Strife™ Read Me File

Thank you for downloading the Quake2 Strife conversion. To play Strife simply create a directory under your Quake2 directory and extract the zip file there. Double-click strife.bat to play the game.

Warning: Due to the size of the levels, this game will not play well without a 3D graphics accelerator.

Deathmatch and Team play are not supported

The map files are included in the PAK file for those who want to mess with them.


Credits:

  • Omega Development Team: Custom gamex86.dll file
  • David Hyde: GenSurf Terrain Generator & MapSpy
  • Tony "Mad Dog" Ferrara: MapSpy
  • Velocity, Inc., makers of the original Strife (They no longer exist.)

About This Conversion

Strife was an RPG, based on a heavily modified DooM engine. You had to talk to people, sort out different puzzles, and find things. The player could travel back and forth between levels. There was no "find the keys and go to the next level." As a result, I only made the first level, which is split into two separate levels, following the original game's pathing. If there is enough interest, I will add some more levels. You will know where these levels begin when you enter parts of the town and get messages saying, "This is the way to the power plant/prison/sewers/etc." These levels, like I say, do not exist. 

Due to the nonlinear nature of Strife, I could not make this conversion support Deathmatch or Team play.

The very beginning of the conversion (Hyde Tunnel) did not exist in the original Strife. I made it as a prelude.

This single "level" is fairly large, which is why you need a good graphics card. Distance clipping will be evident in some parts, but it couldn't be helped. I re-created the town to exact dimensions, using the DooM editor, Deep97 as a reference.

This conversion was originally begun as an Unreal project. But creating it in UnrealEd proved too tedious, and I scrapped it after 3 months of mind-numbing work. There was simply too much detail to attend to, and making the odd-shaped walls, plats, and other brushes required a painful amount of vertex manipulation and editing gymnastics. I went back to the drawing board with QERadiant. 

If you own a Voodoo-series card, you may find the level too bright. I compiled and illuminated the levels based on how things looked on my GeForce 256/DDR card. If you want to re-compile the levels, the map files are included in the PAK file. Be prepared to let them compile overnight for the lighting. VIS will only take a few minutes.

I tested this thing many, many times, so hopefully, any bugs should be gone. As you roam around, you will see some enhancements. There's a jukebox that plays in the tavern. (Yes, it's shootable, for those who hate country music.) A monster chick stands over a bed in a room, where an "easter chick" lies. Is there a story there? You figure one out.

Enjoy.

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Legal Stuff

STRIFE (TM), the STRIFE logo and STRIFE likenesses are trademarks of Velocity, Inc. STRIFE is Copyright 1996, Velocity, Inc., All rights reserved.

Quake2 and DooM are trademarks of iD Software. All rights reserved.

"All My X's Live In Texas" copyright 1987, by Uni/MCA Nashville