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Doom64Marine
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Posts: 160
Registered: 05-09


I have Began Progress on a project to remake Dark Forces for the latest Gzdoom and Skulltag, and possibly zdaemon and other zdoom based ports. But Ive hit a few road blocks in my project, and need a helping hand or two, i need someone to rip the enemy sprites from dark forces, as well as weapon sprites, and some switch textures, everything else ive got under control, such as artwork, textures, map layouts, etc.
Those who help will be given credit accordingly to what they did.
I plan to optimize these maps for multiplay of at least 2 players, possibly more, depends on stability of the more complex levels.

Screen Shots:

http://img40.imageshack.us/img40/1877/dark11.png
http://img7.imageshack.us/img7/9482/dark12.png
http://img188.imageshack.us/img188/936/dark14.png
http://img40.imageshack.us/img40/2029/dark13.png

Progress:
Level 1 Secret Base - Being remade to be as close to the original.
Level 2 After the Massacre - 95% will be remade sooner of later.
Level 4 Research Facility - 30% done, being remade.

Dark Forces TC Website!!

http://darkforcestc.webs.com/

Dark Forces TC forum!!!

http://gzdarkforces.freeforums.org/

Last edited by Doom64Marine on 09-20-09 at 18:37

Old Post 08-18-09 23:47 #
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kristus
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http://www.doomworld.com/idgames/index.php?id=11385

Old Post 08-18-09 23:48 #
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Doom64Marine
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Posts: 160
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Thanks for that, ive had a look at it but i want to remake the actual game, not exactly, but similar, and add more things like multiplayer. although the resources may become of use.

Old Post 08-18-09 23:49 #
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LogicDeLuxe
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Sounds great. But I'm not too optimistic about this as there are overlapping sectors everywhere. In many cases even more than 2. It seems too complex to fake them all with line teleports, and insane to replace them all with GZDoom's extra floors. An even worse obstacle is the BSP tree, which makes it impossible to move sectors, which is another feature Dark Forces makes much use of.

I think, the build engine is much more suitable for both, architecture and interactivity. I don't know about the 3d models, though.

Anyways, good luck!

Old Post 08-19-09 01:00 #
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Doom64Marine
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Thanks for the reply, as i said, i don't plan to remake it exactly however i do plan to make it very similar, im making the levels more doomish bye mixing it up and moving things around, not only so they work right but it keeps the story line, and yes, overlapping sectors looks like a problem, but i plan to make use of zdoom and its ability's, for example, the bridge in talay, i can easily emulate bye using the bridge THING in doom builder , etc. it wont be the same but it'll be fun. i don't plan to use line teleports, as they are kind of cheap and usually don't turn out well, and would TRASH multiplayer.

Found some good enemy replacements and weapons, so i think im ready to move to level 2!

Last edited by Doom64Marine on 08-19-09 at 03:38

Old Post 08-19-09 01:06 #
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TheMionicDonut
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I love you.

Old Post 08-19-09 05:40 #
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printz
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LogicDeLuxe said:
Sounds great. But I'm not too optimistic about this as there are overlapping sectors everywhere. In many cases even more than 2. It seems too complex to fake them all with line teleports, and insane to replace them all with GZDoom's extra floors. An even worse obstacle is the BSP tree, which makes it impossible to move sectors, which is another feature Dark Forces makes much use of.
Oh brother. I don't know about moving sectors, but for overlapping sectors, use the latest SVN of Eternity (found here) and apply linked portals wherever sectors overlap in DF.

However, where a mapping advantage appears, you lose in the monster modding department. Specifically, I'm not so sure now whether you can have the enemies shoot random accuracy blasters, and very fast ones.

Old Post 08-19-09 09:03 #
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LogicDeLuxe
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You don't even use GZdoom's additional features? Too bad. Although, you probably can't do everything with those extra floors, they still sure would come in handy in many places.

And I'm currious how you would implement moving sectors. In level 1, you can use polyobjs for all those doors, but in level 2 and up, things become more complicated. There are moving bridged, floating platforms etc.. Polyobjs won't do any good here.

