[Release 1.7i] Lost Frontier - a Strife mod

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ahkan42
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Re: [Release 1.4] Lost Frontier - a Strife mod

Post by ahkan42 »

really cool mod!
Jarewill
 
 
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Re: [Release 1.5] Lost Frontier - a Strife mod

Post by Jarewill »

It has been a while.
After getting some suggestions, I came back to work on this mod again and here's version 1.5!

Changelog for v.1.5:
- 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!
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Hornetzero
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Re: [Release 1.5] Lost Frontier - a Strife mod

Post by Hornetzero »

This is a nice mod. Its similar to Hideous Destruction, but more simplified. I have only tried the Doom variant right now, but will try the Strife one as well sometime soon.
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Wivicer
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Re: [Release 1.5] Lost Frontier - a Strife mod

Post by Wivicer »

Christ this is hard
I like it
Jarewill
 
 
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Re: [Release 1.5a] Lost Frontier - a Strife mod

Post by Jarewill »

Pushed a small update, nothing major just a small tweak to the player's shield to make it more useful against Acolytes.
Also replaced the grenade launcher sprite with the one from Strife's beta, because I think it looks better.
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Ac!d
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Re: [Release 1.5a] Lost Frontier - a Strife mod

Post by Ac!d »

I have some issues with the "shop" interface :
Sometimes, when I want to buy or sell an item, my game looks very slow when I move the cursor and when I want to accept/cancel an action.

It's terrible because I really like this mod and it's, in my opinion, a good experience after finishing the game in Vanilla.
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Re: [Release 1.5a] Lost Frontier - a Strife mod

Post by Jarewill »

What exactly do you mean by the game looking very slow?
With which shops does it happen?

I never experienced any lags when using the shop menus and I don't recall getting reports about it either.
Can you describe the problem more?
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NantoCodd
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Re: [Release 1.5a] Lost Frontier - a Strife mod

Post by NantoCodd »

Jarewill wrote:What exactly do you mean by the game looking very slow?
With which shops does it happen?

I never experienced any lags when using the shop menus and I don't recall getting reports about it either.
Can you describe the problem more?
Okay I think I got the very same problem as Ac!d but not every time I use trading. I got it when I met the secret merchant in the prison, interact with him and went AFK for a while because I am checking my phone. When I got back, the entire game became really laggy and it's resolved once I force the trading screen to close by clicking my mouse repeatedly. Maybe you should recreate it by opening the trading screen and leave it open for 5-10 minutes and IMO it's very possible it affected weaker processors the most.
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Re: [Release 1.5a] Lost Frontier - a Strife mod

Post by Jarewill »

Thank you for the help!
I've been able to recreate the issue.

I don't exactly know what I can do to fix it, except finally rewriting those scripts to ZScript menus.
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Re: [Release 1.6] Lost Frontier - a Strife mod

Post by Jarewill »

I think I might have been able to fix the shop menus lagging the game.
I haven't been able to replicate the issues anymore on my end, so I hope they have been fixed.

Also a few extra changes:
- 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.
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Re: [Release 1.7] Lost Frontier - a Strife mod

Post by Jarewill »

Update time!

It has been a while, but a lot of stuff has been changed this time:
Spoiler: v.1.7
I was testing it multiple times to make sure I didn't miss an item during the magazine overhaul and I think I got them all.
If I didn't, then a report would be appreciated!

Any suggestions and/or feedback is welcome!
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Re: [Release 1.7a] Lost Frontier - a Strife mod

Post by Jarewill »

Sorry for another bump, but a small patch was released:
Spoiler: v.1.7a
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Re: [Release 1.7b] Lost Frontier - a Strife mod

Post by Jarewill »

I don't really want to bump a thread so much, but I was told it's better to bump on updates so people can see them.
Regardless, update time:
Spoiler: v.1.7b
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Lagi
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Re: [Release 1.7b] Lost Frontier - a Strife mod

Post by Lagi »

i still dont understand the healing, there is bleeding, sometimes there is this blood UI symbol, i press 9 but there is no indicator of having bandage. What is the purpose of all this healing kits? I know i ask about the same thing months ago, but i already forgot.
If target of your mod is some hardcore mil-sims then fine, but casual gamers like me, are not willing to study just to heal self. This red shirt guy on first stairs to tavern help a little.

concept of Strife is quite cool, talking to NPCs, quasi RPG - I just cannot go through the same maps again. Even if your mod, add ton of interesting new mechanics. I like the combat with the acoultyes f.ex. they punch me, reload, try to escape etc.
walking speed is good.
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ZikShadow
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Re: [Release 1.7b] Lost Frontier - a Strife mod

Post by ZikShadow »

There's a manual that explains it pretty well, but let me try anyways. Pardon if this looks more like an essay than a quick shoot explanation, but I sure hope this explains the whole thing even further.

