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

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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »



We're up now! Come hang out and watch us beat the game through the good ending!

https://twitch.tv/nashmuhandes
Jarewill
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Jarewill »

Damn, I missed the stream.
Will watch the recording of it later, but I have a small question.
In the above screenshot, there are 2 items in the player's inventory that I just don't recognise: The helmet and the pouch.
Are they multiplayer-specific items? What do they do?

Sorry if that was already explained, I didn't notice this thread before.
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Mikk-
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Mikk- »

Jarewill wrote:Damn, I missed the stream.
Will watch the recording of it later, but I have a small question.
In the above screenshot, there are 2 items in the player's inventory that I just don't recognise: The helmet and the pouch.
Are they multiplayer-specific items? What to they do?

Sorry if that was already explained, I didn't notice this thread before.
The helmet is a toggleable head-mounted flashlight, and the pouch is an ammo dropping tool. I think the flashlight is part of a separate mod titled Better Strife whereas the ammo dropper is part of Strife Co-op.
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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »

Okay so yeah this might be a bit confusing so bear with me:

Originally, the first release of this mod had these various features bundled into StrifeCoop. Eventually, I realized that these features would actually be useful as universal mods, because, for example, the ammo dropper and the player locator can be used in games outside of Strife.

So somewhere down the line, I split the mod into the following components:

1) StrifeCoop (this mod)
2) Nash's Coop Tools (player locator, ammo dropper, turn off player collision)
3) Better Strife (head-mounted flashlight)

So I started developing these mods separately. In my stream last week and this week, there are actually 4 mods loaded: a HP bar mod, Nash's Coop Tools, Better Strife, and StrifeCoop.

Better Strife eventually turned out to be an overall "fix Strife" mod that can be used in either single player or multiplayer. More details will be in its own thread, but among its key features are the quest markers and level exit markers.

I will be creating separate threads for all of these components eventually.

I hope this isn't too confusing. :P
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Jarewill »

Ah, I see. It's not that confusing.
I don't play much coop, because I don't really have anyone to play it with, but the Better Strife mod certainly sounds useful.
I'm guessing the quest markers will work like they do in Veteran Edition?
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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »

The quest markers: sort of. It was indeed inspired by SVE, yes, but my implementation is completely different than SVE's, I suspect.

I'm not exactly sure how SVE even does it, but I went ahead and rolled my own idea. It's clunky, but it works - the way I did it is by reading the current quest log to determine what the current quest actually is.

From there, it's just a matter of spawning specific quest markers and associating them with the correct quest. The association is what determines if they appear or disappear in the game world.
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Nash
 
 
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by Nash »

After a month of development, version 1.0 has been released! Have fun!
BloodShot
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by BloodShot »

Is there any way to convert a savegame to use with 1.0? I was playing with a friend and we got the first Sigil piece, but we don't feel like restarting the whole game to play the new version.

That or is there commands we could do to advance the quests to where we are in our old game?
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Nash
 
 
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by Nash »

I'm sorry but no, too much has changed script-wise to be able to convert properly. :( Good news, though, at least, is I am done with this mod for the time being and won't be updating it for a long time...
fistfulfan
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by fistfulfan »

I'm a plebian and I've only ever used Zandronum for multiplayer. Do you host directly from GZDoom or do you use ZDL?
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by Nash »

If you are using ZDL, you can load up the mod in ZDL, and then add these command line parameters, as a host (this is what I used on the streams, and turning off the crouching is recommended for the authentic gameplay experience)

Code: Select all

-host 2 +skill 3 +map map02 +sv_nocrouch 0
Replace the "2" after "host" with the actual number of players to host, and the "3" after skill to select your actual skill level.

The Strife SP campaign starts at MAP02, and StrifeCoop specifically checks that you start a new game on MAP02, so do not change it.

Next, as joiners (your other players), also load up the mod in ZDL, and then use these parameters instead (this is all joiners will need):

Code: Select all

-join <your.ip.address>
 
The IP address to use is the host's IP address, in this case, you, the host.

ALL players must have the exact identical version of GZDoom, exact version of the mod, and exact list of other submods loaded, in the exact order, otherwise the game will desync!!!

Games can be saved - anyone can open the menu and create a save file - the save files will be created on every players' computers simultaneously.

To load up a saved game later, follow the same instructions above for hosting and joining, but add this command line parameter to the end:

Code: Select all

-loadgame <name_of_save_file>.zds
(yeah, unfortunately, you can't load the game from the in-game menu; it has to be done outside of the game)

Again, all players must load the exact correct version of the save file or the game will desync.

99.999% the cause of desyncs is wrongly loaded files, so quadruple check to make sure everyone has the same files loaded.

More detailed info here: https://zdoom.org/wiki/Multiplayer
fistfulfan
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by fistfulfan »

Thank you for the detailed instructions. Much appreciated
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Re: Strife Coop Patch Project v1.0 (supports Strife and SVE)

Post by Nash »

fistfulfan wrote:Thank you for the detailed instructions. Much appreciated
Let me know if you managed to get it going! And if you're all looking for an extra player, I'd be down to play, too. I kind of miss this mod. :P
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