From 2010 to 2014 Richard Cobbett wrote Crapshoot, a column about rolling the dice to bring random games back into the light. This week, a shooter/RPG hybrid that was Doomed from the moment it went into development, sadly in more ways than one. .. Read more.
From 2010 to 2014 Richard Cobbett wrote Crapshoot, a column about rolling the dice to bring random games back into the light. This week, a shooter/RPG hybrid that was Doomed from the moment it went into development, sadly in more ways than one... Read more.
Strife: Veteran Edition has been updated with brand new widescreen assets for the title and intermissions, Special thanks to Nash Muhandes for providing the art assets to make this all possible. At present, this update is only available to Windows, as this update requires new bin
Strife: Veteran Edition has been updated with brand new widescreen assets for the title and intermissions, Special thanks to Nash Muhandes for providing the art assets to make this all possible.
At present, this update is only available to Windows, as this update requires new binaries to make the art assets compatible, we need to compile new builds for these platforms. We'll be working to do this soon.
A small update has been pushed: - Gamepad support updated. You may need to reset the gamepad controls to default as the button layout has potentially changed. - Added additional options for gamepad turn/look sensitivity. - Changed the way the fullscreen window is created, hopeful
A small update has been pushed: - Gamepad support updated. You may need to reset the gamepad controls to default as the button layout has potentially changed. - Added additional options for gamepad turn/look sensitivity. - Changed the way the fullscreen window is created, hopefully fixing an issue where the game would appear to not launch for a small number of users. - The Linux build has been updated.
Strife: Veteran Edition has now been updated to SDL2 on Windows. This will have improvements in input behaviour and responsiveness among other things too numerous to track. There are other behind the scenes changes too, including Options menu now shows numbers on sliders. Player
Strife: Veteran Edition has now been updated to SDL2 on Windows. This will have improvements in input behaviour and responsiveness among other things too numerous to track.
There are other behind the scenes changes too, including
Options menu now shows numbers on sliders.
Player speed when using a gamepad can no longer exceed keyboard/mouse input while strafing, and now respects critical health running speed.
Autorun now acts as a toggle, holding the run key while autorun is enabled will make you walk.
Improvements to client latency sync in network games, special thanks to Simon Howard and his updated PID controller.
This build no longer supports Windows XP (Steam itself doesn't either), however you can still switch to the old SDL1 build if you desire in the beta options. Please do not use the old build for multiplayer.
We have updated Strife with a discovered development snapshot from 1995. In addition, we have also added the original DOS version of Strife. These are both available as additional launch options on Windows as of now. Have fun!
We have updated Strife with a discovered development snapshot from 1995. In addition, we have also added the original DOS version of Strife. These are both available as additional launch options on Windows as of now.
Hello Everyone. The 1.3 Patch for Strife: Veteran Edition is available now for Windows, Mac and Linux! It includes the following fixes: Gameplay bug fixes: Invisibility from Shadow Armor was supposed to be cleared if you died in a fire. Sound priority fix: Stalkers (ceiling spide
Hello Everyone.
The 1.3 Patch for Strife: Veteran Edition is available now for Windows, Mac and Linux! It includes the following fixes:
Gameplay bug fixes:
Invisibility from Shadow Armor was supposed to be cleared if you died in a fire.
Sound priority fix: Stalkers (ceiling spiders) sounded wrong compared to the DOS version and made too many walking sounds.
Gib health handling was incorrect, so grenades could not previously gib enemies with the "max gore" option disabled, or with "classic mode" enabled.
The Entity final boss can no longer potentially spawn its Sub-entities outside of the map if the player saves and quits and then reloads while it is dying.
Rocket pickups (bundle of rockets and box of rockets) were reversed and gave opposite amounts of ammo.
Player momentum was treated differently when dying versus the DOS version.
Rebels were missing a slight delay in target acquisition when spawning from a teleport beacon versus the DOS version.
Reaver shotgun attack did 4x less damage than intended.
Boss melee attacks did 25% more damage than intended.
Interface bug fixes:
Sign-in and update of Steam services is no longer delayed during movie playback.
Two "Refresh..." menu items will no longer spuriously appear when searching for a multiplayer lobby.
Capture the Chalice team assignment no longer carries over inconsistently between joining and departing different lobbies.
Game should have improved behavior on multi-monitor and high-DPI monitor Windows systems via addition of a "DPI aware" manifest
Gameplay changes:
Chalice carriers in Capture the Chalice can no longer use Shadow Armor, and will lose its effects when the chalice is picked up.
Hello Everyone. The 1.3 Patch for Strife: Veteran Edition is available now for Windows, Mac and Linux! It includes the following fixes: Gameplay bug fixes: Invisibility from Shadow Armor was supposed to be cleared if you died in a fire. Sound priority fix: Stalkers (ceiling spide
Hello Everyone.
The 1.3 Patch for Strife: Veteran Edition is available now for Windows, Mac and Linux! It includes the following fixes:
Gameplay bug fixes:
Invisibility from Shadow Armor was supposed to be cleared if you died in a fire.
