Difference between Strife VE and original

Discuss anything ZDoom-related that doesn't fall into one of the other categories.
Post Reply
Casualfan
Posts: 102
Joined: Fri Jan 14, 2022 8:31 pm

Difference between Strife VE and original

Post by Casualfan »

I bought strife and wanted to play it through gzdoom but noticed that the strife veteran edition wad was a lot bigger than the strife1 original wad. My question is, what are the differences between these two iwads? And does one of them work better with gzdoom than the other?
User avatar
leileilol
Posts: 4449
Joined: Sun May 30, 2004 10:16 am
Preferred Pronouns: She/Her
Location: GNU/Hell

Re: Difference between Strife VE and original

Post by leileilol »

IIRC, mostly lightmaps as there's a new, vavoomish lighting model for the new VE engine's hardware renderer. GZDoom doesn't care about this pre-calculated lighting data AFAIK.
User avatar
RKD
Posts: 148
Joined: Sat Mar 19, 2022 9:52 am
Location: Argentina

Re: Difference between Strife VE and original

Post by RKD »

You can play both versions (OG and VE) with GZDoom just fine. VE adds a new secret level, a new secret unlockable power-up and, iirc, a handful of bugfixes and stuff like that. Definitely worth to play VE.

I think you would go with OG if you wanted to play the few mods available made for Strife but I may be not entirely right and perhaps it's possible to play those with VE too, not sure.
Gez
 
 
Posts: 17946
Joined: Fri Jul 06, 2007 3:22 pm

Re: Difference between Strife VE and original

Post by Gez »

Casualfan wrote:I bought strife and wanted to play it through gzdoom but noticed that the strife veteran edition wad was a lot bigger than the strife1 original wad. My question is, what are the differences between these two iwads? And does one of them work better with gzdoom than the other?
There are updated graphics (they went and did kind of the equivalent of the Sprite Fix project, but also for textures), widescreen graphics (the same as GZDoom's actually, from Nash's WidePix project), a few new levels (a new secret level, and three multiplayer CTF levels), updated/bugfixed stock levels (they removed a few deadlocks and restored the demo levels to a playable alternate campaign) and that lightmap feature.

GZDoom supports most of that, the only exceptions being the lightmaps and the CTF levels (there's no CTF mode in GZDoom after all).
Casualfan
Posts: 102
Joined: Fri Jan 14, 2022 8:31 pm

Re: Difference between Strife VE and original

Post by Casualfan »

Thanks for your help everyone!
Panzermann11
Posts: 147
Joined: Wed Sep 14, 2016 1:30 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Windows 11
Graphics Processor: nVidia with Vulkan support
Location: 'Nam, baby!

Re: Difference between Strife VE and original

Post by Panzermann11 »

User avatar
Redneckerz
Spotlight Team
Posts: 1129
Joined: Mon Nov 25, 2019 8:54 am
Graphics Processor: Intel (Modern GZDoom)

Re: Difference between Strife VE and original

Post by Redneckerz »

Strife VE uses lightmaps based off DLight from Kaiser.
Lightmaps are currently in development for GZDoom as ZDRay, and the Disdain game has a engine fork which enables lightmaps.

Safe to say, it looks great. Its especially an achievement considering we are still talking Doom tech here. Where lightmaps are the most normal thing in the world for Quake (Heck, it shipped with light.exe!) it is completely unique to Doom which uses a sector-based lighting model.
Post Reply

Return to “General”