March 6th, 2021 Previously January 12th, 2004 What's new: 3/06/21 SeHackEd has been at doomworld.com/sehacked since shortly after the last update. Strife EXE Editing Specs (sehack.txt) added back to this zip. Some information or stuff in this editing package may be outdated, obsolete, or inaccurate (such as thing and linedef bit settings within maps). 1/12/04 Since SeHackEd is now usuable and available at http://sehacked.site.voila.fr I have separated sehack.txt from this editing package. I've noticed some differences in linedef types that were left pretty much the same in Strife. Some floor lowering ones that in Doom lowered to 8 above a neighboring floor now lower all the way. 10/26/03 Major updates to Strife.cfg and Strife.wcf. I went through and tested every new line special. I correctly any mistakes I found and if I couldn't comfirm what a line does, I put a question mark at the end of its description. I still don't know what special quest requirements are for some lines to work though. I found something very confusing with certain badges/card keys. Strife calls the Blue one an ID card and the Gold one an ID badge, but the blue doors ask for a badge and gold doors asks for a card. Gettable thing info made a bit more accurate in SeHack.txt 10/22 Added a list of lines not used anywhere in the base game levels. 10/19 Added info on teleport new map setup and transition under linedefs. Added info on how gettable things work in SeHack.txt. Made a correction in the DETH and WAdauthor setup files: Linedef 147 Remove ForceField is SR, not WR. 10/18 Added script dependent quest NPC's w/ items under things of interest. Added demolog.wad which supplies logs entries needed to play the demo version levels in the full version of Strife (maps 33, 32, 34). Added some notes to SeHack.txt 10/17 Found that linedef 40 was changed from its function from Doom to a new kind of split door, updated editor files appropriately, and added info below. Added dm.dat for DeathManager v1.5 Added a modified default.rsp for use with the converter utility, Dm2conv. Found out bigstno4 was supposed to have the letter O so I changed it back. 9/7 How to make translucent linedefs. How to make translucent things that are allied with you. Fixed bigstn04 in strifetx.wad (It had the letter 0 instead of a zero). SeHack.txt has much more including info on thing bits, sounds, and sprites. Also added instructions on converting hex numbers. ----------------------------------------------------------------------------- Files included in strfedit.zip: strfedit.txt - this file which includes some editing specs strife.cfg - fixed up strife.cfg for the level editor DETH v4.24 strife.wcf - Strife configuration file for Wad Author v1.20 default.rsp - modifed response file for Dm2conv to convert Doom levels to Strife. Take a look inside default.rsp for another bonus conversion to mess around with... Known issues with Doom to Strife conversion: -For some reason D2 map27 Monster Condo crashes in Strife with bad sfx errors when a certain lift switch is activated. -Levels where something happens when certain enemies are killed off aren't going to work as planned. -Linedef type #40 being different in Strife might effect how some levels work. dm.dat - for using DeathManager v1.5 with Strife convynw.wad - replaces floor textures f_scanr1-8 with conveyor belts scrolling north and west (made from a Doom texture). convyse.wad - replaces floor textures f_scanr1-8 with conveyor belts scrolling south and east (frames just switched around). demolog.wad - Allows you to play demo version levels 33, 32, 34 in the full version of Strife by suppling needed logs. All I did was export a few resources from the Strife demo. by Gokuma site: gokuma.neocities.org strifetx.wad - Wad to load only in editors with a texture1 resource of Strife textures in Doom format. I think it's complete with all the textures and should be accurate except for some texture patch offsets (no big deal though). by Nick Baker (NiGHTMARE) with a little modification by Mike F. e-mail: nick@frad.org site: http://haunt.8m.com If you want to use Wadauthor, you'll have to merge strifetx.wad with a copy of your IWad, then delete the texture2 resource from this new IWAD (which you would only use with editors, not the game itself). Here's a way I found that works: With DETH at its command prompt while set to edit