Gokweap5.wad 3/16/24 or Strife Turbo Champion Edition! For Strife with Decorate supporting ports. Tested with Zandronum, Q-Zandronum, RZDoom, LZDoom, GZDoom, K8vavoom Decorate version of much of Massive*.seh though some differences and many additions. by Gokuma gokuma.neocities.org https://gokuma.neocities.org/download.html#Strife https://doomer.boards.net/thread/3491/strango5-dwango5-converted-strife-plus Also took some ideas from the sehacked patch of https://www.doomworld.com/idgames/levels/strife/rusty and decorate of https://www.doomworld.com/idgames/levels/strife/strifeaa Nailguns by Mechadon, TheShooter7, and Lazureus https://www.realm667.com/en/repository-18489/armory-mainmenu-157-97317/doom-style-mainmenu-158-94349?start=90 Original version of an enemy I scaled down by Cyb, Dreadopp, Vader, ItsNatureToDie https://www.realm667.com/en/repository-18489/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113?start=180 Original versions of sounds by Shadowman / Acclaim https://www.realm667.com/en/repository-18489/beastiary-mainmenu-136-69621/doom-style-mainmenu-105-73113?start=60 *New Weapons* Doom Shotgun as start weapon #3 NailgunMG as weapon #9 NailgunSG as weapon #0 *Weapons given AltFire* Crossbow, both modes = attempted recreation of sehacked grappling hook. Crossbow's altfires don't use any ammo. Mini Missile Launcher = Repulssiles (big nondamaging blast) Grenade Launcher, both modes = faster farther-flying grenades Flame Thrower = old style attack Mauler, both modes = Doom style plasma with firing rate 1 tic slower. Authors/Modders are encouraged to use whatever. *See bottom of this txt file for DoomEd/MapID, SpawnID, and ConversationID given to many things.* *Changes in gokweap5.wad 3/16/24* Changed many DoomED/map ID #'s. Fixed some duplicate map ID#s and gave new things unique ConversationID. Player starts with +50 accuracy like Strife Absolute Anarchy Deathmatch. Player burn death changed to not crash I guess some older versions of Zandronum. Copied from Absolute Anarchy made in 2014. (Might have been fixed since, but not sure and RZDoom is an older ZDoom codebase than Zandronum, so best to be safe.) Additional LoremasterC spawns something different than Spectre5. (DoomEd/mapID 3012, SpawnID 222, ConversationID 466) Loremaster bleeds green and still puffs. Loremaster moves smoother and faster. Added MegaBerserk +100 Stamina Added GallonOfPCP +100 Stamina (pickup sound from 95 beta Strife) (Yes, those two items function the same but look and sound different) Tan Acolytes are dark brown. Gray Acolytes are indigo. Added AcolyteSG that's gray, instantly aggressive, shoots Reaver attack with shotgun sound, and drops shotgun. Added ReaverIndigo, full 150 HP, uses normal blast more than Loreshot, and drops ShellsBox. Stalker now drops Accuracy rather than StaminaUpgrade. It was ridiculous having max health again for each one you kill. More rarer enemies drop StaminaUpgrades, and some only if you gib them. Added TemplarGold, that's faster and tougher and drops 50 gold + 14 coins. Added Light Green AlliedReaver and AlliedTemplar Added AggroStrifeEnemy instantly aggressive and has Reaver attack instead of Mauler spread blast among his many random attacks. Added versions of Bishop, Macil, and Loremaster who don't spawn a Spectre. Additional Spectreless Bishop has 600 HP (vs 500 HP original or 2000) Added version of Programmer that doesn't end map. Rebel1 summoned by TeleporterBeacon has variety of attacks. Rebel1, AlliedStrifeGuy, AlliedReaver, and AlliedTemplar have +Shadow but no visual