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i can probably get you the sprites, as for imperial city, you've got a green light, do you need the textures?


Fully 3D TALAY BRIDGE!!!

http://img146.imageshack.us/img146/496/screenshotdoom200908192.png
http://img5.imageshack.us/img5/496/screenshotdoom200908192.png
http://img199.imageshack.us/img199/496/screenshotdoom200908192.png
]http://img40.imageshack.us/img40/496/screenshotdoom200908192.png

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Finally got dark forces to work with dosbox/VDMSound and played through skyhook and talay. I think I need to full-screen this, and was there really no strafing? anyways, your bridge looks pretty good, but I don't think there was a ceiling covering it.

Also I think I will do some layouts, which ones do you already have? Keep in mind I'll probably have to get up to them in the game to work on them -.-

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How do you implement the cut-scenes? Machinima?

ArmouredBlood said:

and was there really no strafing?

Yes, there is. But they somehow managed to break it in the German version. Is that by any chance what you have?

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I'm wondering if there's any good ports for Dark Forces? Duke has EDuke32, Doom of course has plenty of ports, but has any been made for Dark Forces? Not really into playing it on DosBox as I'll get stuck with crap resolution, crap FPS and possibly poor controls.

Hmm, I feel like playing through Dark Forces 2 again.

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There is http://darkxl.df-21.net/
It is still alpha and didn't work for me at all, though.
We're talking about LucasArts, and they never release something as open source, and even the decissions about what games got a Windows port seems pretty random. There are a few Windows ports of their old DOS games at Steam, but Dark Forces is not among them.
Shouldn't be too hard to do for them, since they ported the engine already to Windows for Outlaws.
Dark Forces is still my favorite Star Wars game.
I set up a computer for those old games like this: Pentium 200 MMX, 64MB RAM, DVD-ROM drive, 2GB compact flash, Elsa Winner 2000 AVI (S3 Vision 2MB), 3dfx Voodoo 1, Terratec Maestro 32, Windows 95, Roland SoundCanvas SC155, Roland MT-32.

Still, being able to play it in high resolution, true color shading, and undistorted free-look would be great.

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LogicDeLuxe said:

There is http://darkxl.df-21.net/
It is still alpha and didn't work for me at all, though.

Also, the author seems to have currently lost interest with it and instead devotes his free time to the (admittedly more rewarding, given the much larger fan base) DaggerXL remake of Daggerfall.

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OK your right, the talay bridge doesn't seem to have a roof, so ill get rid of that....armouredblood you can start on the sewers, that should be level 3. and no, Ive looked up and down the internet and there isn't a single good DF port that isn't in alpha stage, or requires Jedi academy, which will need a pretty powerful PC to run the mod.


OK Lord Z Ive got all the sprites needed Thanks to Ceejay, would you be willing to program them to work like their DF predecessors? there's a few extra ones in there, all we need are the DF ones, the bryar pistol, the storm trooper rifle, the detonators the claymores, commando, storm trooper, probe droid etc.

New Talay Bridge and Buildings!

http://img231.imageshack.us/img231/7293/screenshotdoom200908201.png
http://img231.imageshack.us/img231/7190/screenshotdoom200908201b.png
http://img16.imageshack.us/img16/7293/screenshotdoom200908201.png

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Why? I know that on starting at another level in DF gets you weapons, but they're really what you had collected that far. They're like the autosaves. Normally, Dark Forces DOESN'T start you with extra equipment, and the equivalent you'd get here if you use ZDoom or GZDoom is its own autosave system, so there's no need for any mod that changes the gun you start with.

As for the second mission... wasn't it quite dark? In the screenshots it looks (besides violet) lighted enough and not hard to spot troopers who in the original game happened to be very well camouflaged, as white as they could be. Too bad it's a side effect of GZDoom that the light diminishing is GONE -- either that, or my settings are at minimum. Doomsday has light diminishing on my comp, looking very nice.

Be sure to increase the player speed this time. DF is an odd case of a game (besides Hexen and Hexen 2) where the player is faster than Doom's (tho Wolf3d could have done this too), so much that even walking is clumsy; you have the option to step extra slow not to trip too far.

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Doom64Marine said...
OK Lord Z Ive got all the sprites needed Thanks to Ceejay, would you be willing to program them to work like their DF predecessors?

Sure, send them on over :)

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Just curious, it has no bearing on this mod, but i wanted to know.
Originally i planned to make this zdoom compatible, but now that it has 3d floors, that's not possible, but the lighting was terrific in zdoom for my first level, the screenies that are posted are all gzdoom sadly.

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printz said:

As for the second mission... wasn't it quite dark? In the screenshots it looks (besides violet) lighted enough and not hard to spot troopers who in the original game happened to be very well camouflaged, as white as they could be.

I agree with this. It does seem to bright and too purple. I really don't remember that level being that purple.

I think you should stick to the original game as much as possible. I realize not everything will be doable, but having the details and the layout and the texture choices the same will get better looking results, IMO.

Also, I could try to do some enemy coding if you want (assuming there's some left over). I could also try a creating a level. I'm not too sure what one to do at this point, but I will take a look through the maps again and decide on one.

