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lucius

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About lucius

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  1. Thanks CyberDreams. :) You can purchase a digital copy of the games on Steam and GOG, which are the easiest and cheapest ways of playing.
  2. Pre-Release Build Version 0.01.005; Win64 has been released. Downloads Changes: PrintScreen will now take screenshots that will be saved in the /Documents/Screenshots/ folder. The “Configure” menu option now opens up configuration menus. Game paths can now be set in the application in the “Game” configuration menu. A few graphics settings such as resolution, Fullscreen/windowed can be set in the Graphics menu. “Custom” is available as a resolution choice, which provides additional UI to manually set the desired resolution. About tells you the Build version and provides useful links. This is a minor "quality of life" update but a much larger update is coming in the next few weeks that will make the game rendering even more accurate, such as better light falloff in some levels. The coming renderer update will make the renderer functionally identical to the Dos version - including bugs (in 320x200 anyway) and add support for widescreen. There may be additional minor updates beforehand however.
  3. The PSX conversion was pretty poor and unlike Doom on PSX, it didn't really add anything. So I'm not currently planning on dealing with the PSX version. However, I am planning on supporting some of the assets from the MAC version (such as higher resolution HUD). But ultimately The Force Engine is based on the DOS version of Dark Forces and Windows version (only version?) of Outlaws - at least for now.
  4. I mentioned this in previous responses but 1) emulator-like "save states" will be available in a future build - allowing for quicksaves while keeping the original system in place and 2) hardware rendering will be supported before the first proper release with all the usual texture filtering options (bilinear, mipmaps, anisotropic, etc. in addition to point sampling).
  5. When you create a new level, you will get to choose which format you want to use. At this point, it will warn you of the consequences. In other words, you won't be able to use new (level) features without using the newer level format. The Force Engine "Classic" mode will give you the "Chocolate Doom" effect - the original software renderer, behaviors, etc.. But from there you can enable features one by one until you get the right mix of "Classic" and modern that you are looking for.
  6. Sort of. The version of the engine used in Dark Forces is similar to Build [ but less janky :)- ] - each sector is distinct and connected through portals to other sectors (called "adjoins"). Because of this, sectors can be layered on top of each other, you can have spiral staircases or different levels. Using INF, adjoins can be changed dynamically, allowing an elevator to go between floors in a multi-level structure, for example. To avoid overlapping sectors from getting too confusing, sectors are assigned a "layer" - and only the current layer is shown on the automap. The level editor uses these same layers to show the current layer and "lower" layers are faded wireframes to avoid getting in the way visually. The second method Dark Forces has of supporting multiple levels, such as bridges you can pass under or walk on top of, is by using two additional features: * 3D models (affine textured, but flat floor-like sections can instead use the same texture technic as the sectors, making them look the same). * Second sector height. The way this works is that the 3D model of a bridge or object is rendered such that the top of the object matches the sector's second height. And then if the player is below the second height, that is treated as the ceiling for collision and if the player is above it is treated as the floor. So these 3D bridges have player collision both from beneath and on top, giving you two levels to work with. The level editor in the current build renders this correctly now. Finally, the Outlaws version of the Jedi Engine added new features (relevant 2 listed): * Vertical Adjoins * Double Adjoins Basically vertical adjoins can connect sectors vertically through the floor/ceiling (but vertices must match XZ positions) - this is how swimmable water is done. However, each sector can only have a single vertical adjoin. Double adjoins allow a single wall to connect to two sectors instead of one allowing for true "room over room" effects. These are also commonly used in Outlaws to build furniture, like tables, shelves, and 3D railings out of sectors. But this is also used for room over room effects as well as you might see in late Build engine games - but it's built into the engine instead of being done through game code or using multiple rendering passes. And it is used all over the place in Outlaws, so it has to be efficient. :) The level editor does not yet support Outlaws features but it will before the proper first release. In addition, I plan on supporting both the Dark Forces and Outlaws level formats for Dark Forces modding - which means (if you use the newer format) that you get the enhanced Jedi features such as slopes, vertical adjoins, double adjoins, per-sector colormap, floor and ceiling overlays, etc. with new Dark Forces mods. Of course, if you do this than the mod will no longer be vanilla compatible.