effect, so enemies shoot less accurately at them. AlliedStrifeGuy, AlliedReaver, and AlliedTemplar may attack you on some maps, possibily depending on the scripts. They attack the player on map03, but attack enemies on map02 or map14. Lowered Damage of Nailguns. They were definitely overpowered. (Still maybe a little over powered but more reasonable). (Rather than give them +StrifeDamage, lowered 4 to 3 and the SG's center nail from 6 to 4.) Loremaster drops Junk again and death frames spawn StaminaUpgrade. Meat or Junk from gibbing people or exploding robots stays. Gave PileOfGuts map ID# of 237 like I had in massive1.seh, and since the thing is called MT_237 in the dos source recreation. Added WhiteJug, WhitePot, and WhitePitcher decorations. Added unique tags to things that inherited one. Forget what port but noticed I had medical items twice in inventory due my replacement inheriting ones having B on the end of internal name and medics selling me the original internal name. Changed the following things that new one given spawn ID doesn't inherit or replace, and instead spawns the original before disappearing: MedPatch, MedicalKit, SurgeryKit, ElectricBolts, PoisonBolts, HEGrenadeRounds, PhosphorusGrenadeRounds, Targeter, Scanner. Added SpawnID for BrokenPowerCoupling, OfferingChalice, TeleporterBeacon, GuardUniform, OfficerUniform, and Communicator. *Changes in gokweap4.wad 3/3/24* Fixed Gold not being recognized by shopkeepers. Changed replacement gold items to separate items spawning appropriate gold. Ones placed in maps won't appear in deathmatch since they're not replaced, unless you place or spawn my versions given new map ID # and SpawnID. Or they're dropped by monsters or NPC's. Merchants now appear in deathmatch. Discovered that ConversationID is not inherited even when replacing things so copied everything's ConversationID so things work right with Strife scripts. That fixes being able to talk to Beggars and Templars. Strife scripts happen to override the DropItem setting for things, but they won't stop A_SpawnItem special during deathframes. So on a lot of maps, various Acolytes will drop what they're scripted to and also what I've set their death frames to spawn. It's usually clips of ammo, but only tan and shadow ones normally drop clips without Strife scripts making them do so. Strotgun (Doom shotgun) added as start weapon. (Someone else could probably do the gfx and colors better than I did.) NailgunMG on slot 9. Dropped by AcolyteLGreen or Blue. Spawns near Crossbow. NailgunSG on slot 0. Dropped by AcolyteGray. Spawns near AssaultGun. Crossbow or AssaultGuns spawned with ACS scripting or dropped won't spawn them. I tried adding NailgunSG on slot 4 but it just wasn't selectable. When I tried adding NailgunMG to slot 9 it made the first unselectable again! Works with them on different slots from each other and other weapons. Fixed Mauler torpedo mode ready frames appearing same as normal mode. Those three Acolytes shoot appropriate nailgun. AcolyteDGreenB shoots MaulerPlasma I gave as AltFire. Drops EnergyPod. AcolyteRedB and AcolyteRustB drop AssaultGunC which gives AssaultGunB and does not spawn any nailgun. AcolyteGoldB has electric crossbow. Their normal death drops bolts. Gibbed drops crossbow. Burned drops 10 gold. Disintegrated drops 25 gold. Some Acolytes have higher pain chance. Acolytes shooting rifle or plasma now have Bright attack frames, except for no changes to Shadow Acolyte. Most Acolytes and some other NPC's no longer have corpses disappear a while after being gibbed or disintegrated. FlameThrower has old version of attack as AltFire. Reaver has 1/4 chance of doing old attack. 