Strife: Veteran Edition

Strife: Veteran Edition

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Kaiser  [developer] Dec 28, 2014 @ 8:09pm
Mod Tools for Strife: Veteran Edition Released
06/21/18 Update: Links have been changed since dropbox no longer works

Note that in order to develop custom levels for the high-quality renderer mode, you will need the latest version of GZDoom Builder, which can be found here: http://devbuilds.drdteam.org/doombuilder2-gzdb/GZDoom_Builder-r2154.7z

Second, download the customized configuration files for GZDoom Builder found here: https://puu.sh/AJcbU/cf4a82b60c.zip

This contains some updates and tweaks to the strife config files in order to support Veteran Edition.

Lastly, grab the tools found here:https://puu.sh/AJccd/54ce845678.zip

DLight is a command-line tool only but for those who don't like command-line tools, I've supplied a frontend GUI which builds a wad file with both GLVIS and DLight. Source code is included in the docs below. Any contributions is highly appreciated as more likely I might not have time to maintain them.

Using DLight
Before building lightmaps, the wad file must first be pre-compiled with GL nodes using GLBSP (http://glbsp.sourceforge.net/). Optionally, PVS data can be built using GLVIS (http://www.vavoom-engine.com/glvis.php) which can help speed up compile time. The input for DLight is as follows: dlight -map ## [option1] [option2] ... [wad file] As of version 2.0, DLight can only compile one map at a time so the -map option is required.

DLight Options
-map <1-99> Specify the map number to compile for -samples <2, 4, 8, 16> Specify how many samples to build. Samples are automatically rounded into powers of two. Higher sample count will result in faster compile times but results in poor quality lightmaps, while lower values will generate better quality lightmaps but results in longer compile times. Using 8 or 16 is recommended. -size <64, 128, 256> Specify the width and height of the lightmap textures. Size is automatically rounded into powers of two. Using 128 or 256 is recommended. -threads <##> Specify how many threads to utilize for building lightmaps. By default, the tool will try to utilize 2 threads. -help Displays list of options -config <file path> Specify a configuration file to use. By default it will try to find SVE.CFG -writetga Dumps generated lightmaps as targa image files -ambience <##> UNUSED

DLight Configuration File Specification
Format: /* multi-line comment */ // single line comment block name { <property> <value> } integer a single whole number float a number with decimals vector a quoted string with 3 floating point or integer numbers usually in the form of xyz boolean either 0 or 1 Blocks: mapdef lightdef surfaceLight Mapdef block: A mapdef defines the global sunlight behavior for a specified map. Mapdef properties: map <integer> The map number this mapdef block should be assigned to sun_direction <vector> A vector representing the direction in which the direction of the sun is coming from. Vector is normalized, meaning each component ranges from 0.0 to 1.0 and is measured in Doom axis coordinates (e.g. x = left, y = forward, z = up) Default vector: "0.45 0.3 0.9" sun_color <vector> A vector representing the RGB color of the sunlight. Values ranges from 0 to 255 Default vector: "255 255 255" sun_ignore_tag <integer> If specified, any sector with this tag will not be lit by sunlight and no lightmaps will be generated for it. Lightdef block: A lightdef block allows to define a thing to emit light during compile time. Lightdef properties: doomednum <integer> The doomednum of this thing in which will generate lightmaps. rgb <vector> A vector representing the RGB color of the light height <float> Sets an offset on the z-axis for the origin of the light source. radius <float> Specifies the radius of the light. A larger radius will result in more surfaces affected by this light. Setting radius to -1 will tell DLight to take the radius based on the thing's angle value. intensity <float> Specifies how strong the light source is. A value of 4.0 is recommended in Strife: Veteran Edition falloff <float> Sets the falloff for this light (expiremental) ceiling If specified, then the origin of the light will be relative to the ceiling instead of the floor SurfaceLight block: A surfacelight block specifies a surface (either a wall or a flat) to emit light during compile time. SurfaceLight properties: tag <integer> Tells Dlight to emit light from all sectors/lines that contains this tag value. rgb <vector> A vector representing the RGB color of the light cone_inner <float> Specifies the FOV (in degrees) of the main source of light. Value ranges between 0 to 180 degrees. Smaller values results in larger cone. cone_outer <float> Specifies the FOV (in degrees) of the light fading out from the inner cone. distance <float> Specifies how much area to cover intensity <float> Specifies how strong the light source is. A value of 4.0 is recommended in Strife: Veteran Edition bIgnoreFloor <boolean> If 1, then floors will be ignored. falloff <float> Sets the falloff for this light (expiremental)