Old Post 08-19-09 11:09 #
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Vegeta
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Does anybody have the sprites of the guard with an axe on the original palette? I'd like to edit them for a new monster and I don't have the game.

Old Post 08-19-09 12:56 #
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Firebrand_kh
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Looks like a good project, hope it all goes well!

Old Post 08-19-09 12:59 #
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printz
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LogicDeLuxe said:
And I'm currious how you would implement moving sectors. In level 1, you can use polyobjs for all those doors, but in level 2 and up, things become more complicated. There are moving bridged, floating platforms etc.. Polyobjs won't do any good here.
Yeah, GZDoom has 3d floors, but they neither show on the map nor hide what's behind them, giving stuff away. And there'll be an issue with switched linedefs, probably solvable by ACS.

Actually doesn't GZDoom support models? That's the very feature Dark Forces was using for 3d beams. Maybe models can produce the needed drawbridges.

Alternatively we can go the good old fashioned vanilla Doom way of Donuts, TxTy walkways and severe crushersing ceilings.

Old Post 08-19-09 15:24 #
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LogicDeLuxe
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printz said:
Maybe models can produce the needed drawbridges.
I can't believe no one ever tried this.

Old Post 08-19-09 15:52 #
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Vermil
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LogicDeLuxe said:
I can't believe no one ever tried this.


Actually, it was used in an old Doomsday deathmatch project that I was a part of that sadly died. They were used for 3D floors, slopes etc: http://img151.imageshack.us/i/doom2003.jpg/

But the issue with using models for large objects is when the engine stops rendering them (i.e if the centre of the object is behind you, will the model still be rendered).

There also the issue that they aren't really floors with regards to monsters, which isn't an issue in a Deathmatch project, but it could be in a Single Player.

Last edited by Vermil on 08-19-09 at 16:19

Old Post 08-19-09 16:03 #
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DaniJ
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Vermil said:


Actually, it was used in an old Doomsday deathmatch project that I was a part of that sadly died. They were used for 3D floors, slopes etc (no monsters means you can use models for more).

But the issue with using models for large objects is when the engine stops rendering them (i.e if the centre of the object is behind you, will the model still be rendered).

In 1.9.0-beta6.1 I fixed the general case of models not being drawn if their actual origin does not lie within a currently visible subsector but the method I used only works if said origin is in front of the camera. Please submit a bug report for this special case.

Old Post 08-19-09 16:23 #
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Doom64Marine
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Posts: 160
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Thanks Everyone for your replys! I could really use a hand if anyone's interested, Ive just started on talay. BTW u mean the gamorean guard?, i have it. I think the 3d floors in gzdoom would be good enough, but this would be a new language to me, because i usually only make vanilla doom maps, i also have knowledge of acs, but i would really need someone else on this project who could do that.

NEW SCREENIES!

http://img249.imageshack.us/img249/...om200908191.png
http://img205.imageshack.us/img205/...om200908191.png
http://img263.imageshack.us/img263/...om200908191.png
http://img249.imageshack.us/img249/...m200908191a.png
http://img197.imageshack.us/img197/...m200908191w.png
http://img197.imageshack.us/img19/4...om200908191.png
http://img13.imageshack.us/img13/11...m200908191j.png
http://img205.imageshack.us/img205/...m200908191g.png http://img6.imageshack.us/img6/4672...om200908191.png

Last edited by Doom64Marine on 08-30-09 at 23:02

Old Post 08-19-09 16:28 #
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CeeJay
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I think i can be of much help to you. I actually started a Star Wars themed mod for EDGE way, way back. I ripped all the enemy and weapon sprites (with all frames intact) from Dark Forces plus a whole slew of custom-made ones from the community. PM me if you're interested.

Old Post 08-19-09 16:49 #
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Doom64Marine
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For all those concerned ill be keeping my progress stated on my first post. Thnx btw Ceejay, ill give you credit when the mods done!

Old Post 08-19-09 16:55 #
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Use3D
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This is looking good.

Old Post 08-19-09 21:13 #
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Lutz
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This is looking very good.