3/4 chance of grappling hook. Reaver spawns Shells from death frames so they give 4. Setting it to simply dropitem would half its amount only giving 2. Beggar1B (red) gives 25 Gold instead of the 300 I previously set. Beggar3B (gold) still gives 300 Gold. Beggar4B (blue) now drops new red UpgradeBottle +20 Stamina bonus item. Zandronum.pk3's decorate up through GZDoom.pk3's zscript had one wrong sprite for beggar attack. Fixed second frame to be E instead of D. Enemy and Allied Strifeguys still drop AmmoSatchel but if gibbed they now drop +20 UpgradeBottle instead of +10 StaminaUpgradeB. *Changes in gokweap3.wad 2/18/24* Shifted around and changed some SpawnID's. Gave SpawnID to many more items and other weapons. Except I didn't mess with Sigil. Press AltFire for faster grenades that go farther. Mauler more responsive and given Doom style plasma as AltFire. DegninOre uses larger grenade explosion sprites to better match its powerful explosion. InquisitorArm that blows off properly colored to match. ExplosiveBarrel2 is nastier like Doom's. One typo in peasant dialog fixed. Added GLdefs and decaldef *Changes in gokweapon2.wad 2/16/24* Now all Spectral Monsters should be damaged by any weapon. Lots of colors changed. Beggars and most enemies drop items. Macil2B (Macil2) has more HP and more attacks. Added RebelTraitor, EnemyStrifeGuy, EnemyStrifeGreen, AlliedStrifeGuy Gave MapID #'s to a lot of things. *Changes in first Gokweaps.wad 2/11/24* Bosses, NPC's, and money appear in deathmatch. -nomonsters will still cause NPC's not to appear though. Player isn't slowed down at 15 or less health. Player radius lowered from 18 to 16 like Doom. Player max step height raised from 16 to 24 like Doom/Heretic/Hexen. Punch is a little faster. Assault gun shoots faster and has more ammo Missile Launcher has less delay. Flame Thrower more damaging, shoots faster, and flames have no gravity but still limited range. Bishop has quadruple HP, 500 upped to 2000. Blue Acolytes lowered from 70 to 50 HP like Wolfen soldiers. Bright Green have 20 like zombieman and gray have 30 like shotgun guy. Those three Acolytes have mass lowered from 400 to 200. Reavers lowered from 150 to 60 HP and shoot grappling hook for far attack. Ceiling Turrets lowered from 125 to 70 HP. *Notes on Grappling Hooks and Repulssiles* GrapplingHook now does some what I want sometimes, by adding adding a harmless negative repulsion blast to its death frame. Works decent some of the time in electric mode. Still doesn't throw high enough. BackHook shot goes through player in poison mode, but if you're against a wall where it hits, the throw is unpredictable. That gave me another idea... Gave Mini Missile Launcher an AltFire of Repulssiles! Same direct hit damage, but have a massive nondamaging blast radius. So overall they do less damage but throw things around pretty funny, making harmless rocket-jumping possible. The version of ZDoom may vary how much you can aim downward, so it doesn't work as well as Quake physically, but you can try a number of methods. Run forward, and shoot down while jumping. What might work more consistently like that is run, jump, and spin your aim around 180 and shoot the missile down behind you. Can do a variation shooting the missile down to your side. Another method is get against bottom of ledge you want to get on, and face away, doing the rocket jump while against it. A good timed jump will get great height, but also