Little known SvStrife-plus 1.4.1 port found

Game Engines like EDGE, LZDoom, QZDoom, ECWolf, and others, go in this forum
Forum rules
The Projects forums are ONLY for YOUR 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 are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
Redneckerz
Spotlight Team
Posts: 970
Joined: Mon Nov 25, 2019 8:54 am
Discord: Redneckerz#8399
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: Intel (Modern GZDoom)

Little known SvStrife-plus 1.4.1 port found

Post by Redneckerz »

(Reposting from DW because heck, why not.)

Introduction:
I am sure we all remember Strife: Veteran Edition, bringing an OpenGL renderer to the often overlooked title Strife.

Many years prior, a reverse engineered source release known as SvStrife was released by Samuel @Kaiser Villarreal. Based off PrBoom 2.23, it brought not only the Strife experience to modern platforms, it also provided a codebase for the Strife source code, whose original version remains unreleased as of today.

As it turns out, there was however a source port based off SvStrife.

SvStrife-Plus:

Image
(Opening scene of SvStrife-plus ran in OpenGL mode using glstrife.exe, default 640x480 resolution)

History:
When SvStrife 1.4 released in January 2006, Entryway took the source code, and applied some of his PrBoom+ code work, and released it on February 1, 2006.

Features:
  • Includes an OpenGL 1.1 renderer through a separate executable, glstrife.exe. It is based off GLBoom
  • Uncapped framerate (movement_smooth)
  • "Invert mouse" feature (movement_mouseinvert)
  • Smoother mouse control (movement_altmousesupport)
  • Mouse acceleration code (mouse_acceleration)
  • Variable gamespeed (Num+, Num-, Num*)
  • OpenGL: Full mouse look (movement_mouselook, mouse_sensitivity_mlook, movement_mouseinvert)
  • OpenGL: FOV (render_fov)
  • OpenGL: "Smart Items Clipping" setting (render_smartitemsclipping)
It is experimental for a reason however, as Entryway released this untested. Enjay ran in one error, and from own experience, it is definitely a bit rough around the edges. However, when it does run, it does look really good, and provides another way of playing Strife in OpenGL.

Its however a shame that it went by so unnoticed - You could play Strife in OpenGL on its own native port in 2006, several years before Strife VE was released.*

Note: * Ofcourse, GZDoom could run Strife at the time given support was included in ZDoom 2.0.90, dated October 21.2004 and GZDoom's first release was based on 2.0.96x, so it inherited Strife support from day one.

Legacy:
Kaiser was impressed by the port and wanted to include it in a future SvStrife release, however, this never came to be.

Outside of that post, SvStrife-plus was never mentioned. Its also not directly found or visible on the Sourceforge page for PrBoom+: It resides in a hidden folder, called OldFiles.

Downloads:
DoomWiki entry: Here
Ike12
Posts: 1
Joined: Tue Mar 29, 2022 11:51 pm
Operating System: Windows 10/8.1/8 32-bit
Graphics Processor: Not Listed

Re: Little known SvStrife-plus 1.4.1 port found

Post by Ike12 »

I'm doing a let's play and I'm thinking about switching ports
Is moving over my save data to another folder possible?
User avatar
wildweasel
Moderator Team Lead
Posts: 21368
Joined: Tue Jul 15, 2003 7:33 pm

Re: Little known SvStrife-plus 1.4.1 port found

Post by wildweasel »

Ike12 wrote:I'm doing a let's play and I'm thinking about switching ports
Is moving over my save data to another folder possible?
No. GZDoom uses an entirely different save format from any other Doom engine port.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47973
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Little known SvStrife-plus 1.4.1 port found

Post by Graf Zahl »

Don't get too excited here.
SvStrife was not a proper reverse engineering effort, a lot of its functionality was redone by guesswork and observation.
This port is not particularly accurate, so no comparison to ZDoom of the same time or even Vavoom, which reconstructed the functionality from reverse engineering the DOS EXE.
User avatar
Rachael
Admin
Posts: 12883
Joined: Tue Jan 13, 2004 1:31 pm
Discord: Rachael#3767
Twitch ID: madamerachelle
Github ID: madame-rachelle

Re: Little known SvStrife-plus 1.4.1 port found

Post by Rachael »

There likely will never be a demo-compatible (if the original Strife even has demo support) or fully save-compatible port until a Nuke.YKT-like reverse engineering effort is done to the original Strife executable.

Keep in mind that such an effort never produces an original source - it merely produces a compatible source that tries to byte-for-byte reproduce the original EXE as closely as possible.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 47973
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: Little known SvStrife-plus 1.4.1 port found

Post by Graf Zahl »

If it has demo support, it would not be able to handle the dialogues. Those are just a plain menu, unsynchronized with the game logic. So if the demo playback hit a dialogue it'd be stuck.
User avatar
Kinsie
Posts: 7296
Joined: Fri Oct 22, 2004 9:22 am
Discord: Find Me...
Twitch ID: thekinsie
Location: MAP33

Re: Little known SvStrife-plus 1.4.1 port found

Post by Kinsie »

Rachael wrote:There likely will never be a demo-compatible (if the original Strife even has demo support) or fully save-compatible port until a Nuke.YKT-like reverse engineering effort is done to the original Strife executable.
Chocolate Strife is probably the closest thing possible.

Return to “Game Engines”