  7. (Edit: Sorry the Quote started acting really weird so I deleted it). @MikeyScoots I'm not really looking for help at the moment. However I am planning on integrating asset and level editor tools, you can see early versions of them in the build (and screenshots). If you have suggestions for things that can make level editing easier or modding better or just tools you really like, please let me know. :) And of course, testing out the tools when they become more functional would be great. Right now, however, my primary focus is on the reverse-engineering work and getting Dark Forces functionally complete. But I will certainly post about it when there are updates to the tools (and of course other updates as well). Thanks for the kind offer.
  8. I knew someone ask about Jedi Knight eventually. :) The Jedi/Sith engines do share some formats and functionality but are also very different at their core. So, I'm not sure yet - I want to focus on finishing Dark Forces and Outlaws first and avoid feature creep. But I did intentionally pick a project name so that supporting both the Jedi and Sith engines would make sense. :)- It currently doesn't work yet but the plan is to directly load mods from their zip files. The idea is that you will be able to put all your mods in a directory and then load the one you want to play through the in-app menu. So it will be super-easy. :D And finally, save games . . . The original checkpoint/save system will be used as-is. However, I am planning on adding a "save state" system, as you find in a modern emulator, in order to get proper save game functionality if you want to use it while keeping the original system in place. This will also be useful for dealing with bugs since I can have people send me a save state where it happens.
  9. It does not yet support Outlaws, I'm still working through Dark Forces. Some of the Outlaws formats are viewable by the Asset Editor but levels aren't loading yet. The website (https://theforceengine.github.io/) has a conservative Roadmap that outlines when Dark Forces and Outlaws become properly playable (and various other things, like tools, multiplayer, etc.) Oh and I'm doing great now. :D
  10. Great, I'm glad you got it working. If you haven't already, please view the readme for information about what is contained in the build and the controls. The different "profiles" on the Agent screen have different levels open - I think James has all of them if you want to check any out without having to play* through them all first. You can also change the internal resolution in the INI file (/Documents/TheForceEngine/settings.ini) if you want to check out higher resolutions. Also F11 for full-screen and you can drag the window to change its size. * As much as you can "play" when the enemies don't move or fight back. :)-
  11. Yes, rumors of my death have been greatly exaggerated. But I did drop out for quite a while due to personal reasons. Ultimately I started this project a few months ago after re-evaluating what I wanted to do with the XL Engine/DarkXL, etc..
  12. Actually basic controller input is already in - though it is currently not used by the game code. That said, proper support and mapping is planned.
  13. The Force Engine uses the original game data files. You should install the games as normal. If it is a Steam installation then it will be automatically detected if Steam is installed at the default location. Either way, run the TFE executable and then hit Start in the menu. If it can't find the game data, it will pop up instructions regarding the INI file to edit. Unfortunately, this is a "pre-release" build, so you will have to go and manually edit the INI file with the game data path and restart the application. In the future, this will be streamlined and all done through the in-app UI. At the moment only Dark Forces is supported. Please see the Readme that comes with the build for more information.
  14. As I mentioned in the reply, I am planning on adding those features - after focusing on the core. Hardware support is coming though. :) Also the current build already supports high-resolution rendering (though you have to change it manually in the ini file).
  15. Currently, the focus is on the "Classic" Software Renderer (aka the renderer based on the DOS code) but there are plans for a "Perspective" software renderer (i.e. look up and down without the shearing effect) and matching "Classic" and "Perspective" hardware renderers with filtering options (mipmaps, anisotropic filtering, etc). The plan is to support proper widescreen and various other enhancements as well as options once the core is more complete.
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