the rate of fire is fast enough, you can also get incrementally higher keeping yourself in the air. Makes the Missile Launcher a more interesting offensive weapon since in the same series of repeated fire you can alternate holding regular or altfire to change up with missile you're shooting. Bounce opponents around and focus regular missiles on them. The grappling hook works less well in K8vavoom but rocket-jumping might work better. *Previous notes on grappling hook* (before adding negative repulsion) Current Problem: Can't get grappling hook to work like my Sehacked patches. I make the initial projectile shoot it back and it would just pass right through the player. That is currently how the AltFire with Poison Bolts works. So then I made it spawn a shooter thing that then shoots it. This can hit the player but no matter what it hits the grappling effect doesn't work. That is currently how the AltFire with Electric Bolts works. If I set it to do damage, it will hurt but won't grapple. I've shot, dodged the back shot, and let it hit barrel, and it won't yank it. I tried damage 1 and it actually pushes the barrel instead. Can only guess that the CMF_AIMDIRECTION as a flag in the A_CustomMissile has something to do with it not grappling. But the projectile needs to be spawned without requiring a target. Without CMF_AIMDIRECTION the back shot won't even spawn. Well you at least have the Loremaster's grappling hook weapon as an altfire to yank other players or things towards you, but the secondary hook shot back has no effect on anything. The grappling hook in electric bolt mode flies straight back in the opposite direction and parallel to the ground. Can hit the player to no effect. The grappling hook in poison bolt mode aims back at the player vertically and horizontally, but just passes right through the player. The back shot can hit other things in either mode but has no effect. *Various color translations for modders* Color changes with the color bits 1, 2, and 3 For anything tan and most brown things: none Tan 1 Red = Translation 0 2 Rust = Translation 1 1+2 Gray = Translation 2 3 DGreen = Translation 3 1+3 Gold = Translation 4 2+3 LGreen = Translation 5 1+2+3 Blue = Translation 6 Player, Rebel, Macil, Peasant, Acolyte Change brown to (numbered by player number): 2 Red: "128:143=64:79" 3 Rust: "128:143=176:191" 4 Gray: "128:143=16:31" 5 Dark Green: "128:143=48:63" 6 Gold: "128:143=80:95" 7 Light Green: "128:143=96:111" 8 Blue/Aqua/Teal: "128:143=144:159" Indigo: "128:143=112:127" (Really, not just gray called indigo like Doom) Dark Brown: "128:143=208:223" To change Peasant's dark green pants: "48:63=[target range]" Example: Peasant with opposite, dark green shirt and brown/tan pants Translation "128:143=48:63", "48:63=128:143" Beggar Red "128:143=64:79", "182:187=78:79" Rust "128:143=176:191", "182:187=190:191" Gray "128:143=16:31", "182:187=30:31" Dark Green: "128:143=48:63", "182:187=62:63" Gold "128:143=80:95", "182:187=94:95" Light Green "128:143=96:111", "182:187=110:111 Aqua/Teal "128:143=144:159", "182:187=158:159" Indigo "128:143=112:127", "182:187=126:127" Dark Brown "128:143=208:223", "182:187=222:223" Templar (lit up fire frame uses two ranges) Red "128:143=64:79", "192:223=64:79" Light Rust "128:143=160:191", "192:223=160:191" Dark Rust "128:143=176:191", "192:223=176:191" Dark Green "128:143=48:63", "192:223=48:63" Army Green "128:143=32:63", "192:223=32:63" Gold "128:143=80:95", "192:223=80:95" Light Green "128:143=96:111", "192:223=96:111" Aqua/Teal "128:143=144:159", "192:223=144:159" Indigo "128:143=112:127", "192:223=112:127" Dark Brown "128:143=208:223", "192:223=208:223" Crusader Red "1:31=64:79", "206:214=177:185" Dark Rust "1:31=176:191", "206:214=183:191" Dark Green "1:31=48:63", "206:214=54:62" Dark Brown "1:31=208:223", "206:214=215:223" Reaver Dark Green "1:31=48:63", "128:143=48:63", "160:191=48:63", "192:223=48:63" Army Green "1:31=32:63", "128:143=32:63", "160:191=32:63", "192:223=32:63" Light Green "1:31=96:111", "128:143=96:111", "160:191=96:111", "192:223=96:111" Blue "1:31=144:159", "128:143=144:159", "160:191=144:159", "192:223=144:159" Indigo "1:31=112:127", "128:143=112:127", "160:191=112:127", "192:223=112:127" Sentinel, Stalker, and other Reaver and Crusader colors Tan "1:31=192:223" Red "1:31=64:79" Light Rust "1:31=160:191" Dark Rust "1:31=176:191" Dark Green "1:31=48:63" Army Green "1:31=32:63" Gold "1:31=80:95" Light Green "1:31=96:111" Aqua/Teal "1:31=144:159" Indigo "1:31=112:127" Dark Brown "1:31=208:223" Stalker's legs "160:191=[target range]" Ceiling Turret "16:31=[target range]" In this mod I made some of these more extensive changing other color parts and for more enemies. *Good levels for testing* Lamasery.wad (feel free to stick different things in for testing) Strango5.wad (Silenced Lamasery v2.0 is map26) map02 Town map03 Front Base map06 Sewers map07 Castle map10 New Front Base map13 Catacombs map25 Ruined Temple Testing in single player you can summon things in the console, such as: summon EnemyStrifeGuy K8vavoom's console cheat is gimme instead of give. *Map ID's* https://zdoom.org/wiki/Standard_editor_numbers Unlisted: 84 Gas Grenade Rounds (demo only) 118-127 Teleport New Map Spot 1-10 Given by this mod: 49 GovsKey 87 Power1Key 88 Power2Key 89 Power3Key 171 Ear 237 PileOfGuts 238 AnkhDec 239 WhiteJug 240 WhitePot 241 WhitePitcher 2008 Shells (4) 2009 AmmoFillupB (up to 50) 2013 UpgradeBottle (Directly gives +20 Stamina) 2015 UpgradeAccuracyB (Directly gives +10) 2016 UpgradeStaminaB (Directly gives +10) 2017 HealthFillupB (to half life) 2020 GunTraining (Accuracy stat token) 2021 HealthTraining / Toughness (Stamina & Accuracy tokens + 550 gold) 2022 GallonOfPCP (Directly gives +100 Stamina) 2023 MegaBerserk (Directly gives +100 Stamina) 2029 FlameThrowerParts 2030 InterrogatorReport 2031 Info 2032 BeldinsRing 2036 PrisonPass 2037 PrisonKey 2038 MilitaryID 2039 CatacombKey 2040 SecurityKey 2041 NewKey5 2042 OraclePass 2049 ShellsBox (20) 2050 Nails (25) 2093 CoinB 2101 Strotgun 2104 NailgunMG 2105 NailgunSG 2138 Gold10B 2139 Gold25B 2140 Gold50B 2141 Gold300B (spawns six Gold50 in place) 3007 StrifeBishopC (600 HP, doesn't spawn Spectre2) 3008 EnemyStrifeGuy (100 HP, Blue with white shoulder bands) 3009 AcolyteSG (Gray shoots ReaverRanged with Shotgun sound) 3010 Macil2C (doesn't spawn Spectre4) 3011 EnemyStrifeGreen (200 HP, Dark Green) 3012 LoremasterC (doesn't spawn Spectre5) 3013 TemplarGold (Drops 64 Gold) 3014 RebelTraitor (darker brown with red details) 3015 AggroEnemyStrife (100 HP, Blue with white shoulder bands) 3016 ReaverIndigo (drops ShellsBox) 3017 ProgrammerC (Death doesn't end map) (drops GallonOfPCP) 3021 AlliedReaver (Light Green) 3022 AlliedStrifeGuy (150 HP, Light Green) 3023 AlliedTemplar (Light Green) 3108 SnakeyThing *SpawnID's* https://zdoom.org/wiki/Strife_spawn_numbers I left 1-167 free in case anyone wants to import things from Doom/Heretic/Hexen. 