Strife: r strifetx.wad b strfedit.wad Then open up strfedit.wad in New Wad Tools Pro and delete texture2. (You might have to temporarily rename strfedit.wad to doom2.wad or move your doom2.wad into your Strife directory for NWTPro to work.) Now use strfedit.wad for the iwad for whatever editor to use, even DETH (so you don't have to load strifetx.wad in it everytime). Thanks very much to: Whoever at Rogue Entertainment gave Jack Vermeulen the Official Strife Specs. Bob Lauver who contributed some Strife thing and linedef types to Deepsea, The primary creator of Deepsea, Jack Vermeulen, The creators of DETH, The creators of WadAuthor, The authors of the book, 3D Game Alchemy for Doom, Doom2, Heretic, and Hexen. I used Deepsea and 3D Alchemy as a reference in making the config aside from my own testing. To make this config, I pasted the Doom linedef and sector types from DETH's common.cfg over the incorrect Heretic stuff in Strife.cfg then with a level open in Deepsea I determined what was new or changed and retyped them in Strife.cfg letter by sometimes in my own words, sometimes word for word what Deepsea says (especially the truncated descriptions I couldn't make sense of). I also got all the correct thing info from Deepsea Then I found out the thing sprite names with Wintex and fixed up the color setting in Strife.cfg to make it more like common.cfg although the Strife palette is a lot different. The order I said all this in is a bit different than the order I did it all in, but it's what I did and easier to explain this way. Strife.wcf is based on WadAuthor's doom2.wcf and the strife.cfg for DETH. ----------------------------------------------------------------------------- Here's what this strife.cfg fixes in DETH: * All the things * All the sectors (all in vanilla Doom plus two new ones) * Probably all the linedefs (all in vanilla Doom plus nearly a hundred new) * All floor/ceiling flats properly listed (and they were always displayed right) * Load strifetx.wad in your editor for all wall textures to be properly listed and displayed. Also, DETH will no longer crash from textures. Some mix-ups in Deepsea I corrected in this cfg for DETH: * Dead reaver and dead crusader mixed up under corpses. * Sector type 6 while listed in the offical specs from Rogue, doesn't exist in any released full version of Strife and simply crashes Strife with P_PlayerInSpecialSector.: unknown special 6 * Sector type 18 doesn't give water properties or arbitrarily just go east. * Linedef type 37 was not changed from use in Doom * Line type 144 Open Sliding Door (special texture) is really DR, not S1. * Line 231 Teleport (InSou??) is not silent like 185. * Discovered Line 149 texture scroll right * Discovered Line 161 DR open brass wait close * Discovered Line 183 W1 raise flr low ceil Found these lines and got some descriptions from Deepsea: * 165 DR That Doesn't Seem to Work * 169 DR Open door front base key * 170 DR Open door What key? * 175 W1 Sound Alarm below 16 * 191 SR Open door Military ID? * 205 DR Area Only in Retail Version * 206 W1 Sound Alarm Chalice * 218 W1 Clear NonBlock Quest The only possible linedef type left between 1 and 235 is 196. Does it have any effect or use? I don't know. I couldn't find any. Of course there's the possibility that 236 or higher may have effects. Probably not but you never know. No existing Strife level uses 196 and probably nothing higher than 235 though. Also, I organized thing and linedef types a bit differently than Deepsea. I cleared up whether lights blink on (level=255), off (level=0), or both for different sector types (Thanks to 3D Game Alchemy). I noticed there's the same eight different palette swapped colors for players, acolytes, and peasants, so I organized and renamed them according to the colors mentioned in Strife's multi.txt. Strife.wcf for WadAuthor gives you all the same stuff, except I haven't tested it very much. I had to convert every thing and linedef type number to hexidecimal. Let me know about any problems. ----------------------------------------------------------------------------- Some details on making and using wads: Level Editors known to support Strife: DETH http://home.pacbell.net/jflynn/software.html WadAuthor (with files and instructions provided in this zip) Deepsea http://www.sbsoftware.com Other Editors known to support Strife (You can find