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[Fixed] Strife Issues, version 1.16.1

Fri, 04 Feb 2005 07:26:29

Silencer

First of all great work on the fully playable Strife. I was recently able to play through the whole game start to finish without too many problems. That said I have come across a number of minor bugs that still exist. 1. The game still crashes in v. 1.16.1 when opening objectives screen. For some reason it thinks that each new audio transmission is a new objective, so it tries to display text from a log file that doesn't exist. This error didn't occur in previous versions. 2. Voices from voices.wad stop playing after approximately 10 min (running on Win2k), making it necessary to quit and restart the game to get them to work. It's not just the voices; all player centered sound effects stop playing after a while, including weapon firings. 3. Hall of mirrors effect due to missing surface textures still occurs in certain places, like the power plant for example. Could be a glvis problem, but rebuilding the maps does not solve the problem no matter which mode I use. 4. It is possible to get stuck "inside" the newly implemented sliding-style doors (like the sewer grating and black doors) if you're in the doorway while it's closing. The doors can't be reopened if you get stuck so the only way out is with NOCLIP. In addition, only the closing animation plays, not the animation as the door is opening. This makes it hard to tell when the doors are open or to see what's behind them. 5. The quit-game screens do not show up. 6. Map names do not show up on the map screen, though I forget if they're supposed to or not. I can't run the original to test this. 7. Special items, such as Targeter and Teleport Beacon, are not implemented. 8. Healing and ammo replenishment unimplemented at Front base. I seem to recall in the original this would depend on the difficulty setting, so on the hardest setting for example you'd have to be below 50% before the medic would heal you. 9. Saving and reloading while wearing an environment suit causes the green vision to disappear. Edit: The green flashing still occurs however as it is about to wear off. 10. Player flaming death animation not implemented, like if you get killed by a flamethrower or WP grenade. In the original you'd see him waving his flaming arms around before collapsing. <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D --> Level Specific Bugs: 11. When you claim the 3rd Sigil piece, Blackbird says the wrong line, "You wield the power of the complete Sigil." This happens if you kill the Oracle first. The game is using the line as if you'd played the second ending, so the cause of this could be accepting the Oracle's mission to kill Macil in order to get the upgrades before opting to kill the Oracle anyway. If you go for the second ending and kill Macil first Blackbird says the line about, "Back to the Factory," which also seems out of place since you would not have visited the factory yet. 12. Missing script: Richter does not open the entrance to the catacombs, making it necessary to cheat with NOCLIP to finish the game. 13. Stamina/Accuracy bonus does work completing the Training Facility, but your health is not restored at the end the way it's supposed to be and you get no message. 14. Stamina/Accuracy bonus not implemented for freeing the drones at the mine, and the drones do not realize they're free. 15. In the Laboratory near where the 1st inquisitor comes out there is a control room with a peasant. The back wall opens to reveal a teleporter, but when you step on it you get teleported into a solid column in a secret room and wind up stuck. The nearby switch can't be reached if you're stuck and doesn't seem to do anything. In fact the column only lowers once you use NOCLIP to free yourself from it. This secret is easily accessible in other ways, but getting stuck is annoying. 16. If you fall into the lower water pool near the Proving Grounds entrance in the lab (by the red banner) there is no way back up except to reload. 17. The Loremaster's chain attack does not send you flying across the room the way it used to. It just does a mediocre amount of damage. Sorry for the long post, but I hope you can look into these for the next update.
Fri, 04 Feb 2005 07:59:56

Janis Legzdinsh

Thanks for the report. 3. is because of the missing textures and there's nothing really i can do about it. It's a problem with all games
Fri, 04 Feb 2005 16:23:37

quattj

[quote="Silencer":19f93q3n]6. Map names do not show up on the map screen, though I forget if they're supposed to or not. I can't run the original to test this. Ooh, but I can <!-- s8) --><img src="{SMILIES_PATH}/icon_cool.gif" alt="8)" title="Cool" /><!-- s8) --> Yes, the map name should be in the lower left of the map screen ( Area 1: Town )
Sat, 05 Feb 2005 20:10:39