Sound priority fix: Stalkers (ceiling spiders) sounded wrong compared to the DOS version and made too many walking sounds.
Gib health handling was incorrect, so grenades could not previously gib enemies with the "max gore" option disabled, or with "classic mode" enabled.
The Entity final boss can no longer potentially spawn its Sub-entities outside of the map if the player saves and quits and then reloads while it is dying.
Rocket pickups (bundle of rockets and box of rockets) were reversed and gave opposite amounts of ammo.
Player momentum was treated differently when dying versus the DOS version.
Rebels were missing a slight delay in target acquisition when spawning from a teleport beacon versus the DOS version.
Reaver shotgun attack did 4x less damage than intended.
Boss melee attacks did 25% more damage than intended.
Interface bug fixes:
Sign-in and update of Steam services is no longer delayed during movie playback.
Two "Refresh..." menu items will no longer spuriously appear when searching for a multiplayer lobby.
Capture the Chalice team assignment no longer carries over inconsistently between joining and departing different lobbies.
Game should have improved behavior on multi-monitor and high-DPI monitor Windows systems via addition of a "DPI aware" manifest
Gameplay changes:
Chalice carriers in Capture the Chalice can no longer use Shadow Armor, and will lose its effects when the chalice is picked up.
Hello everyone, If you're up for doing some modding for the game, you can now grab the mod tools and get creating! More information is provided in this community post > We can't wait to see what kinds of things the community will create with these! A little disclaimer: DLight
Hello everyone,
If you're up for doing some modding for the game, you can now grab the mod tools and get creating!
More information is provided in this community post > http://steamcommunity.com/app/317040/discussions/0/627456486499559686/
We can't wait to see what kinds of things the community will create with these!
A little disclaimer: DLight is supported by the programmers. However the custom GZDoom Builder configuration is currently not.
Hello everyone, If you're up for doing some modding for the game, you can now grab the mod tools and get creating! More information is provided in this community post > We can't wait to see what kinds of things the community will create with these! A little disclaimer: DLight
Hello everyone,
If you're up for doing some modding for the game, you can now grab the mod tools and get creating!
More information is provided in this community post > http://steamcommunity.com/app/317040/discussions/0/627456486499559686/
We can't wait to see what kinds of things the community will create with these!
A little disclaimer: DLight is supported by the programmers. However the custom GZDoom Builder configuration is currently not.
Hello everyone! The Original Strife: Veteran Edition has been updated to 1.2. All your previous saves should work from 1.0. Here is the huuuge list of the changes, fixes and additions that have been made: Added new options for Smooth Mouse Movement, X and Y Sensitivity, Overall M
Hello everyone!
The Original Strife: Veteran Edition has been updated to 1.2. All your previous saves should work from 1.0. Here is the huuuge list of the changes, fixes and additions that have been made:
Added new options for Smooth Mouse Movement, X and Y Sensitivity, Overall Mouse Scale Factor and Disable/Enable Mouse Acceleration,
Better hash checking on SVE.WAD to check for modifications,
Added support for vsync (Options -> Graphics -> Advanced menu)
Correct behavior for using a second Shadow Armor,
Timer appears on-screen during timed multiplayer matches,
Notification messages always appear in the proper location on screen,
Gamepad axes are auto-calibrated at startup,
Numerous fixes for binding gamepad buttons in the frontend menu
-- These fix Xbox 360 pad support for MacOS,
Most sprites are now drawn billboard-style,
Unbinding a keyboard key is now done by pressing the currently bound key again, instead of backspace (prevented rebinding backspace),
Delete key can now backspace in multiplayer chat. (Backspace not working because of Steam glitch also affecting TF2 and Garry's Mod),
Capped framerate (60 FPS) is now optional (Options -> Graphics -> Basic Settings menu)
Follow mode default binding moved to "L" key on keyboard,
Defaults for mouse acceleration and bloom threshold changed,
Gamma correction.
Press F2 during netgames (deathmatch or CTC) to see scoreboard,
Gamma now affects skies properly,
Removed in-game mouse sensitivity slider (use Advanced options menu instead),
Fixed a possible crash in multiplayer when using Shadow Armor,
Improved lightmaps for MAP19,
Added mouse buttons for inventory use and inventory scrolling by request,
Added missing "center view" keyboard and gamepad bindings to menus,
FBO support is no longer required for the classic "software" renderer,
Gamepad profiles will automatically apply more consistently,
Removed an incorrect window texture that looked bad in "software" mode,
Added indicator on dialogues where BlackBird speaks at the end, to alert players so they don't miss humorous or important information.
Multiplayer Improvements,
Added checks if the current machine lacks Framebuffer Object (FBO) support, which will run in "Safe Mode" for Intergrated Intel Chipset users.
