[Wip][Poll]Haze's Strife

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Doom Style single player maps?

Yes
8
67%
No
3
25%
Whatever
1
8%
 
Total votes: 12

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YukiHerz
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[Wip][Poll]Haze's Strife

Post by YukiHerz »

This mod aims to be a sort of Add-on to strife, it changes the weapons and i'm currently working on monster variants and other things.



The shotgun sprites will be replaced when i find something more suitable.

Punch over here to download

I ask any of you some questions that trouble me:
-Can i make A_FireCustomMissile account for accuracy? if no, any other method of firing pryectiles?
-Would you like a Normal map set to go with this?, strife's map scripting/dialogues gives you the old weapons, don't know how to change this.
Spoiler: WEAPONS!
To-Do:
-Find more suiting shotty sprites.
-Make the monster variants, on the way.
-Think of more weapons and functions for the Punch Dagger and crossbows.

So, with all that said, i'm open to criticism based on the video, and also open to any suggestion that is reasonably good.

Have a good day.
Last edited by YukiHerz on Mon May 05, 2014 12:11 pm, edited 4 times in total.
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Sgt. Shivers
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Sgt. Shivers »

Some cool stuff here, I dig the grenade launcher on the assault gun. Maybe you could modify the doom64 sprites a bit to make them a bit more strife-y? It would make sense for the resistance dudes to put together their own gun so a sawed off shotgun wouldn't be unrealistic.
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-Ghost-
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by -Ghost- »

Always nice to see more Strife mods, I wish it and Hexen got more attention.
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by GhostKillahZero »

-Ghost- wrote:Always nice to see more Strife mods, I wish it and Hexen got more attention.
Strife didn't get a lot of attention because it was the last game to use doom engine. Besides, velocity probably went downhill just the ID software.
But this mod is nice, very promising. I approve this.
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YukiHerz
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by YukiHerz »

Yayz, kind words.

Uploaded an early version of the mod, give your opinions and feel free to inform me of what seems wrong and what can be changed.
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Ed the Bat
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Ed the Bat »

HazeBandicoot wrote:-Can i make A_FireCustomMissile account for accuracy?
Yes, a player's accuracy is available as a DECORATE variable.
This should be a faithful reproduction of the crossbow, for instance:

Code: Select all

A_FireCustomMissile("PoisonBolt",(random2()<<(18-(accuracy/20)))/11930464.0)
The math could've been formatted more cleanly, perhaps, but I was lazy, and this works correctly -- just doesn't look too pretty.
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Kizoky »

Looks good so far. You could name this mod after your name.
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amv2k9
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by amv2k9 »

Ed the Bat wrote:This should be a faithful reproduction of the crossbow, for instance:

Code: Select all

A_FireCustomMissile("PoisonBolt",(random2()<<(18-(accuracy/20)))/11930464.0)
You don't necessarily need to do that though; as long as the weapon is inheriting from StrifeCrossbow, you can just use [wiki]A_FireArrow[/wiki], as it allows you to specify the projectile that will be fired. If only functions like A_FireAssaultGun were parameterized as well...
HazeBandicoot wrote:-Find a way to make the default conversation scripts give you the new weapons instead.
Use the default ConversationID for the new weapon. For example, if you want Rowan and Harris to give you the shotgun, give it a ConversationID of 194, which is the StrifeCrossbow in vanilla Strife. You won't get both. But USDF and ZSDF aren't hard to learn; very simple syntax a la DECORATE.
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by YukiHerz »

Ed the bat:
Thanks dude, if it works, i'll take it.

KiLerZolika:
Haze's Strife, sounds good.

amv2k9:
It's actually for the mini missile launcher, but i'll take it into account when i decide what to do with the crossbow.

And thanks for explaining ConversationID.

Ok, gonna work more on it.
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Ed the Bat
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Ed the Bat »

amv2k9 wrote:
Ed the Bat wrote:This should be a faithful reproduction of the crossbow, for instance:

Code: Select all

A_FireCustomMissile("PoisonBolt",(random2()<<(18-(accuracy/20)))/11930464.0)
You don't necessarily need to do that though; as long as the weapon is inheriting from StrifeCrossbow, you can just use [wiki]A_FireArrow[/wiki], as it allows you to specify the projectile that will be fired. If only functions like A_FireAssaultGun were parameterized as well...
Fair enough; perhaps I picked a poor example. I did similar with A_FireAssaultGun and the rest of Strife's accuracy-relative firing functions. The math is roughly the same on them, so I still feel this stands as an example on how to take accuracy into account.
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amv2k9
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by amv2k9 »

Ed the Bat wrote:I did similar with A_FireAssaultGun and the rest of Strife's accuracy-relative firing functions.
Did you post those somewhere?
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Ed the Bat »

I did not. So I'll just do that now.
A_FireAssaultGun:

Code: Select all

A_FireBullets((random2()<<(20-(accuracy/20)))/11930464.0,0,1,4,"StrifePuff",FBF_USEAMMO|FBF_EXPLICITANGLE)
A_FireMiniMissile:

Code: Select all

A_FireCustomMissile("MiniMissile",(random2()<<(19-(accuracy/20)))/11930464.0)
To my knowledge, these (as well as A_FireArrow, as discussed earlier) are the only weapon functions affected by a player's accuracy rating.