most at Doomworld): SeHackEd http://sehacked.site.voila.fr XWE (Just the Strife demo though) http://www.doomworld.com/xwe/ Wintex NWT Pro DeuTex XWadtools Doom source mods/ports with some Strife support: Vavoom (A good amount of Strife support) http://www.vavoom-engine.com ZDoom (Strife texture format supported) http://zdoom.org When using parameters with Strife, remember that the exe is strife1.exe. Strife.bat of course will not pass on parameters. Strife's multiplayer mode seems to be deathmatch only with no way to play cooperative. As far as I know, coop player starts 2 through 8 are completely pointless, but I still put them in a level just in case. Multiplayer also seems to run at a set slower frame rate. You can fake multiplayer like this: ipxsetup -nodes 1 Strife defaults to map02 and skill 2 if you don't use the -warp and -skill parameters. I suggest using DeathManager (dm.exe) from Doom for launching Strife multiplayer games. Many things don't appear in deathmatch which include: Shopkeepers Macil The Oracle Major Bosses All keys - since you start with them all Some quest items - Officer Uniform, Gold, Communicater, Exploding Power Coupling Dead player, dead peasant, and dead acolyte corpses you place in a level will be there, but disappear after a short time. 16 = climbable step max height for player (was 24 in Doom) Enemies are able to normally climb up steps 24 tall though. 52 = jump up (a step) max height 160 = safe jump off max height 208 = safe fall max height Onto some fun stuff... A few thing/sector/linedef types of interest: *Things... How to make things translucent and allied with the player: For thing flags (such as difficulty it appears) go to enter decimal value and add 1000 to the number. Have fun. Make an inquisitor or even a boss allied with you and watch them fight their own kind. For aesthetics, you can make things like water fountains translucent. The five different Sigil pieces - There are five different Sigil attacks, one for each piece. In -altdeath, all the pieces seem to give you the full powered sigil and attack most of the time while in regular deathmatch each piece seems to have its own attack more often. Within this strife.cfg, I've labeled each piece with its specific attack. Teleport Beacon - Usable item which never respawns. When a player uses it, it is dropped on the ground, and rebels allied with that player will teleport in (six per a beacon) and attack enemies the player shoots at. Can be picked back up for a short period or if placed too close to an obstruction. Different players can summon their own armies to fight against each other! Degnin ore - Pick it up and drop (default key is backspace) it where you want then shoot it for an explosion much nastier than barrels. The originally placed ore will respawn in -altdeath when picked up by players but not when destroyed on the spot. Power Crystal - Repeatedly plays an ambient sound. When destroyed, the sector containing it will lower by 128 and its light level will be set to 0. Its explosion is also very nasty. Spectre E - gives Stat Bonus (10 accuracy and 10 stamina) when killed. Is spawned from killed Loremaster. Very nasty enemy though. Script dependent quest NPC's and item droppage/hand-outs/trades: The dialog used by these NPC's and everything they do is contained inside the compiled scripts (the dialog text can be easily modified with a hex editor though). The script number goes with the map of the same number but of course you can switch things around in a pwad. For example, export script18 to a pwad and rename the entry to script02, then on map02, kill the gold acolyte by the Sanctuary and he'll drop the mauler key, but the shop keepers will behave like normal peasants and won't sell anything. Script00 doesn't seem to be associated with any specific map and probably has to do with the universal generic NPC dialog. That dialog is stored in strife1.exe though (but you could edit it with a hex editor, see sehack.txt). Apparently the entire single player quest of the game is organized by scripts. With the means to write and compile custom scripts, you could probably cram everything into just two levels (two because killing the programmer exits a level). You could also probably completely make up your own custom quests with characters with full screen portraits, item drops/transactions, etc. You could make