New Thing Types
Player Start - Blue Team DoomEdNum 5080 Width 16 Height 56 Desc Used for placing player starts belonging to the blue team (Capture the Chalice). At least 8 of these must exist in the map. Player Start - Red Team DoomEdNum 5081 Width 16 Height 56 Desc Used for placing player starts belonging to the red team (Capture the Chalice). At least 8 of these must exist in the map. Red Talisman DoomEdNum 7966 Width 16 Height 16 ConversationID 348 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Green Talisman DoomEdNum 7967 Width 16 Height 16 ConversationID 349 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Blue Talisman DoomEdNum 7968 Width 16 Height 16 ConversationID 350 Desc Inventory item that the player can pick up. Does nothing by itself but when the player possesses all 3, he will have super berserk strength abilities Blue Flag Spot DoomEdNum 5130 Width 16 Height 16 Desc Marker for spawning the blue chalice for Capture the Chalice game mode. Will spawn the blue chalice 16 units in front of the marker in the direction that the marker is facing at the beginning of the match. Required when setting up a Capture the Chalice game mode and only one of these must exist in any given map. Red Flag Spot DoomEdNum 5131 Width 16 Height 16 Desc Marker for spawning the red chalice for Capture the Chalice game mode. Will spawn the red chalice 16 units in front of the marker in the direction that the marker is facing at the beginning of the match. Required when setting up a Capture the Chalice game mode and only one of these must exist in any given map. Blue Chalice (Inventory Only) DoomEdNum 7970 Width 10 Height 16 ConversationID 345 Desc Inventory item that the player can pick up. Does nothing by itself. Sector Light Level Modifier DoomEdNum 7957 Width 16 Height 16 Desc When placed in a sector, it will set an alternate sector light level based on the thing's angle. This is only affected when lightmaps are enabled. These are not spawnable and will ignore difficulty flags and removed on level load Sector Bloom Controller DoomEdNum 7969 Width 4 Height 4 Desc When placed in a sector, it will override the renderer's bloom threshold whenever the player enters that sector. The override value is determined by the thing's angle divided by 255. For example, if the thing's angle is 180, then it will override the bloom threshold to 0.705 whenever the player enters that sector. Note that this is ignored if the user's threshold settings is greater than the override value. These things are not spawnable and will ignore difficulty flags and removed on level load Degnin Ore Spawner DoomEdNum 7975 Width 20 Height 16 Desc These non-visible things are used to spawn an infinite supply of degnin ores whenever there are less than 4 of them in the current level. They will only spawn when the player is within 2048 units of the spawner's origin.
Any questions, please feel free to ask.
Enjoy.
Last edited by Kaiser; Jun 20, 2018 @ 11:52pm
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Showing 1-15 of 46 comments
Earth Dec 28, 2014 @ 8:11pm 
Woo! Nice. Now only if my sound worked on the game.
Eidolon Dec 28, 2014 @ 11:51pm 
Any chance for a Steam Workshop integration for WADs? :P
Narktastic Dec 29, 2014 @ 4:48am 
Originally posted by Furyhunter:
Any chance for a Steam Workshop integration for WADs? :P
Do this!
FishyClockwork Dec 29, 2014 @ 8:18am 
I suppose they are no new quest flags?
I also suppose quest flags 20, 30 and 31 are still unused?
MarrikBroom Dec 29, 2014 @ 9:52am 
Would wads made with this work in chocolate strife or other source ports? I mean sure if they do it would be without the VE exclusive features, but if these wads aren't locked to a specific port that'd be great.
BlueBeak Dec 29, 2014 @ 11:59am 
Many thanks for this
Lightwave Dec 29, 2014 @ 1:12pm 
> Would wads made with this work in chocolate strife or other source ports?
No, only in (g)zdoom.
Last edited by Lightwave; Dec 29, 2014 @ 1:12pm
MarrikBroom Dec 29, 2014 @ 1:13pm 
OK, what would it take to make those wads work in other ports?
Lightwave Dec 29, 2014 @ 1:19pm 
> what would it take to make those wads work in other ports?
Sorry, but it's impossible. Maybe. :)
TankCatapult Dec 30, 2014 @ 12:50pm 
Can't wait for Brutal Strife!
Lunick Dec 30, 2014 @ 9:24pm 
Originally posted by SantaTank:
Can't wait for Brutal Strife!
:boot:
seaking177 Dec 30, 2014 @ 10:30pm 
sweet! just forworded this to Beloko Games, hope he can use this to get it working on his android port :D!
Lunick Dec 31, 2014 @ 4:03am 
Originally posted by seaking177:
sweet! just forworded this to Beloko Games, hope he can use this to get it working on his android port :D!
The source code to the game was already released prior to this...
A-Bomb Jan 2, 2015 @ 4:40am 
Originally posted by Lunick:
Originally posted by seaking177:
sweet! just forworded this to Beloko Games, hope he can use this to get it working on his android port :D!
The source code to the game was already released prior to this...

To my knowledge, the source code has never been found. All these Strife ports we have seen are merely (albeit, incredibly impressive) products of intense reverse engineering efforts, Lunick.
Lunick Jan 2, 2015 @ 5:07am 
Originally posted by A-Bomb:
Originally posted by Lunick:
The source code to the game was already released prior to this...

To my knowledge, the source code has never been found. All these Strife ports we have seen are merely (albeit, incredibly impressive) products of intense reverse engineering efforts, Lunick.

The source code for Strife-VE has been released... https://github.com/svkaiser/strife-ve
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