[DEMO - WIP] World of Strife - update: MODELS for STRIFE!!!

Mon Feb 12, 2018 12:16 pm

Well, what started as a small technical playground for testing varoius parts of code, evolved into a living, breathing project. And I can say, this project is the most completed that I've worked on.

Soo, whats that? World of Strife, what the hell? Like, TC for Strife, are you serious? Well, when I first saw strife back in the nineties, I was quite amazed by it. Like, you were not forced to run and gun, instead I got something that meets the present DeusEx like games. Doom with dialogues. And real story to pursue. Decade later I encoutered for a brief time something called DoomBuilder. And made a big level for strife, a big city. But in that time, I had zero programming knowledge, so it was only a map with no real content. Years later, I started playing with doom things, and the rest of it is known for you, so I'wont repeat it here.
As I said, this started as only a practise of new things. I used strife iwad as a base, because I dont't wanted to be distracted by my favourite postapo theme. And it evolved into something bigger than a small practice.

So, the story is following: Set in time before the original strife, this is a story of an Order Inquisitor. Rebels are the bad guys now and the acolytes and other order buds are you friends now. Basically, you are the bad guy. The main quest will be to stop the 'heretics' from doing some really bad, bad ritual. Something that mums scare their kids. Hehe. The story is not fully written, just this simple concept, but hey, I need to keep things small, if I want to ever finish anything.
The demo includes a 'tutorial' city with a main quest and three sidequests (one leading to another). Player has to finish the quests, if he wants to leave the city to fulfill his main quest. The city houses many..houses...with vendors, and alike. The vendors have some dialogues, so player can resupply himself, but the civilians dont have any.
Some things are little bit changed from the original doom behaviour - armor, health and ammo items are inventory items now, and have to be used from inventory. So no use on pickup. I tried to make the gameplay not so fast as doom one, so it wont bother you.

Well, it not quite playtested, so it may have some bugs. I would appreciate if you just report them to me (well, how it happened would be nice :) ).

edit: I have found out that there is a small bug in the first quest - when you use the staff for killing the rebels, you can easilly kill two in one blast. That can break the coding, so the whole quest will remain unmarked, yet the quest works and can be finished. So this has to be noticed and I have to fix it.

COMPATIBILITY:
- Strife - Quest For Sigil
- Strife Veteran Edition (I'm testing it with SVE mainly)

edit: FEATURES:
- models
- ledge climbing - pretty nic thing thanks to zscript, code by Dodopod
- spotlight flashlight by Steve - need gzdoom 3.3.3, but that's not an issue
- inv items with drain made with zscript (thanks to apeirogon) - no acs involved at all - Powerups now drain power, rather than be depleted after time duration
- remade strife weapons - no mauler and mauler2, etc. I remade the weapons so now its only one weapon with two fire modes, switched by AltFire (mauler, grenade launcher and crossbow)
- added two (three) weapons - my favourite blaster staff in two levels of power, pistol and a hookshot, using the hookshot code from resources, with new graphics (now its a weapon, not only script called by keystroke)
- working system of journal using ZSDF
- working system of quest markers (something like in SVE, but with my own graphics)
- nice text markers with the use of hudmessageonactor, with only limited use - I'm not sure if I will finally use them. Since the quest markers are working okay, this only duplicates alredy made mechanic.
- HUD using inv item - you have to wear a helmer to see the HUD :)
- quicktravel system using inv item - player places beacon, that serves as a teleport spot, where he can then return
- very basic RPG system using the strife inv items (health and accuracy - not much, but fits nicely)
- sweet PDA zscript system by Nash

engines&ports support:
- GZDoom 3.8 and upper (Vulkan & OpenGL only. Sorry.)
- questZDoom for oculus quest

Some screens:
Spoiler:


So, lets cut the talk. Here's the demo. Hope you like it.
https://drive.google.com/file/d/14O6LYwex5v69hz4zOVt_TeGeNvXfoz4V/view?usp=sharing
Last edited by ramon.dexter on Mon May 10, 2021 11:12 am, edited 15 times in total.

Re: [DEMO - WIP] World of Strife

Mon Feb 12, 2018 12:34 pm

Screenies?

Re: [DEMO - WIP] World of Strife

Mon Feb 12, 2018 12:46 pm

Or a video at least.

Re: [DEMO - WIP] World of Strife

Mon Feb 12, 2018 1:20 pm

Yup, sorry :)

Spoilered in the first post :)

Re: [DEMO - WIP] World of Strife

Mon Feb 12, 2018 1:24 pm

Hey, this looks really nice! Strife needs more mods. I'll be keeping a close eye on this.

Re: [DEMO - WIP] World of Strife

Wed Feb 14, 2018 4:14 pm

This looks AWESOME!

Re: [DEMO - WIP] World of Strife

Wed Feb 14, 2018 5:19 pm

Looks like fun!

Re: [DEMO - WIP] World of Strife

Tue Feb 20, 2018 11:51 pm

Nice good to see another mod for strife in my opinion strife doesn't get enough love.

Re: [DEMO - WIP] World of Strife

Wed Mar 14, 2018 3:10 pm

Small update.

I spent most of the time coding, so I dont really have that much to show. I polished the city, finished what was not finished and so on. Most of the changes were done "under the hood". So, what features do I have in?