shops sell anything you want. SCRIPT00 SCRIPT01 135 Peasant Gray 3 = Beldin, drops Ring SCRIPT02 67 Peasant Rust 1 = Rowan 141 Beggar 1 = MacGuffin 72 Bar Keep 73 Armorer 74 Medic 116 Weapon Smith = Bowyer 65 Peasant Red 1 = Harris 136 Peasant Rust 2 = Geoff 181 Peasant Blue = Governor Mourel, gives Travel Passcard 172 Peasant Dark Green 1 = Irale (shop keeper) 147 Acolyte 5 Dark Green drops Guard Uniform SCRIPT03 64 Macil 1I, gives Govs Key and Gold 66 Peasant Gray 1 = Adviser 134 Peasant Gray 2 = Macil's Adviser 135 Peasant Gray 3 = Adviser 67 Peasant Rust 1 = Person 136 Peasant Rust 2 = Person 137 Peasant Rust 3 = Person 172 Peasant Dark Green 1 = Person 74 Medic = Gerard 116 Weapon Smith = Feris SCRIPT04 142 Acolyte 2 Red = Door Guard, drops Power 1 key 143 Acolyte 3 Rust = Foreman 147 Acolyte 5 Dark Green = Overseer 148 Acolyte 6 Gold = Core Guard 131 Peasant Tan 3 = Technician 65 Peasant Red 1 = Dock Worker 132 Peasant Red 2 = Derwin, drops ear 133 Peasant Red 3 = Worner, gives Power 1 key 67 Peasant Rust 1 = Dock Worker 137 Peasant Rust 3 = Technician, gives Power 2 Key 66 Peasant Gray 1 = Ketrick 134 Peasant Gray 2 = Sammis, gives Power 3 key 135 Peasant Gray 3 = Computer Tech SCRIPT05 142 Acolyte 2 Red = Door Guard, drops Blue ID Badge 143 Acolyte 3 Rust = Prison Guard 66 Peasant Gray 1 = Warden Montag, drops Prison Key 134 Peasant Gray 2 = Judge Wolenick, drops Severed Hand Key 67 Peasant Rust 1 = Prisoner 136 Peasant Rust 2 = Prisoner 137 Peasant Rust 3 = Prisoner 172 Peasant Dark Green 1 = Prisoner 173 Peasant Dark Green 2 = Prison Bitch 174 Peasant Dark Green 3 = Prisoner SCRIPT06 142 Acolyte 2 Red drops Gold ID Card 173 Peasant Dark Green 2 = Weran, trades flamer parts for guard uniform SCRIPT07 175 Peasant Bright Green 1 = False Programmer #1 SCRIPT08 181 Peasant Blue = False Programmer #3, gives Silver Key SCRIPT09 SCRIPT10 200 Macil 2S, gives stat tokens and 300 gold 74 Medic = Gerard 116 Weapon Smith = Feris 73 Armorer = Justin SCRIPT11 142 Acolyte 2 Red = Temple Guard, drops Oracle Key 146 Acolyte 4 Gray = Sergeant, drops Order Key 178 Peasant Gold 1 = Key Master, trades Military ID for Oracle Pass SCRIPT12 199 Oracle gives Oracle Pass SCRIPT13 SCRIPT14 SCRIPT15 SCRIPT16 SCRIPT17 142 Acolyte 2 Red = Bailey Guard, drops Order Key 66 Peasant Gray 1 = Assisant (Medic) 74 Medic = Quincy 147 Acolyte 5 Dark Green = Warehouse Guard SCRIPT18 148 Acolyte 6 Gold = Warehouse Guard, drops Mauler Key SCRIPT19 SCRIPT20 SCRIPT21 SCRIPT22 SCRIPT23 72 Bar Keep 73 Armorer 74 Medic 116 Weapon Smith 65 Peasant Red 1 = Tevick (shop keeper) 172 Peasant Dark Green 1 = Richter SCRIPT24 SCRIPT25 SCRIPT26 SCRIPT27 SCRIPT28 SCRIPT29 SCRIPT30 SCRIPT31 178 Peasant Gold 1 = False Programmer #2 SCRIPT32 141 Beggar 1 = Prisoner 142 Acolyte 2 Red drops Silver Key SCRIPT33 Acolyte 5 Dark Green drops Travel Passcard 65 Peasant Red 1 = Harris at first spot 132 Peasant Red 2 = Harris at other spot 72 Bar Keep 73 Armorer 74 Medic 116 Weapon Smith = Bowyer 181 Peasant Blue = Governor Mourel SCRIPT34 64 Macil 1I 66 Peasant Gray 1 = Adviser 134 Peasant Gray 2 = Macil's Adviser 135 Peasant Gray 3 = Adviser 67 Peasant Rust 1 = Person 136 Peasant Rust 2 = Person 74 Medic = Gerard 116 Weapon Smith = Feris Shops: Area 2: The Town -Rowan Crossbow free -Harris Crossbow free Hospital -Medic Med Patch 10 Medical Kit 25 Field Surgery Kit 75 Stam Implant free once Armory -Armorer Environmental Suit 25 Leather Armor 50 Metal Armor 200 then 125 Weapons -Bowyer Electric Bolts 5 Ammo Satchel 300 then 125 -Irale Flamethrower crusader arm Clip of Bullets 10 Ammo Box 30 Phosphor Grenades 75 Poison Bolts 200 Areas 3 & 10: Front Base Weapons -Feris Bullets free Teach accuracy token Medic -Gerard Heal free Stam Implant toughness token Area 10 only: New Front Base Weapons -Justin Box of Rockets 50 H-E Grenades 50 Energy Pod 75 Teleporter Beacon 75 Area 6: Sewers -Weran (The Rat King) Crusader Arm Guard Uniform Area 11: Borderlands -Key Master Military ID Oracle Pass Area 17: Fortress: The Bailey Hospital -Assisant Med Patch 15 Medical Kit 30 Field Surgery Kit 75 Area 23: Order Commons -Medic Med Patch 15 Medical Kit 30 Field Surgery Kit 75 Armory -Armorer Leather Armor 75 Metal Armor 170 Environmental Suit 50 but one free after opening door Something Different 100 opens door to Tevick -Tevick Shadow Armor 200 Weapons -Weapon Smith Ammo Box 40 