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lucius

The Force Engine (Jedi Engine Port/Replacement)

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This is incredibly cool. Look forward to when the UI / briefings etc are done, I'll have my first playthrough in a couple of decades. And probably quit in rage once again at the dark annoying sewer level.

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4 hours ago, holaareola said:

This is incredibly cool. Look forward to when the UI / briefings etc are done, I'll have my first playthrough in a couple of decades. And probably quit in rage once again at the dark annoying sewer level.

The sewer level is pretty straightforward when you get used to it. To do it quickly, when you get to the 4-state switch, go through the first door (hitting the switch to raise the sewer level during the process), then the third door, and finally the second door. That will save you a trip through the tunnels. You can ignore the fourth door unless you want the goodies there (but I don't bother when I'm playing through it).

 

I should add - you can hit F5 to turn on your headlamp to help illuminate dark areas. It consumes battery power, but there are battery pickups and the consumption is reasonable (unlike some games where flashlights last for two seconds).

Edited by lucius

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38 minutes ago, lucius said:

The sewer level is pretty straightforward when you get used to it. To do it quickly, when you get to the 4-state switch, go through the first door (hitting the switch to raise the sewer level during the process), then the third door, and finally the second door. That will save you a trip through the tunnels. You can ignore the fourth door unless you want the goodies there (but I don't bother when I'm playing through it).

I'll make a note. I remember really enjoying DF other than that, but I hated, detested, wished I could have a violent personal intervention with the designer for that map.

 

Off-topic, if I could, I'd expunge sewer levels from FPS history, it has never struck me as an interesting environment. Traversing a bunch of small-ish, pitch dark passages, literally swimming through virtual shit as a bonus of the setting. I honestly think the preponderance was due to light asset requirements and an excuse for really repetitive design. The utterly excrementitious hollywood sewer section in Vampire Bloodlines remains my all time #1 most hated. Mirror's Edge has the #1 most loved sewer, taking the top spot only due to there being NO OTHER CONTENDERS.

 

Anyway, I feel lighter, cheers for the advice and your effort on the port. I remember there being quite a few level packs/mods out for DF too, will they be compatible?

 

 

3 hours ago, MrFlibble said:

The sewer is nuthin' compared to the Kell dragon fisticuffs IMO.

I don't remember this. Urk. Doesn't sound good. Melee was yet to become a strong point in FPS games for a long time after this was made!

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9 minutes ago, holaareola said:

I remember there being quite a few level packs/mods out for DF too, will they be compatible?

Most mods work, though support is "beta" quality - meaning some still have TFE-related bugs and a few can crash at a certain point. But the plan is that they all work before version 1.0 is released. I will be making a post, most likely later tonight, about the mod support and mod loading.

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2 hours ago, lucius said:

The sewer level is pretty straightforward when you get used to it. To do it quickly, when you get to the 4-state switch, go through the first door (hitting the switch to raise the sewer level during the process), then the third door, and finally the second door. That will save you a trip through the tunnels. You can ignore the fourth door unless you want the goodies there (but I don't bother when I'm playing through it).

 

I should add - you can hit F5 to turn on your headlamp to help illuminate dark areas. It consumes battery power, but there are battery pickups and the consumption is reasonable (unlike some games where flashlights last for two seconds).

This is some information that could've been brought to my attention YESTERDAY!

 

Quite literally, I decided to try out the work that you've done on Dark Forces, and it's absolutely great. Getting to run this smooth in Windows, and with resolution scaling, I mean it's absolutely amazing the work that you've put into it. I did play a little of the GOG version, but I haven't really played, and completed, the game since 1996. And that was on DOS, where it played just fine. So to be able to play it again on a modern system without having to dink around with Dosbox is amazing, so kudos to you. 

 

That aside, I decided to try it out last night, and I was stuck on that damn sewer level for at least an hour. I missed one switch towards the beginning, the one that raises the sewer level. It is so easy to miss switches in this game. Great game. But it seems like the level designers started out their dev map with "Piss the player off".

 

Still, very impressive what you've accomplished. I look forward to seeing the finished product, because it already plays really nicely.

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Version 0.8 is well underway and should be complete this week.

 

Cutscenes in the vanilla game all play, though there are some visual glitches to iron out.

cutscenes4.jpg?raw=truecutscenes5.jpg?raw=true

 

cutscenes8.jpg?raw=true

 

The Mission Briefings and PDA are also complete - along with fixing a bug with difficulty levels and finally loading and handling mission "goals" correctly - so they show up properly in the PDA when completed.

modBriefing.jpg?raw=true

 

pdaFinished1.jpg?raw=truepdaFinished2.jpg?raw=truepdaFinished3.jpg?raw=truepdaFinished4.jpg?raw=truepdaFinished5.jpg?raw=true

 

So what is left for version 0.8:
* Fix the font in the Agent Menu (some characters show up wrong).

* Add the keyboard shortcuts to the Escape Menu. I will probably not do the fade, despite the small inaccuracy, because 1) it isn't complete and looks kind of bad, 2) I don't want it to take so long when hitting Escape and being able to use the menu. Same with the PDA - you hit the button and it comes up near instantly.

* Figure out what to do with the config menu - I'm either considering implementing it as-is or having it bring up the Alt+F1 menu instead - where all the valid configuration options are available. The latter option is what I am leaning towards since it will be less confusing than having a partial set of options, some of which are useless right now (the level of detail options).

* Fix visual glitches in cutscenes.

* Integrate sound and music support for cutscenes (they are currently silent).

 

Another nice feature is that TFE supports automatically loading custom briefing and cutscene LFD files for mods, so players can load their mod directly from the zip files and TFE can still support the custom mission briefings and cutscenes.

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