, the tanks) are destroyed, the walls in one room are supposed to open, revealing the pyramid where you face the Programmer. However, this always fails to happen, even when i kill all the rest of the 41 of 42 enemies in the level(minus the Programmer himself). Thus, i have no choice but to use the "no clipping" cheat code.

Bug #2: The same thing happens in the Ruined Temple in the Catacombs. When the crusaders(tanks) are gone the walls of the pyramid where the Spectre is are supposed to open up. However, just like with the Programmer's Keep, it never happens, even when I kill all the enemies in the level besides the Spectre. So once again I am forced to use the "no clipping" cheat code.

I'm not sure if you were aware of these 2 bugs or not, I just thought I'd let you know anyway. And i hope that something can be done about them in the next (and final) release.

P.S.
I'm using GZDoom 1.7.01.
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