Silencer

Something quick to add. I just re-tested #13 and strangely enough the Training Facility bonus did work properly this time around. However there is still no message and no health restoration. I did come across a couple more anomalies though. 18. In the Audience Chamber one of the trap floors doesn't lower sufficiently to expose the kill surface. Normally this would be nothing to complain about, only there's no way back up. It's easy enough to test whether this is supposed to be a kill floor, because turning on NOCLIP and walking into the wall causes instant death when you step on the small exposed area. 19. The same problem as in #18 occurs in the Training Facility in several places. There are supposed to be lethal pits, but instead they're just harmless holes with no way back out. Only one of the pits works properly. 20. Not sure if this is a bug, but setting off the alarm in town only sends one wave of Acolytes. If you manage to kill them all off (not too difficult with WP grenades) then there won't be any more sent if you ever set off the alarm again. 21. When playing the second ending and the Oracle sends you to kill the Loremaster, the room with the teleporter leading to the Proving Grounds fails to open. This kills the plot as you can't get in without NOCLIP. Incidentally does anyone know how to get into the other two secret areas in the Audience Chamber? I'm assuming my inability to reach them isn't due to a bug.
Mon, 07 Feb 2005 07:43:33

Janis Legzdinsh

If you mean left and right side of the entrance where the accolytes are, you need a key. I don't remember exactly where you should get it.
Mon, 07 Feb 2005 11:02:17

RambOrc

You need to wait until the guards on the balconies behind those doors react to your presence and come down to get at you, they'll open the door from the inside. Either race in while the door is open or make sure you kill them when they're in the main hall, because one of them carries the key needed to open those doors. AFAIR you'll need that key to open still another door in the back of the building.
Mon, 07 Feb 2005 19:15:38

Silencer

I should have been more specific. I already know of several ways to get up on the balconies where the acolytes are shooting from; easiest is just to jump from the throne platform. The secret areas I'm referring to are the stash rooms that are visible from the map screen, and give you a "secret area" tag when you enter them. The first is behind the bedroom, directly adjacent to the throne secret area, and contains a shadow armor and surgical kit. However it only opens from the inside, with a switch that lowers half the bed to let you out. The second is behind the room with all the monitors, and contains a large amount of health and ammo, but the doors connecting to it only open from the inside. I've scoured the entire Audience Chamber map for a way in with no luck, and I haven't been able to view their contents without cheating.
Tue, 08 Feb 2005 13:56:05

Janis Legzdinsh

I did a little research with level editor and foud them. The bedroom secret is accesses by jumping on the crate in the bedroom (one of it's sides has a walk-over trigger). The second one is accessed from [ shaped table in this room, pressing use on left side extension open doors.
Wed, 09 Feb 2005 04:08:15

Silencer

Cool. Thanks for the tip. I've gone back and edited my previous posts. I realized I made a few mistakes that might need clarification.
Mon, 21 Mar 2005 21:57:14

Mago KH

I've just now tried Strife in Vavoom, and it looks good as always, but haven't had any time to find all the problems above, as I'm still in the very beginning. Still, I found that there's still a problem with the dragon door, in the first level, that will immediatly open even though you haven't done anything in the level yet (just walk into it). It was funny to find myself inside a war without een knowing anything about the rebels yet (in the game), but I wasn't supposed to be there... I was going to create a thread about it, but Janis is there a way to remotely disable particle effects, using the launcher? Or if not, could you point me the extension option, PLUS the option to play it on software mode, as it's the only way I can play Vavoom? Thanks a bunch.
Wed, 23 Mar 2005 07:58:06

Janis Legzdinsh

It works fine for me. Anybody else is having problem with castle door? You can't completely disable particles, but why do you want to disable them? And in launcher there is an option to select a software renderer.
Wed, 23 Mar 2005 15:30:29

Firebrand

I'll test it myself, I remember it happened with an older Vavoom version, but I haven't tested it with the most recent one...
Thu, 24 Mar 2005 22:45:28

LigH

Vavoom 1.16.1, Strife 1.2: Castle door is shielded. (BTW: So many bugs fixed - or are there some issues left on the schedule before a possible release of 1.16.2 around Easter?)
Mon, 28 Mar 2005 06:50:03

Janis Legzdinsh

Actually over this weekend I fixed most of this. Today I probably will take a look at the rest. I'm planing to release next version in 1-2 weeks.
Mon, 11 Apr 2005 15:54:57

Janis Legzdinsh

Since most of these issues were fixed, I'm closing this.

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