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Thanks for keeping the party going Fraggle. Chocolate doesn't have the flash that zdoom and other ports might have, but it really is good to see how everything ran without all of the cruft getting in the way.
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Figured the bits about the spaceship would be in SVE Wad (By the way, kudos for leaving the original strife1.wad and voices.wad files untouched.) I just can't get anything to read the things that the text bits are stowed in, which is annoying because i know it's obviously possible. Maybe I'm just derping on something. Ah well I'll figure it out. Figured it out. Interesting tidbits buried in there. The thing i'm curious on is if the Entity and its spawn came from this world are they natural or did we make them? Or were they there first and humans were the invading colonists? There's a thought. We show up to colonize a world. The local starfish aliens don't like it much. War happens. They get ejected into space because Reasons (maybe the intent was to dump them on another world and it didn't work out?) Colonists are so smashed they basically go with a medieval lifestyle and eventually forget about the war. Then the 'comet' hits. I'm seriously thinking the events of Strife are in the same generation as the initial impact. At the soonest I'd say ten years (since one of the ending shots shows children) and at latest several decades. However most telling, to me, is that even with the advanced technology there's still the same kind of wood and stone buildings, just with random electronics embedded in them, so that's either cultural inertia on building design, the fact they didn't know how to build different (which I call complete bunk on if they're able to do computers, cybernetic implants, and make very modern weaponry,) or the order was just trying to make the existing buildings work for them.
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I'd asked elsethread how to do that since all SLADE did was give me hex values and i have no idea. XWE keeps hanging on trying to open stuff. Total Commander? As in just a plain old file explorer?
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Hey how well does this work as opposed to the official source? I have no idea what i'm doing, hence asking instead of compiling.
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For me it's a combination of 'I theoretically have the time, but constantly get interrupted' combined with a heavy dose of 'why the hell bother? Everything else i've tired has generally been ignored so it's going to be an uphill slog to get past the 'everything is utter crap' phase.'
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I am similarly disappointed. I also have tired, but since I have no idea what I'm doing and trying to learn has felt like me trying to shove my head through a brick wall it's gone rather poorly.
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Re: The Sigil Bits Make You Insane. Maybe Strifeguy is insane to a degree and the Sigil just amped up his blood-knight tendencies to the point of going after bigger and more threatening targets? Re: Blackbird as Entity in 'Meh' path, but still narrating the ending. While It likely is an artifact of things changing during development it is what we have. Best idea I can think of is the Entity either used her voice as a last minute freakout, or the entity /ate/ her to act as a host, and then she was freed when it was killed. There is no real evidence of that in game which is a real shame since that'd make for a hell of a boss fight if done well, but if you're trying to reconcile the two paths... maybe? Re: Beta Dialog Is there a full script from the game, including bits from the beta and the Forgemaster/Timothy from Veteran Edition posted anywhere? I've seen references to the beta before but never the actual material. Re: Sigil not being unified Sooner. The 'Virus', be it nanomachines, parasitic creature that networks people to the Entity, or whatever seems to amp up people's more selfish and or violent tendencies. While the Order has/is an army that steamrolled opposition, I get the feeling that it's highly fragmented, with each head (Loremaster ,Oracle, Bishop, and Programmer) basically keeping their own fiefdoms and rarely interacting. There's a unified 'religion' and all the minions basically are loyal... if needlessly sadistic, but each leader has their own goals, but can't really act because everything is more or less in stalemate/mexican standoff where one person moves everyone then moves to shoot them out of the sky. The reason The Front won was because Strifeguy basically blitzed his way through before the slow unwieldy armies of generally stupid mooks could properly mobilize. Why he could do that when nobody else could I dunno. I like this game for the potential the world has for storytelling. That and I like 2.5d games. This one just happens to give story and just enough fluff potential. It stumbles here and there (what with the stealth more or less failing constantly, false choices that generally are 'do you want to die?', and I really, REALLY hate the bullshit that is the factory and proving grounds in terms of mazelike layout.) However it holds up remarkably well. Do kinda wish someone would do a 'smooth strife' mod to double the frames each enemy gets. We already have unit variations purely because we can with the acolytes. Anyway. I've actually tried my hand at novelization too, and only really got to the Programmer before my interest just wandered off. A lot of 'It almost feels right, but it feels like i'm totally fucking up the action bits.' I wish the thread starter luck, assuming he's still working on this. If not, hey I might want to pick back up and try seeing what i can do.
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[SOLVED] How do I view the in game conversation bits in Strife?
scaled posted a topic in Doom Editing Help
Viewing the wad text bits gives me mission bits and a few of Blackbird's dialog, but nothing for talking to Rowan, Harris, and such. At least when I attempted to open these things in SLADE all I got was hex and I... don't know what to do with that. Is this even a thing that can be done? I'm guessing so since Kaiser and Quasar did. EDIT: Friend i nIM pointed out I could export the script bits from slade and view in notepad. it's a little wonky looking, but readable. -
Hey has anyone gotten the source to compile? Mostly because I have no idea what I'm doing and want an idiot's guide.
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If Doom 64 had been 3D, which engine would it have used?
scaled replied to Koko Ricky's topic in Doom General Discussion
Not just Nintendo, but apple, commodore, and a few others I think. That processor was everywhere. -
You're trolling right? Sure the prison teleporter is kinda wtf. However the castle/oracle complex teleporter is nice, and the teleporter to completely skip the oracle complex other than the audience chamber is flipping sweet. Anyway anyone feel like doing basic changes to maps to see if simple things like changing out a few of the green security strips would be game breaking? If that works could poke around to see what streamlining could be done without drastic edits. After all sometimes just texture cues to help you orient can make a huge difference.
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I'll grant you that, but a few extra comic-stills wouldn't be a bad this along with art to be used by mappers for different characters. Even with that you're right. The mapping is a mess, especially after the town/castle hub stops being the prime focus. The Commons is good, and I like the Bailey. However : The security complex in the baily is a mess. Every factory level (conversion chapel, forge, and such,) especially the proving grounds, just plain makes no sense. The borderlands really should have been bigger, a level unto itself to represent a trek. Something with secrets, side areas, and so on. More separation between the oracle's temple bishop's territory, and the Commons would have been nice. Give a sense of space and of each being distinct territory.
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I had tried using the email link on vavoom's own site with no success. So I'm putting this out here. We have the source for the new commercial iteration of strife. How hard would it be to use that to get Vavoom to read the new wad and assets that wad has (new Things and linedefs.)
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I remember doomsday having some kind of enhanced texture project. Moreover Vavoom has high resolution textures. I still say we should at least try raising the money for a professional redraw of everything rather than throw hands up and say it can't be ddone. In the meantime how do I get vavoom's stuff to work?
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Alright. I apologize for possible tone issues especially since I'm not smart on coding or compiling. Kaiser, quasar, and any others involved worked really hard and I don't want anyone to feel like I'm attacking. I'm just... Stuck... That said: on the Linux side of things why is there no makefile? Either I'm back assward retarded or I can't get the code::block ide to install in debian and thought 'gee, just make/install. That worked for me in the past when i had to compile things. Except not now. On windows. Why depend on Microsoft's ide? Was there some feature set it provided? Lastly, and again this is because I am kinda code dense and generally just follow a walkthrough, I'm kinda derp on how your instructions go, so there's maybe something I'm not doing right. Could someone give a ELI5 walkthrough on compiling a standalone client for non-ubuntu Linux systems? For the record I have Ubuntu on my laptop, but at this stage I don't want to be limited to one branch of Linux and since I can get other doom engines on Debian or the like, I'd like to take the enhanced strife port with me OS hopping.