Might I suggest, though, that some of the maps be a little re-worked? If I remember correctly, the third- or fourth-to-last level took place in a refueling base and was one of the most boring levels ever -- seven long hallways and a room with some rotating rectangles...

Old Post 08-19-09 22:21 #
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Doom64Marine
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Absolutely. I'm open to ideas, i sort of thought that remaking the game exactly would be a little boring.

I think you'll all be excited to see these...
New Screenies of TALAY! (the first half of it anyway)

http://img256.imageshack.us/img256/...om200908191.png
http://img269.imageshack.us/img269/...om200908191.png
http://img21.imageshack.us/img21/11...m200908191j.png
http://img156.imageshack.us/img156/...om200908191.png

Last edited by Doom64Marine on 08-30-09 at 23:03

Old Post 08-19-09 23:37 #
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Use3D
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I would just step up the detail and maybe add some new areas to the maps, but keep the general goals and progression the same mostly. Damn, I should play DF again.

Old Post 08-20-09 00:18 #
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printz
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I hope it doesn't contain enemies that act like zombies or imps, with no sweat on player's part. The Stormtroopers have to be inaccurate (the Doom 22.5-degree cone suffices) but hard to repel -- it was very easy (and not nice nevertheless) in Dark Forces to have your life slowly consumed to 0, after too much exposure to troopers (at least that wasn't very much and there only 14 levels).

And I hope that the imported guns act just like their DF originals

And that there are NO graphics imported from current themes/starwars. I'm already seeing that exageratedly detailed deathstar hologram, which is NOT from DF (DF had a correct Star Wars monochrome hologram).

Most 3d problems can be solved by 3d floors, which are easy to make -- easier than Boom's water effect. If you're using GZDoom, you're set. Mission 6 will definitely require 3d floors. I'm optimistic you can do the level 6 elevators faithfully.

Old Post 08-20-09 00:21 #
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Doom64Marine
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Well, being a DF fan myself, i will do my best to honor this request. but people, i can do this myself, but it wont be nearly as good. i REALLY need some help, specifically someone who has knowledge of DF and is good with 3d floors, etc who will help. the enemies that are in this act similar to the doom ones but are beefed up a little. as for the weapons i also need a little help with those the current ones are from dark hour, which i don't plan to keep it that way but for testing purposes they will stay.

Old Post 08-20-09 01:01 #
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Pavera
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I loved Dark Forces when I was younger. The sewer monster a couple levels in used to scare me so uhh... you'd better make that thing still scary.

Old Post 08-20-09 01:07 #
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Doom64Marine
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Is anyone interested in helping? anyone?

Old Post 08-20-09 01:13 #
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Lord_Z
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Yes. I have always thought of doing this exact thing myself. Nice Work so far!

Old Post 08-20-09 01:37 #
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Doom64Marine
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OK cool, theres like 3 things i need done, guess ill let you choose one.

Ripping and making work, the weapons from DF
OR
Ripping and making work, the enemies from DF
OR
Level Creation, not all of em but a few, ill do the rest.

Last edited by Doom64Marine on 08-20-09 at 01:59

Old Post 08-20-09 01:46 #
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ArmouredBlood
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I like what you've got going on here, gives me a lot of nostalgia to play Dark Forces again. Unfortunately the only thing I could really offer is mapping, and that's without scripting/3D floors, I've never done anything like that =/ Plus I'd have to actually play the game again instead of reminiscing and working on doom maps. I'll post again if I do and am feeling like doing something :P

btw, are you ripping sounds or are you sticking with the dark hour ones? I wasn't really that impressed with dark hour's sounds.

Old Post 08-20-09 01:58 #
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Doom64Marine
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i plan to get the originals. for testing ill use dark hours...
tell you what armouredblood... you make a few map outlines and texture em, and ill put the scripts and 3d floors in.

Old Post 08-20-09 02:00 #
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Lord_Z
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While I would like to program the enemies and/or weapons, I do not have a clue how to rip stuff from games. I would need someone to pass the sprites to me. I would like to try my hand at recreating Imperial City though.

Old Post 08-20-09 02:05 #
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