FBO extensions no longer required, improves Intel chipset compatibility,
Vsync and framerate limit settings are no longer mutually exclusive, for machines where vsync isn't working,
Automap name of "AREA 29: Entity's Lair" corrected,
"Becoming" Acolytes no longer converse with the player,
Netgame stutter lag for 3-or-more player games eliminated. Special thanks to Edward850,
Random CTC team assignment is more intelligent,
Architecture is not prematurely clipped out with super-wide FOV settings,
Startup movies are skipped when the game is started by Steam in response to a lobby invite,
Selected item is remembered between visits to the Advanced Options menu,
Nvidia Optimus cards will automatically switch from onboard GFX to Nvidia mode,
Fixed blending issue on glowing items when Sprite Clipping was turned off.
We hope you like the update. Please post any problems you may have on the forums and we'll do our best to look into them.
Hello everyone! The Original Strife: Veteran Edition has been updated to 1.2. All your previous saves should work from 1.0. Here is the huuuge list of the changes, fixes and additions that have been made: Added new options for Smooth Mouse Movement, X and Y Sensitivity, Overall M
Hello everyone!
The Original Strife: Veteran Edition has been updated to 1.2. All your previous saves should work from 1.0. Here is the huuuge list of the changes, fixes and additions that have been made:
Added new options for Smooth Mouse Movement, X and Y Sensitivity, Overall Mouse Scale Factor and Disable/Enable Mouse Acceleration,
Better hash checking on SVE.WAD to check for modifications,
Added support for vsync (Options -> Graphics -> Advanced menu)
Correct behavior for using a second Shadow Armor,
Timer appears on-screen during timed multiplayer matches,
Notification messages always appear in the proper location on screen,
Gamepad axes are auto-calibrated at startup,
Numerous fixes for binding gamepad buttons in the frontend menu
-- These fix Xbox 360 pad support for MacOS,
Most sprites are now drawn billboard-style,
Unbinding a keyboard key is now done by pressing the currently bound key again, instead of backspace (prevented rebinding backspace),
Delete key can now backspace in multiplayer chat. (Backspace not working because of Steam glitch also affecting TF2 and Garry's Mod),
Capped framerate (60 FPS) is now optional (Options -> Graphics -> Basic Settings menu)
Follow mode default binding moved to "L" key on keyboard,
Defaults for mouse acceleration and bloom threshold changed,
Gamma correction.
Press F2 during netgames (deathmatch or CTC) to see scoreboard,
Gamma now affects skies properly,
Removed in-game mouse sensitivity slider (use Advanced options menu instead),
Fixed a possible crash in multiplayer when using Shadow Armor,
Improved lightmaps for MAP19,
Added mouse buttons for inventory use and inventory scrolling by request,
Added missing "center view" keyboard and gamepad bindings to menus,
FBO support is no longer required for the classic "software" renderer,
Gamepad profiles will automatically apply more consistently,
Removed an incorrect window texture that looked bad in "software" mode,
Added indicator on dialogues where BlackBird speaks at the end, to alert players so they don't miss humorous or important information.
Multiplayer Improvements,
Added checks if the current machine lacks Framebuffer Object (FBO) support, which will run in "Safe Mode" for Intergrated Intel Chipset users.
FBO extensions no longer required, improves Intel chipset compatibility,
Vsync and framerate limit settings are no longer mutually exclusive, for machines where vsync isn't working,
Automap name of "AREA 29: Entity's Lair" corrected,
"Becoming" Acolytes no longer converse with the player,
Netgame stutter lag for 3-or-more player games eliminated. Special thanks to Edward850,
Random CTC team assignment is more intelligent,
Architecture is not prematurely clipped out with super-wide FOV settings,
Startup movies are skipped when the game is started by Steam in response to a lobby invite,
Selected item is remembered between visits to the Advanced Options menu,
Nvidia Optimus cards will automatically switch from onboard GFX to Nvidia mode,
Fixed blending issue on glowing items when Sprite Clipping was turned off.
We hope you like the update. Please post any problems you may have on the forums and we'll do our best to look into them.
Hello, A new small patch is out now for Linux. It contains a small shell script that will launch the game instead of Steam launching the strife-ve executable directly itself. This avoids a strange bug we had where the movies at the beginning would not play when launching the game
Hello,
A new small patch is out now for Linux. It contains a small shell script that will launch the game instead of Steam launching the strife-ve executable directly itself.
This avoids a strange bug we had where the movies at the beginning would not play when launching the game from the Steam client.
Please restart your Steam client to refresh Steam's information about launching the game.
Hello, A new small patch is out now for Linux. It contains a small shell script that will launch the game instead of Steam launching the strife-ve executable directly itself. This avoids a strange bug we had where the movies at the beginning would not play when launching the game
Hello,
A new small patch is out now for Linux. It contains a small shell script that will launch the game instead of Steam launching the strife-ve executable directly itself.
This avoids a strange bug we had where the movies at the beginning would not play when launching the game from the Steam client.
Please restart your Steam client to refresh Steam's information about launching the game.