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The purple lighting i added because it looked good with the sky, but taking a second look at it, its a little ridiculous, so thanks for your criticism everyone. I turned the lighting way down and ditched the purple effect, but it made little to no difference, atleast not in gzdoom, heres a pic in regular old zdoom.


http://img299.imageshack.us/img299/7293/screenshotdoom200908201.png

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Does ZDoom's software renderer support 3D models? If not, this really should be a GZdoom mod.

printz said:

Too bad it's a side effect of GZDoom that the light diminishing is GONE

It is? To bad indeed. Also that mining level where it fades to brown (so it looks all very dusty) instead of black wouldn't work without it. On the other hand, 3D floors really do add a lot of the Dark Forces feel.

so much that even walking is clumsy;

I think, the entire engine is rather clumsy in this regard. I remember playing it on a 80486. There it was very easy to accidentally wallrun like crazy (felt almost light speed). On my Pentium system I didn't notice this wallrunning effect. Might have to do with the framerate perhaps?

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Possibly, all i know is that the lighting is really going to be less than desirable. i cant think of a solution to that problem, so my only thoughts are to keep going and worry about it later. Gromas is the mining level with the dust, i can recreate that easily just bye adding the fade command in my mapinfo file.

For those making levels for this, after talay im going to start gromas mines. If your mapping for this project, you must acknowledge that you are in fact working on one. here are the slots..

Doom64Marine - Secret base, Talay, Research Facility, and gromas mines.
slot 2 -
slot 3 -
slot 4 -

you may pick as many levels as you want but you must specifie which you take.
The Only Rules i have is that it be gzdoom/skulltag compatable.

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Doom64Marine: I'm not sure if you saw my previous post with a link, so i'll just post the link again.

http://www.df-21.net/
Here you will find everything Dark Forces related. Check it out!

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So I've started through the sewers. It's a bitch to document -.- Keeps turning ways I don't have space to graph to. Think I'll just play through it a few hundred times and map in sections, would probably be easier. Should I use placeholder textures from dark hour or do you have a texture pack for the sewers? In any-case it's going to be interesting comparing my layout to the original >.<

EDIT: Also do you want the format zdoom -doom in doom or zdoom -doom in hexen? I'm thinking hexen ...

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Hexen format please and thnx. and NO do not use dark hours textures, i have a tex pack. btw what other maps are you doing? i need to know so i can mark you down as a participant.

Here.. http://www.mediafire.com/download.php?jziyntwzygj



Research facility pics


http://img20.imageshack.us/img20/7293/screenshotdoom200908201.png
http://img256.imageshack.us/img256/7973/screenshotdoom200908201t.png
http://img256.imageshack.us/img256/7293/screenshotdoom200908201.png
http://img198.imageshack.us/img198/7293/screenshotdoom200908201.png

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You mentioned that this TC is for Zdoom and derivative ports yet a lot of your architecture looks like it uses 3D floors. Does that mean the mod is actually for GZdoom and Skulltag (OpenGL) rather than Zdoom (software)?

If so, then, just like the original Dark Forces, you could use some models for some if the effects. eg, in the original game, Kyle's ship, the Moldy Crow was done with a model.

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Looking good so far... Gives me motivation to pick up and restart my project. Anyhow, i would recomend you sign up in the forums over at the DF community site, there are probaly tons of people how can help you with all sorts of things. Just a suggestion.

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i thought about that, but i feel that it belongs here, because its 60% doom 40% DF. But in the end i may end up doing that.

Progress report

Secret Base 98% done - Need original sprites and sounds
Talay - 95% done - needs original sprites and sounds, finish mapping
Research Facility - 68% done - same as above
Gromas Mines - 16% done - same as above

Ceejay would you be willing to map for this?

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Doom64Marine said:

Yep, it WAS for zdoom , but my amazing 3d floor skills are not usable in zdoom , so i moved on to gzdoom/skulltag.


Well, in that case, the option of models is open to you. There are a few that can be reasonably easily converted to GZdoom from Jedi Outcast and Jedi Academy. Also, the Dark Forces for Jedi Academy TC has some models in it that are very much intended to be the same as those in the original DF.

http://darkforces.jediknight.net/index2.shtml

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would you know how to convert possibly the moldy crow? ill give you credit.

Btw i figured out a good way to fix the lighting in gzdoom, make a script and do sector_setcolor( 1, 10 , 10 , 10); makes it nice and dark just like in zdoom X)

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Doom64Marine said:

would you know how to convert possibly the moldy crow? ill give you credit.


I think so. ;)



I actually did it a year or more ago and it's just been sitting on my HD with no project for it to go in since then.

Let me know haw to get it to you.

[edit] Oh, and I posted this over at the GZdoom screenshots thread some time ago too. ;)



[/edit]

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Sorry for the DP.

Current slots and progress.

Doom64Marine - Level 1 , 3 , 4 , and 5, scripting 3d floors ,etc
ArmouredBlood - Level 2
Lord_Z - Imperial City, and monsters + weapons programming
Enjay - Models, sprites

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