Crate of Missiles 85 H-E Grenades 100 Energy Pod 135 Item Price Range Best Areas Other Areas Leather Armor 50 75 2 23 Metal Armor 200 125 170 2 23 Environmental Suit 25 50 2 23 Shadow Armor 200 23 Heal (to half max) free 3,10 Med Patch 10 15 2 17, 23 Medical Kit 25 30 2 17, 23 Field Surgery Kit 75 2, 17, 23 Stam Implant toughness 2, 3, 10 Teleporter Beacon 75 10 Crossbow 2 Electric Bolts 5 2 Poison Bolts 200 2 Bullets (50 Ammo) free 3, 10 Clip of Bullets 10 2 Ammo Box 30 40 2 23 Box of Rockets 50 85 10 23 H-E Grenades 50 100 10 23 Phosphor Grenades 75 2 Crusader arm guard uniform 6 Flamethrower crusader arm 2 Energy Pod 75 135 10 23 Ammo Satchel 300 125 2 Teach accuracy 3, 10 Military ID Oracle pass 17 * Sectors... The two new ones are 15 instant death and 18 current force. For Current Force setting the sector's linedef tag to a number determines the direction and magnitude: N 121-129 (the greater the ones digit, the greater the magnitude) NW 131-139 W 141-149 SW 151-159 S 161-161 SE 171-179 E 181-189 NE 191-199 You can actually use just about any number not ending in 0 as the ranges per directions repeat in mostly the same pattern. But I've already covered all the directions and their magnitudes. This sector type does nothing to any texture. Strife does have a conveyor belt texture, F_CONVY*, but it's ugly and only has two frames. I've included two wads that replace the F_SCANR* textures with better conveyor belts that match up with magnitude 3. Unfortunately the Current Force special only effects live players and zombies. Monsters, Dead players, or any other thing will not be moved. * Linedefs... Translucent linedefs: For linedef flags (such as impassible, 2-sided) go to enter decimal value and enter 15476. Then adjust the flags how you want. Now you can have translucent windows or slightly obvious false walls. With normal exit linedef types, give them the number of the level you want them to take you to as a sector tag. 145 WR Teleport to New Map Thing 186 WR Teleport to New Map Thing 1-Way The game is one huge hub and when you go to another level, it saves the state of the one you leave, and carries the following over the next level: 1. Your facing angle 2. Relative (not absolute) x or y position in relation from I'm guessing teleport new map line's center to the point of the map spot in the next level as if it was that center of the teleport new map line in the previous level. 3. Your inventory and attributes regardless if an existing save state in the level you enter has some older status. What's funny is it doesn't carry over z-position but if you exited in mid jump, it'll immediately make you jump in the next level. Then it reloads state when you come back to the level except carries over what I just listed. When you complete objectives, I doubt that scripts directly affect the status of other levels. Instead it seems that scripts (mainly scripted NPC's) in levels react depending on what you're carrying. For doing something such as blowing up the gate pistons you are probably given a dummy item to carry without your knowledge. The teleport new map line is given a tag that works like this... The tag 2602 whould make it take the player to level 26 and map spot 02 in it. In deathmatch mode the player just goes to a random deathmatch start instead. In multiplayer mode (which is DM only) the teleport new map line has a different function. It seems to be W1 Raise floor of tagged sector by 64. So instead of immediately taking you to another level, it lets you keep going and raises an exit switch out of the ground. The switch sector would have the tag 2602 in this example. Barricade things are placed in the level and set to appear in multiplayer only to keep you from going too far. The normal exit switch special can be given a tag in Strife for it to take you to a certain level. So in this example its tag would be 26. Player 1 start is apparently only used if a player starts on or warps to a level or hit a normal exit in the previous level in single player mode. Coop player starts are apparently never used but I still put them in levels just in case. Hell, in map01 (Sanctuary) of Strife they mistakeningly put two player 2 starts and no player 4 start. Sliding Doors - Make a normal door sector except for the linedef type to activate it, use one of the Sliding Door (special texture) types and set the door's upper textures to one of these (size 64x72 unless otherwise noted): DORALN01 64x128 DORCHN01 DORCRG01 DORIRS01 DORQTR01 DORSTN01 SIGLDR01 128x128 40 S1 Open Split Door - Set a door's floor and ceiling to a height somewhere between the adjacent ceiling and floors and both its ceiling and floor will move up/down for it to open. See secret door before Governor's room in map02 for example. 