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

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Rachael
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by Rachael »

English to English:
Spoiler:
These are just suggestions, feel free to accept or reject them. Some text I managed to make shorter, some of it I reworded it to sound a little more flowey. I eliminated the possessive plurals because while grammatically correct, they sound a little sticky and less smooth.
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Nash
 
 
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by Nash »

Tapwave and Rachael - awesome, thanks for these! I've added them into the mod.
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StroggVorbis
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by StroggVorbis »

I could offer a German translation :D
Last edited by StroggVorbis on Fri Mar 05, 2021 12:37 pm, edited 1 time in total.
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Nash
 
 
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by Nash »

Sure, just send them to me when you have them ready.
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StroggVorbis
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by StroggVorbis »

Code: Select all

STRIFECOOPMNU_HELPTEXT_GAMEPLAY_PLAYERCOL = "Schaltet um, ob Spieler durch einander durch gehen können.";
STRIFECOOPMNU_HELPTEXT_GAMEPLAY_GROUPEXIT = "Schaltet um, ob alle Spieler versammelt sein müssen, um das Level zu verlassen.";

STRIFECOOPMNU_HELPTEXT_BALANCE_ENEMYSCALING = "Skaliert die Lebenspunkte von Gegnern anhand der Anzahl der Spieler.";
STRIFECOOPMNU_HELPTEXT_BALANCE_EXTRAAMMO = "Skaliert die Menge der erhaltenen Munition durch von Gegnern fallen gelassenen Pickups anhand der Anzahl der Spieler.";
STRIFECOOPMNU_HELPTEXT_UI_PLAYERLOCATOR = "Zeigt die Namen und Position der Spieler auf dem Bildschirm.";
STRIFECOOPMNU_HELPTEXT_UI_CHATBUBBLE = "Zeigt Sprechblasen über NPCs, mit denen gesprochen wird.";
Kostov
 
 
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by Kostov »

All the strings are in this post. The ones you sent just now were just fixes from Rachael.
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StroggVorbis
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Re: Strife Coop Patch Project [Beta v0.9 hotfix, translators

Post by StroggVorbis »

And I oop, that's what I get for not bothering to read the fine print =P

Gonna update this post in a bit with the full motherlode.

EDIT:

Code: Select all

TXT_LOGUPDATED = "Logbuch aktualisiert.";
TXT_NPCBUSY = "Diese Person ist beschäftigt.";
TXT_UPGRADEDSTAMINA = "Du fühlst dich stärker.";
TXT_UPGRADEDACCURACY = "Du lernst mehr über Feuerwaffen.";
TXT_UPGRADEDBOTH = "Du fühlst dich stärker und lernst mehr über Feuerwaffen.";
TXT_LOADEDGAMEISNOTCOOP = "Du versuchst einen Speicherstand zu laden, der keine zulässige Strife Coop Sitzung ist. Stelle sicher, eine neue Coop Netgame Sitzung auf MAP02 zu starten.";
GYP_MUSTGATHERPARTY = "Ein wahrer Soldat lässt niemals seine Kameraden zurück!";
TAG_DROPPABLEAMMO = "Munition fallen lassen";
OPTMNU_STRIFECOOP = "StrifeCoop anpassen";
STRIFECOOPMNU_TITLE = "Strife Coop Patch Project Optionen";
STRIFECOOPMNU_BALANCE_WARNING1 = "WARNUNG! Diese Features sind derzeit im BETA Status";
STRIFECOOPMNU_BALANCE_WARNING2 = "und können das Spiel aus dem Gleichgewicht bringen.";
STRIFECOOPMNU_BALANCE_WARNING3 = "Nutzung auf eigene Gefahr!";
STRIFECOOPMNU_GAMEPLAY_TITLE = "Gameplay";
STRIFECOOPMNU_BALANCE_TITLE = "Balancing";
STRIFECOOPMNU_UI_TITLE = "Benutzeroberfläche";
STRIFECOOPMNU_GAMEPLAY_PLAYERCOL = "Spielerkollision";
STRIFECOOPMNU_GAMEPLAY_GROUPEXIT = "Gruppenexitbeschränkung";
STRIFECOOPMNU_GAMEPLAY_DROPAMMO = "Munition fallen lassen";
STRIFECOOPMNU_BALANCE_ENEMYSCALING = "Gegner Statistiken skalieren";
STRIFECOOPMNU_BALANCE_EXTRAAMMO = "Zusätzlich fallengelassene Munition";
STRIFECOOPMNU_UI_PLAYERLOCATOR = "Spielerpositionsgeber";
STRIFECOOPMNU_UI_CHATBUBBLE = "Sprechblase";
STRIFECOOPMNU_HELPTEXT_GAMEPLAY_PLAYERCOL = "Schaltet um, ob Spieler durch einander durch gehen können.";
STRIFECOOPMNU_HELPTEXT_GAMEPLAY_GROUPEXIT = "Schaltet um, ob alle Spieler versammelt sein müssen, um das Level zu verlassen.";
STRIFECOOPMNU_HELPTEXT_GAMEPLAY_DROPAMMO = "Schaltet um, ob Munition fallen gelassen werden kann. Wähle die Waffe für die du Munition fallen lassen möchtest, halte Ausschau nach dem Munitionssymbol in der Inventarleiste, dann drücke die Taste zum Gegenstand fallen lassen.";
STRIFECOOPMNU_HELPTEXT_BALANCE_ENEMYSCALING = "Skaliert die Lebenspunkte von Gegnern anhand der Anzahl der Spieler.";
STRIFECOOPMNU_HELPTEXT_BALANCE_EXTRAAMMO = "Skaliert die Menge der erhaltenen Munition durch von Gegnern fallen gelassenen Pickups anhand der Anzahl der Spieler.";
STRIFECOOPMNU_HELPTEXT_UI_PLAYERLOCATOR = "Zeigt die Namen und Position der Spieler auf dem Bildschirm.";
STRIFECOOPMNU_HELPTEXT_UI_CHATBUBBLE = "Zeigt Sprechblasen über NPCs, mit denen gesprochen wird.";
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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »



StrifeCoop v1.0 is almost ready! Join me, Kostov, Dark-Assassin and StroggVorbis this Saturday, March 20th 2021 as we play through the entire Strife campaign from start to finish, live on my Twitch stream! This will mark the first time Strife has ever been fully playable in cooperative multiplayer mode. If you can't join my stream, that's cool, I will be reuploading the streams in future. Be sure to follow my Twitch if you're interested! Or hop on the Discord to stay up to date on other stuff I've been working on!
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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »



We are live now! Watch us play through Strife in cooperative mode from start to finish!

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

Post by Nash »

Well, that went better than I'd hope. :) The game was successfully completed in coop, through the bad ending path. There were some minor bugs, easily fixable. What I don't know how to fix though - is balance. Man, not gonna lie, balance was whack as hell LOL. Yes, I did turn on the enemy health scaling and extra ammo drop features, thinking that those would enhance the experience but boy was I wrong. :P I mean this is why we do a playtest; to see what works and what doesn't. I'll be trying a few different things until it's finally perfect.

v1.0 will drop some time this week, and the good ending stream will be announced later this week as well. Thanks to those who popped in!

(I will post the videos of the streams some time next week too - I'm going to wait for the good ending playthrough to be recorded first).

Oh, and have a legendary moment caught on camera (photo by Kostov):

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

Post by Nash »



Join us tomorrow, Saturday 27th March 2021, as we wrap things up and kick The One God's alien butt in coop mode! Me, Kostov, Dark-Assassin and StroggVorbis will return to entertain you. :)

I've fixed all of the issues that we caught on stream last week so HOPEFULLY tomorrow will go smooth!

See you there!

v1.0 will be officially released after the stream!
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cubebert
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by cubebert »

I haven't played much of Strife (I think I only went through the first mission given to you by Macil), but seeing this makes me want to give it another shot. Excellent work as always, Nash! :)

I did watch a bit of last week's stream and from what I've saw, everything seems functional; I do have a bit of a dumb request however. Could you use your Nashgore mod to spice the blood and gore up?
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ZikShadow
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by ZikShadow »

That'd require the rest of the squad to also load it. Also, I imagine he'd be loading from his older save just before the key decision, which is not something he can do as that save doesn't have the mod loaded. At best, he could load in cosmetic or audio mods (like maybe CaptainJ's Strived sounds), but that's about it unfortunately.

I could be wrong, though. I'm thinking with ACS/Decorate mentality. ZScript stuff might be able to be run after a mapchange, who knows.
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Nash
 
 
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by Nash »

No, Zik is right - NashGore, for all of its modern ZScriptery, still isn't really friendly to mid-playthrough installs. :) As much as I like the mod (heh), I think it'd be a little over the top for a "first playthrough".

There's also the issue that NashGore isn't really "clientside" friendly - everyone has to have the effects enabled, otherwise the game will desync. So it's not possible for only me, as the host to have it loaded. Everyone else has to load it up too and be forced to look at my over-the-top blood effects. :P

I've got some other mods in the works with NashGore involved, don't worry! Those will definitely be put on stream. There'll be plenty of NashGore-related content planned this year.
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cubebert
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Re: Strife Coop Patch Project [v1.0 live stream soon!]

Post by cubebert »

I think ZScript is unable to be loaded from a previous save just like with ACS and Decorate; the reason I ask for Nashgore is because I wanted to see how it works with netcode. I can survive with just the regular blood and gore if it comes down to it.

Edit: I've read Nash's post; that's understandable. I'm not very familiar with GZDoom multiplayer and I'm sure that having a gore mod isn't exactly everyone's tea. Nevertheless, I'll still try to catch the stream tomorrow. :)
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