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[Closed] STRIFE SUPPORT

Sat, 23 Feb 2002 09:58:24

seriousbird

When I try to run Strife on vavoom, it crashes during first <br>run making vis data for map 27 or 27, giving the error message <br><br>"Couldn't open strife1.gwa<br> Stack trace Host_Frame"<br><br>After this crash there remains a 0-byte-size-file named<br>'$glvis$$.$$$'<br><br>When I try do build vis data with external glvis.exe (V1.4)<br>it stops immediately with this message :<br><br>"W_GetNumForName: not found !"<br><br>I am using vavoom V1.11.2 and tried Strife V 1.0, V 1.2, <br>V 1.3 and V 1.31.<br><br>My Computer is a P2/400 with 128MB RAM, running Win98SE <br>with DirectX 8.1 and a Voodoo 3/3000  using drivers 1.07<br>(=latest).<br><br>Any Idea ??  I know that STRIFE Implementation ist (still?)<br>experimental, but I think Strife is the point, that makes<br>vavoom VERY interesting, because it is (as far as I know)<br>the _only_ way to play Strife with modern features and not <br>on 320x200 ....<br><br>Maybe this helps improving STRIFE SUPPORT for VAVOOM!!<br><br>Thanx a lot for the most advanced DooM?Heretic/Hexen/Strife Port at all !!!
Wed, 27 Feb 2002 03:00:59

Janis Legzdinsh

Try to delete strife1.gwa and rebuild everything with external glBSP and glVIS utilites.
Tue, 05 Mar 2002 14:25:43

seriousbird

:'(<br>Doesn't help. Do I have to use glBSP _and_ glvis or is one of them enough ?<br>Which versions are You using ???<br><br>
Tue, 05 Mar 2002 19:40:55

RambOrc

They fix 2 different things so you need to use both.
Mon, 25 Mar 2002 18:46:31

seriousbird

???<br><br>Ok, I tried it out with new installation from scratch and this time it works, <br>but I do have 2 other probs :<br><br>1. No SOUND at all...<br>2. The monsters don't see me and don't attack...<br><br>Is this due to the Alph stage of the prog, or mi 2stooped (Or maybe both ??)<br><br><br>
Mon, 25 Mar 2002 22:00:18

RambOrc

I'm not 100% sure about the sound but enemy interaction is not yet coded for the Strife port.
Tue, 26 Mar 2002 03:07:24

Janis Legzdinsh

About sounds - tose that progs are playing by the name are not yet fixed in the sound scripts. Sounds included in the monsters definition (such as pain sound) and sounds for switches do work. So when you punch monsters they will play pain sound.<br><br>About AI - yes, it's not implemented.
Tue, 26 Mar 2002 03:12:25

seriousbird

<!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --><br><br>Yeah, that means I've -finally- understood it, hehehe !<br><br>Thanks a lot for fast & friendly support ! Vavoom _really_ rocks !<br><br>
Tue, 26 Mar 2002 06:13:01

RambOrc

[quote author=Janis Legzdinsh link=board=Troubleshooting;num=1014425904;start=0#6 date=03/25/02 at 20:07:24]Sounds included in the monsters definition (such as pain sound) and sounds for switches do work. So when you punch monsters they will play pain sound.<br><br>About AI - yes, it's not implemented.<br><br>Meaning that you can cause enemies so much pains they yelp, but they can't fight back - truly honorable... :p (j/k)<br>

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