Legacy of Strife v2.3 : It's Coming Sooner Than You Think.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- TheUnbeholden
- Posts: 114
- Joined: Sat Jan 22, 2011 5:12 am
Re: Legacy of Strife v2.1 : Yep, it's still alive
Whats LOSMUS? .. and wheres the changelog? I think posting that would get some interest going :S
- armymen12002003
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Re: Legacy of Strife v2.1 : Yep, it's still alive
the musicTheUnbeholden wrote:Whats LOSMUS?

- TiberiumSoul
- Posts: 1066
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Re: Legacy of Strife v2.1 : Yep, it's still alive
Guys I'm working on a hot fix for V2.1 because I wasn't very thurough on my code IE the loremaster's spectre didn't spawn after killing the annoying fuck other than this the mod is fully playable...
- TiberiumSoul
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Re: Legacy of Strife v2.1 : Yep, it's still alive
Posting this at TheUnBeholden's request a small log of changes for what will be V2.2
Fixed the loremaster and his spectre not spawning (finally.)
Went back to the ammo method of the previous version both shotguns take the same 4ga shell again
Added the Atlas AS-22M5 plasma cannon (OP as fuck and that's not gonna change) to make the final showdown with The Entity a little more manageable (it does have 300,000 HP after all) these are just a few changes that I felt were the most significant besides tons of small bugs that got squashed
Fixed the loremaster and his spectre not spawning (finally.)
Went back to the ammo method of the previous version both shotguns take the same 4ga shell again
Added the Atlas AS-22M5 plasma cannon (OP as fuck and that's not gonna change) to make the final showdown with The Entity a little more manageable (it does have 300,000 HP after all) these are just a few changes that I felt were the most significant besides tons of small bugs that got squashed
- TheUnbeholden
- Posts: 114
- Joined: Sat Jan 22, 2011 5:12 am
Re: Legacy of Strife v2.1 : Yep, it's still alive
Is it really wise to be using the doomguy visor hud, when it has no inventory selection screen? With the numerous huds out there, anyone of them would be a better choice. Eventhough I agree that the visor hud is kinda cool looking.
Perhaps you can implement those kicks/knee attacks from the previous version as a secondary attack for the fist? I'm a sucker for martial prowess.
Perhaps you can implement those kicks/knee attacks from the previous version as a secondary attack for the fist? I'm a sucker for martial prowess.
- TiberiumSoul
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Re: Legacy of Strife v2.1 : Yep, it's still alive
I'll look into adding an inventory screen for v2.2 should just be a small edit to the sbarinfo
Re: Legacy of Strife v2.1 : Yep, it's still alive
Sorry for bumping again, but when will 2.2 be released?
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
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Re: Legacy of Strife v2.1 : Yep, it's still alive
Don't bump threads to ask that. He'll release it when he wants.
- TiberiumSoul
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Re: Legacy of Strife v2.1 : Yep, it's still alive
I actually have to thank Cire for bunmping this because honestly i forgot about LOS
- TiberiumSoul
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Re: Legacy of Strife v2.2 : I'm Back Baby!
Here we have v2.2 which alot of you were waiting for im sure 
Download: Legacy of Strife v2.2
there are far too many changes made to create a log but a few of them are:
updated weapon behavior to match the latest release of Insanity's Requiem because... weeeelll this is pretty much alwas was Insanity's Requiem Strife Edition
Added an inventory Bar to the visor hud
added a working tepmerature meter to the hud so you can keep track of the DM-REW9's temperature so you dont overheat in the middle of a fire fight

Download: Legacy of Strife v2.2
there are far too many changes made to create a log but a few of them are:
updated weapon behavior to match the latest release of Insanity's Requiem because... weeeelll this is pretty much alwas was Insanity's Requiem Strife Edition
Added an inventory Bar to the visor hud
added a working tepmerature meter to the hud so you can keep track of the DM-REW9's temperature so you dont overheat in the middle of a fire fight
Re: Legacy of Strife v2.2 : I'm Back Baby!
Thanks TS! 

- TiberiumSoul
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Re: Legacy of Strife v2.2 : I'm Back Baby!
no prob... i guess
Re: Legacy of Strife v2.2 : I'm Back Baby!
OK, so i got to the castle, beat the Programmer and then Macil takes the Castle as you touch your first Sigil piece right? The thing is, if I get out and comeback
through the teleporters beside Macil, everythings fine, but if i use the Castle gates at town i always comeback to the old Castle (no mistake here), full of my old slain enemies and the keep to the programmer is open. Of course if i enter there, the game takes me to a 'void map' where i float around with multiple glitches. If i get out and use the teleporters (for example the one at the borderlands) i'm on the new castle :S Also, the old front base NEVER becomes abandoned. So i got a Macil in both places
He keeps sayin Fight for the front and freedom, tough. Could u please fix this??
through the teleporters beside Macil, everythings fine, but if i use the Castle gates at town i always comeback to the old Castle (no mistake here), full of my old slain enemies and the keep to the programmer is open. Of course if i enter there, the game takes me to a 'void map' where i float around with multiple glitches. If i get out and use the teleporters (for example the one at the borderlands) i'm on the new castle :S Also, the old front base NEVER becomes abandoned. So i got a Macil in both places

Re: Legacy of Strife v2.2 : I'm Back Baby!
The definitions for MAP03 and MAP07 in MAPINFO are either missing the "redirect" property, or are not set to an item that the Programmer is actually giving the player after its defeat in order to redirect the player to maps (IIRC) MAP30 and MAP10, when entering MAP03 and MAP07, respectively. Vanilla Strife checks for the Sigil being in player inventory; in other words, the Programmer has been defeated, and then redirects the player to the specified map.TStreamer wrote:OK, so i got to the castle, beat the Programmer... but if i use the Castle gates at town i always comeback to the old Castle... Also, the old front base NEVER becomes abandoned...
Code: Select all
redirect = "itemtheprogrammergives", "mapyouwanttogotoinstead"
Re: Legacy of Strife v2.2 : I'm Back Baby!
I've opened MAPINFO and checked inside. The two redirect lines are there for MAP03 (redirect = "ProgrammerIsDead", "map30") and 07 (redirect = "Sigil", "map10"). Since im in LOS and not vanilla, and the item received is a badass plasma rifle, a couple of problems come to mind. Is the plasma rifle object name other than "Sigil"? Is a status like "ProgrammerIsDead" ok in there, instead of an item name? How can I check weapon names? And why I removed MAPINFO from the mod wad and no changes happen? (my shot at that is that the game loads up the default one inside of his original main wad. Anyway no changes)