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[WIP v1.00] Dark Forces

Posted: Thu Mar 21, 2013 5:05 pm
by Ryan Cordell
Image

"Stop, rebel scum!"

Remember those good old days of playing Dark Forces? Killing all those Storm Troopers and cursing the concussion rifle packing Trandoshans?
.. No? Too bad. Have a Doom mod based off said good ol' days anyway.
Spoiler: Some screenshots
Spoiler: So far..
Spoiler: To-do
Download
Recommended playing with ZDoom r4195. Particularly because of voxelized (and not very faithful) blaster lasers.
Give yourself all weapons if you want to test those that were implemented so far.

.. But rest assured, it's coming along, slowly but surely.

Notify me of any problems, of course. My limited play testing shows that everything should be fine, for the most part.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 5:18 pm
by Springy
OH YES! I used to love this game so much. Good too see a weapons and enemies pack.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 6:31 pm
by TheDoomGuy
Few things...

- The HUD isn't showing up.
- The fist weapon is missing.
- You should use the 3D models for the blaster lasers from JKMod.pk3.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 6:35 pm
by Triple S
Seems good so far, but the custom HUD is extremely unfriendly to widescreen resolutions it seems.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 6:36 pm
by TheDarkArchon
There's a problem with the HUD when I try and play the mod:
Spoiler: 1080p image
(Shown is GZDoom r1537 (based on ZDoom r4181) but it happens in ZDoom r4195 as well)
TheDoomGuy wrote: - You should use the 3D models for the blaster lasers from JKMod.pk3.
Because that would work in ZDoom.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 6:50 pm
by zrrion the insect
Voxels could work though. This mod Is pretty cool It makes me want to track down my old copy of the game.

Re: [WIP] Dark Forces

Posted: Thu Mar 21, 2013 7:28 pm
by TheDarkArchon
zrrion the insect wrote:Voxels could work though.
...which are already being used in the mod.

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 12:07 am
by TerminusEst13
Ahhh, this looks pretty awesome so far.
Having a lot of fun with the mortars.

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 8:26 am
by Xaser
Hrm... the big cannon-y weapon (the mortar?) is currently a bit wonky in terms of damage -- I suspect a typo. It takes like 3 shots to kill an imp. :P

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 9:31 am
by TheDarkArchon
OK, for anyone wanting a fixed HUD, open the mod's SBARINFO and replace the text with the stuff inbetween the spoilers:
Spoiler: Fixed Code

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 9:41 am
by CeeJay
Pretty good stuff so far but a few issues are present. Dunno if it was just me, but i've found the player speed to be crazy. I was blazing around the level at near light speed. The player speed in vanilla Doom is already very fast, so increasing it just seems redundant. Not to mention makes it harder to control.

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 2:56 pm
by Tormentor667
I want maps! :)

Re: [WIP] Dark Forces

Posted: Fri Mar 22, 2013 3:20 pm
by Death Egg
I bet this would be great for that one secret map in Whisperers of Satan. Hell, it's great period!

Now get to adding him as a character in Samsara, TerminusEst13

Re: [WIP] Dark Forces

Posted: Sat Mar 23, 2013 2:13 am
by Ryan Cordell
Xaser wrote:Hrm... the big cannon-y weapon (the mortar?) is currently a bit wonky in terms of damage -- I suspect a typo. It takes like 3 shots to kill an imp. :P
For one, I'm fairly sure that the weapon damage values are all accurate. The deal is, Doom has a greater range of randomization for damage than Dark Forces does. Even the lowest enemies and weapons in Doom tend to deal more damage, whereas the weapons in Dark Forces tend to deal 10 damage, perhaps 18 (in the case of your fists), etc.

The enemies are all equally low in HP as well. So it's just a matter of waiting until the enemies are all implemented in the mod, which is my next step right now.

Re: [WIP] Dark Forces

Posted: Sat Mar 23, 2013 6:17 am
by Viscra Maelstrom
finally, you're able to play through The Darkest Hour with proper Dark Forces weapons. :o
although, if the damage-randomization is that bad for the Mortar, why not make weapons deal a set amount of damage rather than randomize it from a set of values?