12, 27, 143 now useed for things imported from Doom. SpawnID's already given to Strife things in ZDooms: 11 ClipOfBullets 68 LeatherArmor 69 MetalArmor 75 EnergyPod 135 ShadowArmor 136 EnvironmentalSuit 137 StrifeMap 139 BoxOfBullets 140 MiniMissiles 141 CrateOfMissiles 142 EnergyPack 144 AmmoSatchel SpawnID's given by this mod: 12 Shells 27 Strotgun 143 ShellsBox 168 AssaultGunStandingC (gives AssaultGunB) 169 StrifeCrossbowC (gives StrifeCrossbowB) 170 AssaultGunC (gives AssaultGunB) 171 MiniMissileLauncherB 172 StrifeGrenadeLauncherB 173 FlameThrowerB 174 MaulerB 175 DegninOreB 176 UpgradeAccuracyB (Directly gives +10) 177 UpgradeStaminaB (Directly gives +10) 178 HealthFillupB (to half life) 179 MedPatchB 180 MedicalKitB 181 SurgeryKitB 182 ElectricBoltsB 183 PoisonBoltsB 184 HEGrenadeRoundsB 185 PhosphorusGrenadeRoundsB 186 AmmoFillupB 187 TargeterB 188 ScannerB 189 BeldinsRingB 190 CoinB 191 Gold10B 192 Gold25B 193 Gold50B 194 Gold300B (spawns six Gold50 in place) 195 GunTrainingB (Accuracy stat token) 196 HealthTrainingB / Toughness (Stamina & Accuracy tokens + 550 gold) 197 NailgunMG 198 NailgunSG 199 Nails 200 UpgradeBottle (Directly gives +20 Stamina) 201 Beggar1B (Gold) (drops 6 x Gold50) 202 Beggar2B (Dark Green) (drops HealthFillupB) 203 Beggar3B (Red) (drops Gold25) 204 Beggar4B (Blue) drops UpgradeBottle) 205 Beggar5B (Indigo) (drops UpgradeAccuracyB) 206 AcolyteIndigo (30 HP) (drops NailgunSG) 207 AcolyteLGreenB (20 HP) (drops NailgunMG) 208 AcolyteBlueB (50 HP) (drops Nails) 209 CeilingTurretB 210 SentinelB 211 StalkerB 212 ReaverB 213 CrusaderB 214 TemplarB 215 RebelTraitor 216 AggroEnemyStrife (Blue) 217 EnemyStrifeGreen (Dark Green) 218 AlliedStrifeGuy (Light Green) 219 InquisitorB 220 Macil2C (doesn't spawn Spectre4) 221 StrifeBishopC (doesn't spawn Spectre2) 222 LoremasterC (doesn't spawn Spectre5) 223 ProgrammerC (Death doesn't end map) 224 AcolyteTanB 225 AcolyteRedB (drops AssaultGun) 226 AcolyteRustB (drops AssaultGun) 227 AcolyteDGreenB (drops Energy Pod) 228 AcolyteGoldB (drops ElectricBolts/Crossbow/Gold) These are projectiles: 229 BackHook (Loreshot with Damage 0 and negative blast to yank) 230 LoreshotB (Loreshot with Damage 0) 231 HEGrenadeB (Speed 25) 232 PhosphorousGrenadeB (Speed 25) 233 FlameMissileB (Speed 20 Damage 10 for Player) 234 FastFlameMissileB (Speed 35 Damage 4 for Enemy) 235 FastFlameMissileG (Crusader Damage 4 still gravity) 236 MaulerPlasma 237 Repulssile 238 MGNail 241 SnakeyThing 242 ReaverIndigo (150 HP, drops ShellsBox) 243 TemplarGold (drops 64 Gold) 244 AcolyteSG (Gray) (drops Strotgun) 245 AlliedReaver (Light Green) 246 AlliedTemplar (Light Green) 248 BrokenPowerCoupling 249 OfferingChalice 250 TeleporterBeacon 251 GallonOfPCP 252 MegaBerserk 253 GuardUniform 254 OfficersUniform 255 Communicator Zandronum allows up to 255 When summoning in console, B on the end is probably not neccessary for most. *ConversationID's* https://zdoom.org/wiki/ConversationID_List Given by this mod: 401 Strotgun 404 NailGunMG 405 NailGunSG 408 Shells 413 UpgradeBottle (+20 Stam) 420 Macil2C (doesn't spawn Spectre4) 422 GallonOfPCP (+100 Stam) 423 MegaBerserk (+100 Stam) 432 WhiteJug 441 SnakeyThing 443 RebelTraitor 445 AlliedReaver (Bright Green) 449 ShellsBox 450 Nails 452 ReaverIndigo (150 HP, drops ShellsBox) 456 AcolyteSG 457 AggroEnemyStrife 458 EnemyStrifeGuy 459 EnemyStrifeGreen (Dark Green) 460 AlliedStrifeGuy (Bright Green) 461 TemplarGold (drops 64 Gold) 462 AlliedTemplar (Bright Green) 464 StrifeBishopC (doesn't spawn Spectre2) 466 LoremasterC (doesn't spawn Spectre5) 474 WhitePot 475 WhitePitcher 495 ProgrammerC (Death doesn't end map) (drops GallonOfPCP) 496 GrappleBolt 497 LoreShotB 498 BackHook 499 GrappleBolt2