Also, if anyone sees any errors in my math, feel free to fix it. My testing showed these to be faithful so far, though.
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amv2k9
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by amv2k9 »

Thanks.
Ed The Bat wrote:To my knowledge, these (as well as A_FireArrow, as discussed earlier) are the only weapon functions affected by a player's accuracy rating.
Doesn't the Flamethrower have some accuracy-dependent stuff, like it jerks less to the left & right as you get more upgrades? I need to check that...
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Ed the Bat
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by Ed the Bat »

amv2k9 wrote:Doesn't the Flamethrower have some accuracy-dependent stuff, like it jerks less to the left & right as you get more upgrades? I need to check that...
The flamer does not seem to take accuracy into account.

Code: Select all

//============================================================================
//
// A_FireFlamer
//
//============================================================================

DEFINE_ACTION_FUNCTION(AActor, A_FireFlamer)
{
	player_t *player = self->player;

	if (player != NULL)
	{
		AWeapon *weapon = self->player->ReadyWeapon;
		if (weapon != NULL)
		{
			if (!weapon->DepleteAmmo (weapon->bAltFire))
				return;
		}
		player->mo->PlayAttacking2 ();
	}

	self->angle += pr_flamethrower.Random2() << 18;
	self = P_SpawnPlayerMissile (self, PClass::FindClass("FlameMissile"));
	if (self != NULL)
	{
		self->velz += 5*FRACUNIT;
	}
}
I did, however, also generalize the flamer. I had to edit some things in the projectile itself in order to simulate some of the funnier aspects of A_FireFlamer...

Code: Select all

ACTOR MGStrifeFlameThrower : MGStrifeWeapon
{
	Tag "Flame Thrower"
	Weapon.SelectionOrder 2100
	Weapon.AmmoUse 1
	Weapon.AmmoGive 100
	Weapon.AmmoType MGStrifeCell
	Weapon.Kickback 0
	Weapon.UpSound "mgstrife/flameidle"
	Weapon.ReadySound "mgstrife/flameidle"
	Inventory.PickupMessage "You picked up the flame thrower."
	States
	{
	Ready:
		SFTH AB 3 A_WeaponReady
		Loop
	Deselect:
		SFTH A 1 A_Lower
		Loop
	Select:
		SFTH A 1 A_Raise
		Loop
	Fire:
		TNT1 A 0 A_SetAngle(angle+(random2(66846720)/11930464.0))
		SFTH C 2 A_FireCustomMissile("MGStrifeFlameMissile")
		SFTH D 3 A_ReFire
		Goto Ready
	Spawn:
		SFTH Z -1
		Stop
	}
}
ACTOR MGStrifeFlameMissile
{
	Speed 15
	Height 11
	Radius 8
	Mass 10
	Damage 4
	DamageType Fire
	ReactionTime 8
	Projectile
	-BLOODSPLATTER
	-NOGRAVITY
	+STRIFEDAMAGE
	MaxStepHeight 4
	RenderStyle Add
	SeeSound "mgstrife/flamethrower"
	Obituary "%o was barbecued by %k."
	Decal StrifeFlameScorch
	States
	{
	Spawn:
		TNT1 A 0 NODELAY A_ChangeVelocity(0,0,20)
	Idle:
		SFRB AB 3 BRIGHT
		SFRB C 3 BRIGHT A_Countdown
		Loop
	Death:
		TNT1 A 0 A_NoGravity
		TNT1 A 0 A_ChangeVelocity(velx,vely,random(0,3),CVF_REPLACE)
		SFRB DEFGHI 5 BRIGHT
		Stop
	}
}
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YukiHerz
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Re: [Wip]Unnamed Strife Mod (Searchin' for a good name)

Post by YukiHerz »

So, i didn't have much time to work on the mod today, i made some more cleanup and little fixes here and there, and changed some values regarding player movement, and started working on something that came to my mind, i will continue it tomorrow.

Also, i tried some mapping in case i wanna add maps later, is this good enough for a boss fight?:
Spoiler:

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