- ledge climbing - pretty nic thing thanks to zscript, code by Dodopod
- spotlight flashlight by Steve - need gzdoom 3.3.3, but that's not an issue
- inv items with drain made with zscript (thanks to apeirogon) - no acs involved at all - Powerups now drain power, rather than be depleted after time duration
- remade strife weapons - no mauler and mauler2, etc. I remade the weapons so now its only one weapon with two fire modes, switched by AltFire (mauler, grenade launcher and crossbow); all the weapons use new zscript fire functions, some derived from gzdoom.pk3, some new - I wanted the new weapons use the strife accuracy calculation, so rather than using inheritance (which proved to be impossible for the strife's dual weapons), I simply copied some of the weapon functions into new weapon parent class
- added two (three) weapons - my favourite blaster staff in two levels of power, pistol and a hookshot, using the hookshot code from resources, with new graphics (now its a weapon, not only script called by keystroke)
- working system of journal using ZSDF
- working system of quest markers (something like in SVE, but with my own graphics)
- nice text markers with the use of hudmessageonactor, with only limited use - I'm not sure if I will finally use them. Since the quest markers are working okay, this only duplicates alredy made mechanic.
- HUD using inv item - you have to wear a helmer to see the HUD :)
- quicktravel system using inv item - player places beacon, that serves as a teleport spot, where he can then return
- very basic RPG system using the strife inv items (health and accuracy - not much, but fits nicely)

Now I have to start working on a story and some scenario. I have a rough draft, but this will need a lot of time.

Re: [DEMO - WIP] World of Strife

Wed Mar 14, 2018 3:44 pm

ramon.dexter wrote:- HUD using inv item - you have to wear a helmer to see the HUD :)

Nice :mrgreen:

Re: [DEMO - WIP] World of Strife

Thu Mar 15, 2018 2:43 pm

Are you planning on eventually giving the player access to the Inquisitor suit? Like later in the campaign?
Last edited by Whoah on Fri Mar 16, 2018 9:30 am, edited 1 time in total.

Re: [DEMO - WIP] World of Strife

Fri Mar 16, 2018 4:18 am

Well, to be honest, I dont even know player has access to the Inquisitor suit :D
But, since the story is not finished at all, everything is possible.
But, youknow, for my partly OCD personality, that would mean some custom HUD, which would mean lot of drawing :D

anyways, I'm finishing the customised HUD. So, I'll have a fully customed HUD with the special strife screens working.

Re: [DEMO - WIP] World of Strife

Fri Mar 16, 2018 5:21 am

I love what I see!

Re: [DEMO - WIP] World of Strife

Tue Mar 20, 2018 2:02 pm

O-Ok, Here I have a small update.

I've replicated the strife status screen with sbarinfo, also expanded it little bit. Works good. The only things that troubles me is how to make the health bar to work with strife health upgrades.
Image

Re: [DEMO - WIP] World of Strife

Sun Apr 08, 2018 1:28 pm

So far, so good. I god a small something that I want to tell & show you.

So, I finally finished the weapons & items. The items (powerups) will use the system used in Duke Nukem - Player has 100 of item and can activate and deactivate it. I have also improved the stock strife items, thanks to zscript. I have moved all the 'interactive' actors to zscript, decorate is left only for pure decorative purposes. Thanks to gzdoom 3.3.x and Steve I have also a new spotlight based portable flashlight. A deployable and portable shield based on Captain ToeNails's deployable shield. A night-eye vision item, an eregeneration item and some food items. And, I included some crude day-night changing system. Nothing fancy, player has to sleep in bed in order to change day to night or reverse - simple change of sky texture and brightness in tagged sectors, nothing fancy. It works as it is. Made some new peasants - used a trick that Vostyok taught me. I used a peasant body, cut off the head and assemble it to a spritesheet. Than comverted it to doom graphics. The same for heads made by zrrion the insect. Then I used textures lump to make the sprites and translation to make variations. Long story short, two hours took me to make around 40 new peasant with new graphics and colors. And also, 40 new peasant and only 44 kb of space for the two spritesheets, thats nice :).
Works on the story has also advanced. I have finished first part and started working on the second part. That means playtesters will be needed in a month or two.

For the story: If I haven't mentioned it before, the player will be on the order side. Better said, for the confusion, I change the player character occupation. Player will be a 'Binder', member of the Binder Order. The Binder Order is a semi-independent organization within the Order. Serves as a secret police, and stuff like that. Player will be promoted a Binder and start serch on a lost artifact, that will cause lots of trouble later.
The story takes place in another place of the Strife's world. The Order os not so harsh, it didn't even not removed women from the population (have to make some women sprites yet - HELP NEEDED!!! :) ). The Binder Order serves as a peace keeping force in some place of the land, while the Rebels are the threat here. The story will be revoled around rebels taking control of the Order forces through stolen artifact, so Player's main goal will be to retrieve this artifact and restore peace and order in this part of the land.

What is finished: The first, prologue part. It needs some finishing touches and a playtesting, but it is finished.
Started working on the second part. I have a concept of six to seven sub-quests plus one main quests (main quest will have parts). The second city is partly finished, but the surroundings have to be made.

So, let's cut the talking, the screens:
Spoiler: