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Strife Scripts

Thu, 06 Nov 2003 19:58:36

Chilvence

Janis<br><br>I read a rumour that you had somehow managed to take apart the script lumps and figure out they work...<br><br>I just have one question:<br><br><br><br>Can it be true <!-- s:o --><img src="{SMILIES_PATH}/icon_surprised.gif" alt=":o" title="Surprised" /><!-- s:o --> ?
Mon, 10 Nov 2003 17:46:18

Janis Legzdinsh

Yes, I know the format and all other stuff, and all Strife coversation scripts are working just fine.
Wed, 12 Nov 2003 01:10:00

Chilvence

For that, I am truly thankful. It is the one thing that I thought would make any kind of strife support impossible.<br><br>Now with that out of the way, we can just make up the enemy and weapon behaviour and have a working game <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->
Wed, 12 Nov 2003 17:40:21

Janis Legzdinsh

There still are some line and sector specials that needs to be implemented, especially those giving quests (right now you will get stuck after freeing prisoners).
Wed, 12 Nov 2003 18:11:36

Chilvence

Still, it is excellent progress. If you can pull it off, you will be a hero to quite a few people.<br><br>Let me know if there is any small way I can help, and I'm there.
Thu, 13 Nov 2003 10:20:05

Gokuma

Sweeet!
Thu, 13 Nov 2003 15:10:28

Chaoslord

[quote author=Janis Legzdinsh link=board=general;num=1068112720;start=0#1 date=11/10/03 at 10:46:18]Yes, I know the format and all other stuff, and all Strife coversation scripts are working just fine.<br><br>Heheh<br><br>Great to hear that.... perhaps you could release a small update.. for fans to test/see?<br><br>Cheers<br><br>Keep the good work ;D
Thu, 13 Nov 2003 16:36:51

Janis Legzdinsh

Gokuma - I'll check out your doc, possibly there's some stuff that I don't know.<br><br>I hope soon I will release a new version with all the stuff I've managed to do.
Fri, 14 Nov 2003 11:06:29

Chilvence

I cant wait dude, this is gonna be Strife's Milestone  ;D
Mon, 24 Nov 2003 21:41:57

Megatron1983

Strife already works very well on Vavoom, now with those fixes implemented....yeah something tells me its just a matter of time until people can finally play Strife under WinXP. Woohoo!!<br><br> <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->  :)  :)  :)  :)<br>
Thu, 27 Nov 2003 21:01:05

Megatron1983

Since this topic already is a bit old:<br>Is there any planned release date for the new version?
Fri, 28 Nov 2003 16:23:57

Janis Legzdinsh

I'm planing to release a new version in the end of the year.
Sun, 21 Dec 2003 00:12:40

Megatron1983

;D<br><br>Weeeeeeee, based on the fact that 2003 will be over in 1 week and a few tiny days that sounds like "can be any day now" to me <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 22 Dec 2003 16:19:10

Janis Legzdinsh

Yes, it should be out in this week.
Thu, 25 Dec 2003 02:04:12

Janis Legzdinsh

There it is. Enjoy!  8)
Thu, 25 Dec 2003 04:45:06

Megatron1983

Thanks a zillion times!!<br>It works very well so far...except for a few things I just discovered:<br><br>- Using no Open AL will result in Music but no Audio samples (Speech etc.)<br><br>- Using openAL = everything but Music<br><br>- After entering the sanctuary, the switch that will take you one level up does not work aka no progress possible :'(<br>
Thu, 25 Dec 2003 04:48:22

Megatron1983

System is:<br>Athlon XP 1700+<br>512 MB DDR RAM on nForce 1 <br>with nForce Soundstorm Audio,<br>drivers 2.45 WHQL,<br>Windows XP Home SP1
Thu, 25 Dec 2003 10:52:54

ToXiCFLUFF

Hey, this is really cool.  I hadn't played around with Vavoom too much before, but:  good job!
Thu, 25 Dec 2003 17:44:19

Janis Legzdinsh

- Using no Open AL will result in Music but no Audio samples (Speech etc.)
<br><br>I can't test sound right now so I can't tell what might be wrong. Maybe try to play with sound's console variables.<br><br>
- Using openAL = everything but Music
<br><br>Yep, with OpenAL currently there's no music.<br><br>
- After entering the sanctuary, the switch that will take you one level up does not work aka no progress possible :'(<br>
<br><br>Forgot to fix that, use "noclip" cheat for now.
Thu, 25 Dec 2003 19:17:50

Megatron1983

Did that, thank you!  :)<br><br>I found anouther bug:<br>When you get this blackbird com unit she is supposed to talk to you with those incoming messages.<br>However, that does not work.<br>You dont hear anything, yet the code to enter the Rebel base is told so you can get in.<br>You do not hear anything except when you talk like to the gouvernor and its scripted that she says something.<br>
Fri, 26 Dec 2003 02:08:23

Janis Legzdinsh

Yes, comm unit voices are not implemented yet.
Fri, 26 Dec 2003 06:42:59

Megatron1983

Alright!<br>I playtested some more and found some more bugs:<br><br>- In the prison, the second of 3 hand-print switches in a row do not work<br><br>- Missing electric beams in electric arrows<br><br>Please do not see this as critics, I just want to follow the line "we can only fix things we know about"  ;)
Sat, 27 Dec 2003 03:30:56

Janis Legzdinsh

It seams that the sound problem was because of the compiler that I used to compile binaries. I recompiled them with another and sound seams to work fine. Simply download it again. BTW this binary comes with updated Strife progs that now has working breaking glass, raising lift and open door (in prison) specials.
Sat, 27 Dec 2003 03:56:36

Chaoslord

as many already said : this is what i found so far <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P --><br><br>Sancuary : Both Buttons (top/bottom) on right plataform, on the beggining<br>All Levels : No alarm sounds?<br>blackbird com unit<br>Mc'Guffin's conversations? are they correct?<br>Switch to lower sewage never appears?<br>amno_schatel script not implemented (and i payed for it <!-- s:P --><img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz" /><!-- s:P -->P)<br>No text appears on the "red" guard inside the warehouse (power station entrance) gate<br>"no, sorry, you do not have clearence"<br>the "show keys" screen shows no keys?<br>how can i change between amno types?<br>(electrical/poison bolts) for example<br>button on top-warehouse are not lowering the boxes (to get acess to derkin and later the other guy)<br>Spider-monsters don't activate (and when shot, activate but walk upside-down).death sequence is ok<br>Prision cell number 2 trigger (mentioned above) cannot be activated, wich makes mission un-finishable<br><br>also there is a bug regarding savegames and d3d/ogl version of the game<br><br>If anyone need to explain any of these better, let me know <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br>Janis, if you need help, let me know<br><br>:)<br>this are not complains, but bugs to be fixed<br>heeheh<br>i'm just trying to help
Mon, 29 Dec 2003 01:47:12

Megatron1983

I am sure itll be fixed in the next release!<br>Main thing is that we WILL be able to play the game on WinXP..woohoo!!
Mon, 29 Dec 2003 01:56:43

Chaoslord

we CAN alrady play most of it<br>now I'm just stuck cause I can't finish that mission (for now <!-- s:D --><img src="{SMILIES_PATH}/icon_biggrin.gif" alt=":D" title="Very Happy" /><!-- s:D -->)
Mon, 29 Dec 2003 02:00:14

Megatron1983

Yep, and a big THANKS!! to Janis for that!!<br><br>I am sure there are a few minor bugs regarding switches and stuff like that we didnt discover.<br><br>But that doesnt look like too much of a problem to me.<br>
Mon, 29 Dec 2003 03:29:29

Chaoslord

It becomes a problem because you can't go further in the game :\<br>after "releasing the prisioners" you can't do much else
Mon, 29 Dec 2003 06:15:00

Megatron1983

Only until its fixed  :)
Mon, 29 Dec 2003 18:01:16

Janis Legzdinsh

Yep, currently game is implemented only untill that point.
Fri, 09 Jan 2004 17:20:08

Gokuma

Excellent work on the latest Vavoom, Janis!<br><br>SeHackEd is actually usuable now so that could be of help in figuring out how some things work in Strife.
Fri, 09 Jan 2004 19:47:02

Megatron1983

Keep up the good work guys  :D<br>You all rock  8)
Mon, 12 Jan 2004 16:57:51

Janis Legzdinsh

Right now I'm adding more action functions from ZDoom where Randy had figured them out with disassembling the Strife exe file.
Thu, 22 Jan 2004 15:15:33

Catsy

I would just like to give you major, major props for even /attempting/ this--for even doing as much as you have. Strife has long been one of my favorite FPS games of all time, and the possibility that I might get to play it again--with better graphics and gameplay control!--makes me an extremely happy camper.<br><br>If you need anyone to test out your Strife improvements, just say the word.
Thu, 22 Jan 2004 16:50:00

Janis Legzdinsh

I think soon, when I will add stuff from ZDoom, there will be a beta version for you to test.
Fri, 23 Jan 2004 20:20:29

MoonDrunk

Does anyone have a Strife walkthru? Havn't been able to find any <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>How far is one able to go in Strife without using cheats? With the current version of course <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>I get in to the warehouse to meet Derwin but at first he was nowhere to be found!<br>But I noticed that when I go down the first lift theres a door opening somewhere, <br>should be permenantely opened but it's being shut after a couple of seconds! <br>After some time trying to find it I managed to get hold of Derwins ear!<br><br>Anyway, looking forward to the next release <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>/Moon[Drunk]
Fri, 23 Jan 2004 21:49:44

Megatron1983

I finished the game without any cheats in both dark and light path in old Win95 days.<br>I however got frustrated often, the auto use health function did a awesome job and after about 2-3 weeks I was through for the first time.<br><br>Strife with the current vavoom release only goes until you have to free the prisioners.<br><br>I would love to see the game ported into Quake 3 engine or anything like that.<br>I was thinking about starting a fan project but I know nothing about level designing so that got scrapped
Sat, 24 Jan 2004 00:25:02

Catsy

<a href="http://www.gamefaqs.com/computer/doswin/game/3292.html">Strife FAQs</a> at GameFAQs. Not very good, but better than nothing.<br><br>I would actually like to try my hand at making some 3D model replacements for Strife. Could someone point me at an MD2 importer/exporter for Max?
Sat, 24 Jan 2004 02:44:47

Janis Legzdinsh

Check out also hints on [url:2i1syoog]http://www.vavoom-engine.com/strife/.
Wed, 28 Jan 2004 08:53:12

Gokuma

[quote author=Megatron1983 link=board=general;num=1068112720;start=30#36 date=01/23/04 at 14:49:44]<br>I would love to see the game ported into Quake 3 engine or anything like that.<br>I was thinking about starting a fan project but I know nothing about level designing so that got scrapped
Wed, 28 Jan 2004 12:54:10

Catsy

Someone made a Quake 2 version of at least the town and I think it has Crusaders.  I need to find my Quake 2 CD to I see it for myself.
<br><br>Don't bother. They basically took the town and Sanctuary levels and converted the architecture into Q2 levels. Then they went through and added Q2 monsters and weapons. It's really nothing more than an excuse to blow away Q2 monsters in one level of Strife architecture.<br><br>The author said they'd continue making the rest of the game if people showed interested, but that was two or three years ago and it hasn't progressed since. And really, it just wouldn't be Strife if it didn't have the full plot and RPG elements.
Wed, 28 Jan 2004 22:32:47

Megatron1983

Too bad they released them game with Doom instead of Quake technology.<br>With Quake 1 tech I am sure it would have been a much bigger success.<br>
Thu, 29 Jan 2004 00:27:05

Catsy

I had the thought once of trying to remake Strife with the Morrowind engine. It could probably be done--but it'd be a tremendous undertaking, basically requiring the /entire/ game to be rewritten almost from scratch. Unfortunately, Morrowind's support for gun-like projectile weapons is almost nonexistent.
Thu, 29 Jan 2004 01:05:46

Megatron1983

Starting over would be needed, and I think a few things like the voices should still be under copyright, no?<br><br>They could be spoken again, but then...whats the deal with all the levels...as the Doom engine wasnt really "3D" as we know it today and I highly doubt there are any converters available.<br><br>The textures and 3D models appear to be the smallest problem as there are plenty of people knowing how to do that today.
Thu, 29 Jan 2004 01:12:55

Catsy

At the moment, I'm working on some 3D models for Strife--although it's slow going at the moment; I've done some modeling before, but never for Quake2, and I'm quickly discovering that most of the tools for skinning are absolutely /horrible/. I don't know how Q2 modeling ever took off with software this bad. If someone knows of anything better than Quake2 Modeler and NPherno's Skin Tool, please let me know.
Thu, 29 Jan 2004 16:52:21

Janis Legzdinsh

Here at our company we use Maya for modeling. Basicly a professional modeling software with md2 exporter is the best solution.
Thu, 29 Jan 2004 18:31:44

Megatron1983

Post any screenies of your Strife models? Please?  ;)
Fri, 30 Jan 2004 00:15:22

Catsy

Sure thing. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) --><br><br>Medical Patch<br>Medical Kit<br>Surgery Kit (front)<br>Surgery Kit (perspective)<br><br>Caveat: since these screenshots were taken in NST, they're using the 256-color PCX skins. For in-game, I've been hexediting the models to make them use the much better-looking TGAs.<br><br>Another caveat: these models are really low-poly and primitive. I wanted to keep them extremely simple, since I'm just learning NST and Q2M.<br><br>Unfortunately, I don't have access to Maya or anything like it. I do have 3DS Max 5, but I don't have an MD2 exporter for it--so my modeling process is to do the model in Max, export it to a 3DS mesh, load the mesh in Q2M and export it to MD2, load the MD2 in NST and skin it.<br><br>Really cumbersome. I'd much better do the Unwrap UVW in Max and just export to MD2. If you know of an MD2 exporter for Max 5, I'll be a happy camper. :>
Fri, 30 Jan 2004 02:27:55

Megatron1983

They look great!<br>At least its real 3D...I really hope youll find the tools you need.<br><br>How are you going to rebuild the levels/scripts etc. though?
Fri, 30 Jan 2004 02:36:24

Catsy

How are you going to rebuild the levels/scripts etc. though?
<br><br>I'm not. :> I'm probably not even doing all of the models, just whichever ones I'm capable of and have time for. I don't have any experience with animating characters, so the enemies and other characters may be beyond me.<br><br>I'm also running into a /lot/ of problems and possible bugs with Vavoom's progs, so that may delay things.
Fri, 30 Jan 2004 03:39:55

Chaoslord

Cat : ya you need maya (on a trial basis, you choose) let me now and i'll let yo have it <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br><br>Great work.<br><br>Janis : when can we expect a new release?
Fri, 30 Jan 2004 06:41:08

Megatron1983

Well..wouldnt Deus Ex a solid base for trying to re-create strife in a new engine?<br><br>There we have not too different HUD, and the engine supports guns etc. quite well. There also is the SDK released for conversations and so on.<br>Maybe worth a try?
Fri, 30 Jan 2004 06:47:16

Catsy

The basic problem with porting Strife into a new engine is one of copyrights. Unless the source code is released and can be rewritten to require the presence of the original Strife WAD file, there's no way to comply with Raven's request that the commercial version of Strife must be required.<br><br>Vavoom is probably the quickest and easiest path, since it's essentially recreating the original engine with improvements. With time, perhaps Strife can see new life as a completely new game under Vavoom. One can certainly hope. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Fri, 30 Jan 2004 17:02:49

Janis Legzdinsh

Actually there's a bigger chance to find a md2 exporter for 3DS Max than for Maya (at least when I tried, I couldn't find anything for Maya).<br><br>New version of Vavoom might be available soon.<br><br>BTW Strife isn't Raven's game.
Fri, 30 Jan 2004 19:51:32

Megatron1983

Umm...Strife was a Rogue/Velocity game, Velocity is bankrupt and I dont think Rogue exists anymore either.<br><br>The lead programmer from Strife (now at Raven) once said the source code got lost when rogue sold their office equipment.<br>He however said as well he would send me the source code as there no problem in releasing it, however, there is noone who has it anymore.
Sat, 31 Jan 2004 00:16:14

Catsy

Whoops. Not Raven. Rogue. I knew that, really.<br><br>Meanwhile, I downloaded Milkshape and discovered that it natively supports MD2 format--along with a ton of others. Still getting used to its skinning interface, but if I can get the hang of it, it might be worth shelling out the $25 for.<br><br>At least, when I have $25.<br><br>I'll try to crank out at least a couple more models today or tomorrow. I'm working on skinning the armors right now. But I'm moving cross-country on the 4th, so I'm going to be very busy, and will disappear probably for a couple weeks then.
Sat, 31 Jan 2004 01:24:10

Megatron1983

We will all welcome you back with open arms! ;D<br>What engine will work with those models then? Quake 2?
Sat, 31 Jan 2004 02:53:31

Catsy

Sure, they'll work in Quake2 because they're in MD2 format--but more importantly, they'll work in Vavoom, because Vavoom uses that format for its 3D models.
Sat, 31 Jan 2004 02:56:09

Janis Legzdinsh

I have tried MilkShape, but I wasn't very impressed with it.
Sat, 31 Jan 2004 02:58:12

Catsy

Yeah, so far neither have I--it's an okay cheap alternative to Max, but its texture mapping interface is /horrible/. I'm back to using NPherno's tool.
Sat, 31 Jan 2004 03:03:28

Janis Legzdinsh

I think it's horrible. I mean if I can't do any editing in 3D view like I do in Maya, it's very hard to use.
Sat, 31 Jan 2004 04:15:10

Chaoslord

Maya Isn't that horrible to use... it's just... cumbersome ;D
Mon, 02 Feb 2004 16:39:55

Janis Legzdinsh

No, I mean MilkShape is horrible, Maya is excelent.
Mon, 02 Feb 2004 19:02:14

Chaoslord

Sorry, i got confused then<br><br>Cats, if you need max also let me know
Sat, 07 Feb 2004 05:56:59

Chilvence

I have to say, after using a trio of Milkshape, q2mdl and NST for a while now, that it is perfectly possible to make nice looking models. It just takes a lot of voodoo magic to get the damn programs to work together. You dont have any of the fancy time saving tools that you might have in a proffesional package, but you can get the result you want with a little patience.<br><br>I've been trying to get used to the texture coordinate editor in Q2mdl - its not as good as NST by a long way, but its also not as bad as the one in Milkshape. And out of the two, I find Q2mdl far better for actually building models. Im doing this since NST only reads md2 files, which is a terribly innacurate format. Any small details in a model get mercilessly trampled on in an md2 export <!-- s:( --><img src="{SMILIES_PATH}/icon_sad.gif" alt=":(" title="Sad" /><!-- s:( --><br><br>Anyway, once I finish a couple things I'm working on for JDoom, I wouldnt mind trying to build a couple of Strife robots.
Sun, 08 Feb 2004 00:17:50

Janis Legzdinsh

Cool. Maybe you could also update model packs for other games, since I can't do this myself right now.
Tue, 10 Feb 2004 09:15:05

Chilvence

Hmm, do you mean say a conversion of the Jdoom model pack? I could try if I ever get the time, but Im not sure how easily mixed they would be. For example the JDRP relies heavily on having multiple models attached to the same thing, particle effects attached to states or submodels, environment maps etc etc and I have no idea how to do those things in Vavoom. <br><br>Also, for any of the models that Dani has created, he would obviously have to give his blessing for me to convert them.<br><br>But regardless of those two things, where would be the best place to learn how to use Vavooms model features?
Tue, 10 Feb 2004 16:39:29

Janis Legzdinsh

Currently Vavoom can't use multiple models per object, so not those. But from other models maybe there is some cool new models to replace old ones with. The simplest is to replace existing ones with ones that have exactly the same frames.
Tue, 10 Feb 2004 20:45:38

Chilvence

Ok, from my own stuff I can give you a new hud shotgun, ssg, and pistol (the shotgun needs a bit of work), a world model for the shotgun and the ssg, and a modified (reanimated) imp. The reanimation I'm doing to the cyberdemon might also fit with vavoom, but I have to finish it up first since I'll have to combine all the bits and remap the skin specially for Vavoom. And I dont really want to do that twice.<br><br>A lot of the cool new stuff though is Dani's, so I'll ask him if he wants to share first  :)
Thu, 12 Feb 2004 20:06:51

Chilvence

Ok, I have more or less finished the mesh for the inquisitor, but I have a dilemma. When rogue made it, they obviously didnt think it was important that the robot would be able to turn around or twist left and right, because not a single joint on it would allow that!<br><br>I can either fake this movement like they did, or I completely could re-design the joints at the shoulders, the waist and the legs to allow a bit of realism - should I go against the original design though?<br><br>Heres a look - <!-- m --><a class="postlink" href="http://www.stateoftheworld.eclipse.co.uk/doom/stuffage/inquisitor.jpg">http://www.stateoftheworld.eclipse.co.u ... isitor.jpg</a><!-- m --><br><br>Ive already got started on the patriot while I think of this.
Thu, 12 Feb 2004 20:38:32

Megatron1983

I think it looks awesome the way it is, great job!<br><br>As for the movement:<br>I wouldnt mind if you would modify it a bit, and I highly doubt most other Strife fanatics would mind either.<br>
Thu, 12 Feb 2004 21:29:30

Chilvence

Ok, Ill try and sketch out a design that at least allows the legs to pivot and the torso to twist, bear with me...<br><br><br>BTW is that Patriot or Paladin (the short one with the chicken legs)? I cant even remember where I got these names from...
Fri, 13 Feb 2004 00:54:37

Catsy

I second that--when I did my models for the health items, I got them as close to the original as possible, but I also took a few liberties with them in making them look better--especially with the texture on the inside of the surgery kit. Do what you will, what you have looks awesome!<br><br>I just arrived in Seattle a few days ago, btw, and am currently on hiatus from modeling, but as soon as I get a job, I'll get back to working on some.
Fri, 13 Feb 2004 01:36:08

Chilvence

Thanks, well I hope you get back on track soon, I wouldnt want to try and do everything on my own <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --><br><br>I have a suggestion, if it works it might solve your md2 exporting woes - Milkshape can supposedly import fully animated smd files (Valves format for HL). It is the only format that milkshape can import skeletal animation from. If you can get any of these import/export plugins to work, you'd be able to do everything in max and then export it to milkshape via smd, and then export it to md2 from milkshape.<br><br>http://www.maxplugins.de/max5.php?range=Import%20/%20Export<br><br>I've never used MAX, so I dont have any experiences with these plugins. But I can guarantee that max will be a damn sight better than milkshape for animation and UV editing  ;D<br><br>There is certain order that you need to import the .smd parts in. First you must load the reference frame, then the sequences one by one or the animation will be trashed.<br><br>Also I have a question - does milkshape not use the texture coordinates from your 3ds files? I'm having problems with this, but I dont know which program to blame, milkshape or q2mdl...
Fri, 13 Feb 2004 16:59:21

Janis Legzdinsh

Looks great. And I also agree about the movement.
Sat, 14 Feb 2004 01:36:39

Chilvence

What was that noise?<br><br>[url:1who1zg4]http://www.stateoftheworld.eclipse.co.uk/doom/stuffage/inquisitor.jpg
Sat, 14 Feb 2004 01:41:42

Catsy

Sweet! Looks awesome, and far better than I could''ve done with it. Let me know if you want any help texturing it, and I'll give it a shot.
Sat, 14 Feb 2004 07:57:06

Chilvence

Cool, you're welcome to if you really want to do it - you will actually save me a job that I'm not too good at. <br><br>I just need to do a bit more to it and then I'll map out the coords and paint a basic texture so you've at least got something to start on.
Sat, 14 Feb 2004 08:02:47

Catsy

Fantastic--mapping out the coords and giving me a "template" texture would help immensely. Email me when you've got something to work with; admin {at] ayashi (dawt} net.
Wed, 18 Feb 2004 11:01:23

Chilvence

Email sent. Im working on the crusader now<br><br>http://www.stateoftheworld.eclipse.co.uk/doom/stuffage/crusader.jpg<br><br>(got the name right this time <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->)
Thu, 26 Feb 2004 02:43:20

Chilvence

Hate to nudge, but how's work on that skin going Catsy? I'm pretty excited to see it in full colour and texture <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Mon, 22 Mar 2004 13:07:13

Catsy

You're perfectly right to nudge, and I owe you an apology.<br><br>Very shortly after I took on the project of making that skin, I ended up having to make an emergency move across half the country--from Phoenix to Seattle, if that means anything to you.<br><br>I now have a full-time job and a whole host of other challenges, and to be honest the skinning completely fell off my radar. I now have regular net access again, but my time is a bit limited.<br><br>Your models are excellent and deserve to be skinned. Someone else could probably do it quicker than I'll be able to, at this rate. <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 25 Mar 2004 04:03:39

Jendram

I was dreaming with this port for so long. Is incredible that you're working in one of my fauvorite games. I can only say you: thanks for the work you're doing. THANKS A LOT.<br><br>Bye
Thu, 22 Apr 2004 02:26:39

LigH

Did anyone report differences in the gameplay somewhere? At least I noticed that in Vavoom, Strife plays differently compared to my walkthrough I wrote a few years ago (available at dlh.net - only in german). If so, I missed them somewhere in the forum; I hope it is not too wrong to talk about them here:<br><br>In Vavoom, the big "Dragon door" opens immediately, although it shall not open before I finished the power station and was deep in the sewers.<br><br>And after I silenced Beldin for Rowan and got the COM, it does not show any messages, also not when I approach the bridge or the old town hall.<br><br>Do I need to install anything else than Vavoom 1.15.2 Windows binaries and progs?
Thu, 22 Apr 2004 02:34:22

Janis Legzdinsh

Simply in Vavoom not everything is fully implemented. For example those doors open because it doesn't perform some checks that it should. It will be improved in further releases.
Thu, 22 Apr 2004 02:45:24

LigH

But you developers may already know all the facts, as far as I read here? Well, then it shall just be a matter of time. Therefore, best whishes!
Thu, 22 Apr 2004 15:55:35

jjim

Hi Janis<br>I don't mean to be pushy- but as it's been a while since the last Strife update- How's it going ? Any updates soon?<br>Thanks as always.
Thu, 22 Apr 2004 16:46:34

Janis Legzdinsh

No, I'm prety busy right now and haven't done any serious progress.
Thu, 22 Apr 2004 19:58:26

jjim

Janis<br>Thanks for replying.<br>Look forward to it when you can do it.
Sat, 01 May 2004 08:43:26

Chilvence

[quote author=Catsy link=board=general;num=1068112720;start=75#81 date=03/22/04 at 06:07:13]You're perfectly right to nudge, and I owe you an apology.<br><br>Heh, dont worry about it. I kind of decided I wasn't happy with the model overall anyway, I'm going to scrap alot of it and try and come up with a better concept. I'll probably finish the... pigeon... (damn names) type robot first in that case. I gave modelling a break for a few weeks, but I would like to come up with something nice eventually.<br><br>Anyway, I hope you havent dropped off the modelling completely, you were doing some good work last time I checked <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) -->

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