Damage (as of this current version) are split into 5 different categories.
- Base health, which is the bar at the bottom of your HUD, represents your endurance and how well you can take pain. The max threshold of which can be affected by the other 4. It regenerates at a steady pace however, so if the max threshold isn't bothered at all, you'll get back from red to green in no time.
- Damage, represents how much of your body is currently wrecked from bulletholes or scratches. This slowly heals overtime, but is monumentally slow. You can make it go faster with proper healing procedures.
- Blood. I'm sure this is obvious enough. If you're out of blood, you've got nothing in your body to circulate. This doesn't get regenerated, and will need medical kits to heal.
- Toxicity. Taken from sniffing gas nades the elites throw or standing too long in those sewage/radioactive areas without protective suits. It'll heal slowly, you can't do anything about it to make it faster.
- Dosage. This one's focused on the Sigil. Use it too much without pausing every now and then, and you're consumed by its powers and die instantly. Same as Toxicity in that you can't really do anything about it aside from waiting until it cools off. This one's also unique in that you can't really tell how much consumed you are, so keep those Sigil use to a minimum. This one's added 'cause I believe the Sigil takes from base HP, and unlike regular Strife, won't need you to consume dozens of medical kits just to use, so it's weirdly balanced that way.

Anyways, the healing!

You got 2 healing items that you can use on the slot 9 key, the first are bandages (starts off with no icon) and then the medical kit (that has the blood icon) that you have to first unwrap by using it through the inventory.

The first is simple enough. If you're bleeding, hold down the fire button to attempt to bandage yourself with whatever you can find, it's similar to Hideous Destructor in that you don't necessarily need a bandage item just to cover up wounds. It is however best kept as last resort because it's really slow if you're taking serious hits, you could end up bleeding to death first before you can fully bandage your wounds. You can tell if you're fully bandaged by the game going "You are looking better". You can hit [Weapon State 1] in that bandage weapon to change modes and instead use a med patch when you start bandaging, you'll see the medpatch icon show up when you swap modes. Med patches are different from regular bandaging in that they're super fast and heal you a bit, but they use up an item. If you're in a bit of a pinch, the medpatch can be used for just its healing by hitting the altfire button with it equipped. You'll use it up and heal a slight bit of damage.

The second is a bit trickier. The medical kit when you unwrap it gives you two items. The first is the all purpose medical stapler, indicated by the blood icon in your HUD, and then a medpatch. Each stapler has about 20 shots inside that can be used for a variety of things. Hitting the Reload key on it will give you an idea of how many shots are inside, along with how many charge is currently coursing through your veins doing repairs. Holding the Reload key instead will give you a diagnostics showing you your Damage, Blood, and Toxicity. Staplers are imperative to use before you get the HUD upgrade 'cause otherwise you won't be able to tell how messed up you are. If the staplers run out of charge, you'll have to drop it with the [Drop Weapon] key before you can unwrap another one, you'll just swap to the stapler weapon otherwise.

The primary fire functions a bit similarly to regular bandaging with the medpatch (faster, takes a limited charge) except for the fact that it requires you to take off your armor. Bare skin being better for staplers than leather or metal, after all. You find medical kits all over the place, so it can be a more economic choice to use the stapler instead of using the medpatch whenever closing off wounds. The alternate fire is where things get interesting.

You have two modes for the alternative fire, selectable with the [Weapon State 1]. You'll see the icons change from blood to a healing kit's icon. The first will help you restore blood while the other will help you make Damage healing go faster at the cost of some endurance (so only do this outside of combat). You can even stack each charge shot once you got a feel for how much Blood/Damage you restore per-altfire-shot, I think it changes as you upgrade your Health in aug merchants. With each shot of the altfire, the charge percentage in the Reload check gets increased, you can use the check in order to tell if a medical kit's done doing its job.

Right, I think that's all about the damage system I can say from playing Lost Frontier for a good while. I'm sorry if I missed a critical step or something.

Regarding maps, there are quite the amount of custom maps that you can run with Lost Frontier. Lost Frontier even gives you the option to start with a Crossbow/Rifle to help with some of the rougher starts of these mappacks.
https://www.doomworld.com/idgames/level ... /kaiser_13
https://www.doomworld.com/idgames/levels/strife/sabord
https://www.doomworld.com/idgames/levels/strife/dai-64k
https://www.doomworld.com/idgames/level ... /kaiser_23
https://www.doomworld.com/idgames/levels/strife/awsdam

All else fails, use Flipper or something to mirror the maps and give you a slightly more disorienting experience running through familiar maps.
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