148 Force Field - Give a two sided linedef a force field texture on both sides, make it impassible, give it this special, and put the Force Field Guard thing on the middle of the line. Put some degnin ore in the level for players to drop by the force field to shoot to destroy the field. The impassible flag on the lindef will be turned off. 182 G1 Break Screen - Have a one or two sided linedef with a computer screen or glass texture and give it this special. An impassible flag on a two sided linedef will be turned off when the glass or screen is broken. 226 S1 Lower Floor to lowest adjacent, give +10 Stamina & Accuracy Bonus. Also displays a "Congratulations, you've completed training" message (which is inside strife1.exe). A very cool line special. Activate ten of them and you can have 200 health and five (ten in single player) of them will get you max weapon accuracy. Players lose the bonuses when killed in multiplayer though. You also lose accuracy when going to another map in multiplayer. I wish there was an item that directly gave these bonuses. Z is the default key to bring up the "PopWeap" status screen where you can see the bonuses. The Stamina bonus also improves punching power! 50/100 = Acolyte Gibbability 100/100 = probably full berserk power or even greater 199 S1 Crush Ceiling Quest Factory, give Stats - gives Stat Bonus like 226 with message "You destroyed the converter." There is yet another way to give stat powerups in but single player only (you can't talk to NPC's in multiplayer). Script10 makes Macil 2S gives the toughness and accuracy tokens which can buy the actual stats from the NPC's Gerard and Feris (set up in script03 and 10). The stat tokens by themselves can't normally be placed in maps, but you could hack strife1.exe with a hex editor to give them mapID#s so they can be placed directly in maps (see SeHack.txt). On map10 you can immediately buy max stamina and up to 70 accuracy from Gerard and Feris. On map03 you buy 30 from either. So between the two map/scripts you can get all 100 accuracy. Lines not used in Strife levels (whether v1.0 or v1.31, so you'd be wasting your time looking for examples in the base game levels): 26 DR Open Door Blue ID Badge, Wait 4, Close 28 DR Open Door Gold ID Card, Wait 4, Close 33 D1 Open Door Gold ID Card, Stay Open 99 SR Open Door Blue ID Badge Fast, Stay Open 134 SR Open Door Gold ID Card Fast, Stay Open 136 SR Open Door Pass Card Fast, Stay Open 152 SR Open Door Brass Key Fast, Stay Open 153 SR Open Door Silver Key Fast, Stay Open 163 S1 Open Door Silver Key Fast, Stay Open 158 D1 Open Door Gold Key, Stay Open 164 S1 Open Door Gold Key Fast, Stay Open 225 DR Open Door Catabomb Key, Wait, Close 166 DR Open Door Severed Hand, Wait 4, Close 168 SR Open Door Severed Hand Fast, Stay Open 207 SR Open Sliding Door (special texture) 200 W1 Open Door Sigil A 222 SR Open Door Factory, Wait, Close 192 SR Open Door WareHouse, Wait, Close 209 S1 Staircase Lower Chalice 178 W1 Staircase Lower 196 no function? 149 ** ...Scroll Texture Right 208 W1 Trigger Alarm Comm? 201 SR Play Sound? 203 WR Play Music+Tag=mus# 204 W1 Play Music+Tag=mus# 211 S1 Play Sound? 218 W1 Clear NonBlock Quest? 666 SR Push Wall 236 or higher? No functions? Stuff I wish I knew how to do or use: Linedef type 666 SR Push Wall - actually moves a wall horizontally somehow. I tried it out and part of a wall moved leaving an ugly HOM effect and allowed me to walk out of the level out into the void. I haven't figured out how to correctly use it. No existing level in Strife uses it. Scripts, hints, etc. - No editor seems to support Strife's scripting and it's not just plain text. See script dependent NPC info for what can currently be done. For some examples of things mentioned above, check out my lamasery.wad at ftp://archives.3dgamers.com/pub/idgames/levels/strife/ The official specs for Strife being publicly released would be nice. The source code being found and released as well would be even greater.