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[Fixed] Strife Issues

Sat, 10 Apr 2004 16:01:54

JoelMurdoch

Janis,<br><br>First thing's first, for the work you are doing rebuilding Strife, I thank you. Now, down to business.<br><br>- In the latest version, the character voices in Strife (Beldon, Harris etc.) are really quiet, practically inaudible. Using the OpenAL option fixes this.<br>- If you go to Beldon and then to Harris and both give you a crossbow, you end up with 40 bolts. In the original game you only had 20<br>- You probably know this one - no prices are displayed when purchasing items<br><br>Now, my next question is with regards to the extra voice data in the WAD file. Do you plan on implementing this stuff? There's a lot of stuff clearly not related to how the games event's finally played out, but there's a lot of stuff that could be put in, like the prisoners and Rebel's comments. I'm sure someone could make a background graphic if need be. Even a few hacks could get some additional comments from Blackbird like "Next time we stop at a gas station and ask for directions" <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 12 Apr 2004 16:44:01

Janis Legzdinsh

For me voices were working fine. Will check this.<br><br>As of bolts, right now I can't run original Strife so I can't check stuff to see how it works.<br><br>There shouldn't be any prices displayed unless it's explicitly written in conversation script.<br><br>Additional voice enchancements can be easely done.
Wed, 05 May 2004 05:51:34

Ninja_of_DooM

I'd also like to add that I found some of the doors don't actually work. I played the sewers level and got to the door which would take me to the lift and straight up an found it wouldn't open. This seems to happen a lot.
Wed, 05 May 2004 16:14:30

Janis Legzdinsh

Yes, only some part of the game is working, the rest will be implemented later.
Sat, 29 May 2004 07:10:11

Ninja_of_DooM

Cool. ;D
Mon, 02 Aug 2004 07:40:41

Silencer

I'd also like to add that I found some of the doors don't actually work. I played the sewers level and got to the door which would take me to the lift and straight up an found it wouldn't open. This seems to happen a lot.
I've been getting that problem too. It seems the 'grating' type doors don't yet work, which kills the plot when I get to the sewers. He just stands there and goes "nope". It's also possible to get completely stuck behind the one in the power plant if you're coming in thru the air duct secret entrance. I would use "noclip" but I'm on the hardest difficulty right now. As for the faint sounds, I was getting this problem until I checked the "disable 3d sound" option on the vlauncher. Then the sound plays normally. With 3d sounds on, the engine can't differentiate between voice overs/music and sound effects, so it makes some of them 'distant' or too faint to hear. (The Doomsday engine also experiences this problem with its games.) Other bugs I've found: -> I can't remember if this was a problem in the original game, but there are places on certain maps where it's possible to get stuck in a pit and have no way out. Examples include any of the pits in the power plant, which you can fall in and not get hurt, but you can't get back out. Another example is the sewage pit outside the starting interrogation room after you've lowered the levels and already gotten the power coupling; if you fall back in the exit lift makes a sound but doesn't work. -> Speaking of not getting hurt, stepping in sewage has no ill effect, and neither do any of the hazards in the power plant. -> It's possible to access the castle grounds and the badlands before you're supposed to be able to, which leads to some really odd plot screwups. For example I went through the badlands and found the open teleporter to the new Front base before I had even cleared out the castle. -> It's possible to get trapped in two-way teleporters. When you come out on the destination pad, the level loading script catches you and kicks in, then takes you right back to the first one. Then the first one does the same, etc.
Tue, 03 Aug 2004 03:22:24

Janis Legzdinsh

- Those floors most likely should have instant death special which is not implemented at the moment.<br><br>- Some should work, if not, I will implement thwm later.<br><br>- Must quest locked specials currently work without checks.<br><br>- That's a bit strange. Must check it out.
Tue, 16 Nov 2004 09:38:02

LigH

In my opinion, the jumping height is a little too low: In the original Strife, I could easily jump into the computer core (near some "panel that shall not lock up again or the programmer will get angry"; where a few cells are inside), and it was possible to jump out there. Also, the script does not yet advance in every place. In my case, the story gets stuck wit the objective "Blow the crystal, talk to Ketrik, use this ID to raise the lift...". Usually, I avoid to talk to Ketrik, because he finds out that my ID is fake and would rise the alarm, in Strife I could instead kill him. But even if I first talk to him, the story does not advance after I blow the crystal. Blackbird doesn't takl anymore, Macil has no new tasks. More issues: - I cannot see my keys; - I cannot throw inventory away (useful in case of the chalice from the sanctuary after showing it to the fake "talent broker" in the pub's first floor); - Poison bolts seem a bit too powerful, they make Acolytes explode (I doubt that this was the same behaviour as in Strife, but I'll have to compare to be sure). Whish you good luck in fixing the rest. And, by the way: A copy of Strife is available from the Underdogs (but I wouldn't count on its legality, even if the game is sooo old)...
Tue, 16 Nov 2004 13:43:16

Janis Legzdinsh

In previous version the progress stopped on blowing up crystal, but in latest version it should continue prety far, probably even till the end. Poison bolts must be powerfull, but probably they shouldn't gib the monsters.
Fri, 26 Nov 2004 13:41:25

LigH

In the DoomsDay board, I read that the ZDoom source includes now a lot of code about Strife. I hope you can use it four your enhancing Strife support.
Fri, 26 Nov 2004 13:46:26

Janis Legzdinsh

Yep, that's what I'm going to do.
Fri, 26 Nov 2004 13:51:43

Firebrand

I would like to see strife support more complete and flexible for the other games too, heh! <!-- s:wink: --><img src="{SMILIES_PATH}/icon_wink.gif" alt=":wink:" title="Wink" /><!-- s:wink: -->
Fri, 10 Dec 2004 08:49:10

Janis Legzdinsh

I recently implemented all sector types and also all linedef types should work now properly. To summarise this thread things left to do are: - amount of ammo given. - prices of items (now I remember that there were prices <!-- s:roll: --><img src="{SMILIES_PATH}/icon_rolleyes.gif" alt=":roll:" title="Rolling Eyes" /><!-- s:roll: --> ). - railings (reason why you can't jump into computer core. - keys display. - throw away items - poison bolts should not gib enemies.
Wed, 22 Dec 2004 10:30:10

Janis Legzdinsh

Strife is fully playable now! This can be now closed.
Wed, 22 Dec 2004 20:04:32

LigH

Congratulations... [img:17vgcsw2]http://www.cheesebuerger.net/images/smilie/musik/f060.gif[/img:17vgcsw2]

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