Kaiser Posted March 16, 2004 Finally...I never thought I could ever get those Peasants to work. SvStrife is a win32 source port of course based on the game Strife. I tried everything I could to mimic all of strife's behaviors, so far I haven't given up on it yet. Huds aren't implented yet, and you can't exit either, so use the RIFT cheat to warp though from map to map. You can also check out the demo map where I test any new stuff that I added for strife. You can get the port and source code here http://dsv.newdoom.com/misc.shtml You need the full version of strife (strife1.wad) This port is directly based off of the Prboom source port, so those who are familiar with it shouldn't have problems getting it set up. So far only the Peasants and Guards are active (other enemies are replaced with a construction sign). Also some linedef types aren't implented either so you may come to a dead end in some maps. Also the objective hud window isn't implented either,(weapon status window is implented, check key binding options) This port isn't 100% playable and I no docs are included so use it at your own risk. Have fun. 0 Quote Share this post Link to post
Sporku Posted March 16, 2004 Nice! I'll take a look at it in a little bit! Oh yeah, and is there anything new since the last time I tested it? 0 Quote Share this post Link to post
Graf Zahl Posted March 16, 2004 Since I am interested in analyzing Strife myself I have one question: Is there any particular disassembler I can use to look into the code? Right now I'm limited to the stuff that has already been done for various source ports but that's rather incomplete... 0 Quote Share this post Link to post
Kaiser Posted March 16, 2004 Visual C++ 6.0 was what I used for this port. And there's Gokuma's SeHackEd... 0 Quote Share this post Link to post
Graf Zahl Posted March 17, 2004 Deathman said:Visual C++ 6.0 was what I used for this port. And there's Gokuma's SeHackEd... Both doesn't help to look at Strife.exe. I already have a complete dump of the thing table and all most recent sources of ZDoom, Vavoom and SvStrife. What I am interested in is the stuff that hasn't been done yet. 0 Quote Share this post Link to post
Kaiser Posted March 17, 2004 so far I believe the quests are all thats left to be coded. Vavoom only supports the quests up to the point where the power crystal is destoryed. Also some of the inventory items are not done either. Again, Vavoom has some of the items done, but other inventory quest items are not done. and some of the minor effects like flasing radiation pallete when on harmful sectors, and player's view sinking in sectors with water flats. 0 Quote Share this post Link to post
Graf Zahl Posted March 17, 2004 Deathman said:so far I believe the quests are all thats left to be coded. Vavoom only supports the quests up to the point where the power crystal is destoryed. Also some of the inventory items are not done either. Again, Vavoom has some of the items done, but other inventory quest items are not done. I know. I already played Strife with Vavoom and it looks very promising. It's mostly that I absolutely don't like the engine and prefer to have it with a source port I am more comfortable with (so SvStrife is something I'm really interested in. ;-) ) From what I understood the quest are completely handled by the scripts (or whatever they are.) Aside from the dialog system there is very little code to support them so I think that you can't play beyond a certain point is most likely the result that most special monster code pointers have not been implemented yet. In this regard ZDoom has clearly done the most (even including some very basic information what the special death actions of some monsters should be.) but unfortunately there's nothing regarding the quests itself. And that's exactly the thing I want to do most: Look at the unimplemented monster action functions and see what they do. and some of the minor effects like flasing radiation pallete when on harmful sectors, and player's view sinking in sectors with water flats. The flashing palette is a minor thing and once I have figured out how it alters the palette I think it can be implemented in a short time. As for the view adjustment: Since ZDoom already implemented this for Heretic and Hexen it'll come automatically with a simple text definition file. 0 Quote Share this post Link to post
Kaiser Posted March 17, 2004 The function of the dialog system is very similar to the in game menus. The scripts were mainly defining what items the things should drop when killed, also it seems to define the shopkeepers and the items they sell. 0 Quote Share this post Link to post
Graf Zahl Posted March 17, 2004 Deathman said:The function of the dialog system is very similar to the in game menus. The scripts were mainly defining what items the things should drop when killed, also it seems to define the shopkeepers and the items they sell. Yes, I already took a look at Vavoom's implementation and it was really simple. I just hope I understood it all correctly. VavoomC's syntax is not the nicest thing out there... 0 Quote Share this post Link to post
Kaiser Posted March 18, 2004 I've checked Zdoom and saw that there is a special A_Pain for the Guards. Apparently, whenever the Guard is in pain or plays the pain sound, it triggers P_NoiseAlert. This will be included in the next release. 0 Quote Share this post Link to post
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