[3DGE] Dark Forces/Star Wars mod

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[3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Wed Apr 16, 2014 3:22 am

A Star Wars gameplay mod based souly around Dark Forces, but not aiming at a direct 1:1 conversion. It features quite a bit of "creative liberties" and a lot of custom content.

The game differs somewhat from regular DOOM: Armor for one is replaced with shield and functions a little differently. You now start with armor but it needs to be replenished regularly, without it you'll be cut down fairly easy and quickly. Weapons are also much more strategic and most of which feature alternate fire modes while enemies are a little more lethal and do not infight.

Lite Amp Visor and Radiation Shielding Suit are replaced with Infrared Goggles and Gas Mask which are activated manually by using the Action 1 and 2 keys, respectively. They require batteries which should be plentiful is most maps. They both still serve the same overall purpose.

Made for and requiring EDGE/3DGE and can be played with any DOOM 1 or DOOM 2 levels.

Fire up with any sci-fi themed levelpack and start blasting away some Stormtroopers (I recommend Back to Saturn series). Enjoy!

current build of mod: http://www.mediafire.com/file/27c52w282 ... m.epk/file

CREDITS
Spoiler:
Last edited by CeeJay on Mon Jul 15, 2019 1:12 am, edited 13 times in total.
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Re: Dark Forces/Star Wars gameplay mod

Postby cortlong50 » Thu Apr 17, 2014 9:52 am

Aaaaand I'm gonna go play this with back to Saturn
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Re: Dark Forces/Star Wars gameplay mod (resurrected)

Postby CeeJay » Sun Jul 26, 2015 2:41 am

So I dug this little turkey up and polished it a little. Enjoy
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Re: Dark Forces/Star Wars gameplay mod (resurrected)

Postby YukiHerz » Sun Jul 26, 2015 5:29 pm

Permission to use some of the graphic resources here? i lost my own DF rips and this has what i need.

Also just made it to the crusher using this mod and i gotta say it's pretty fun and well made!.
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Re: Dark Forces/Star Wars gameplay mod (resurrected)

Postby CeeJay » Sun Jul 26, 2015 10:23 pm

Yes, but they are in the Doom palette with the exception of the Gamorrean, which I made into PNG since Dark Forces has a different range of green colors. Credits to LucasArts.

I am also fully aware that the Light saber is not widescreen-friendly. My attempts at fixing that have been futile.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Fri Jan 06, 2017 6:16 am

Updated, as it tends to get sporadically on and off.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby ReX » Fri Jan 06, 2017 9:52 am

Is this really only a 143 Kb download? Also, I tried to open it in a resource editor, and I got the dreaded "Not a valid Doom wad file!"
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Re: [3DGE] Dark Forces/Star Wars mod

Postby wildweasel » Fri Jan 06, 2017 10:04 am

ReX wrote:Is this really only a 143 Kb download? Also, I tried to open it in a resource editor, and I got the dreaded "Not a valid Doom wad file!"

Mediafire reports it's just under 6 MB - perhaps your download "finished" too early?
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Fri Jan 06, 2017 10:18 am

No idea what's going on but I've re-uploaded it as a ZIP archive.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby ReX » Fri Jan 06, 2017 10:57 am

wildweasel wrote:Mediafire reports it's just under 6 MB - perhaps your download "finished" too early?

CeeJay wrote:No idea what's going on but I've re-uploaded it as a ZIP archive.

Yes, I had figured the download got truncated. But each time I tried, it would stop at exactly 143 Kb. The inability of a resource editor to open the file suggested to me that the download was incomplete.

The curious thing is that, even with the zip, the download stops at 143 kB.

[EDIT: I discovered what I was doing wrong. I was downloading directly from the link in your post above. The download was saving with a .wad (and, subsequently, as a .zip) extension, but I imagine it was actually saving the html/xml file. Hence the identical file size of 143 Kb with each of my 4 download attempts. I did things the "proper" way, and now have the zip. Many thanks.]
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Fri Jan 06, 2017 12:59 pm

I was experiencing problems myself when uploading the WAD a second time, it would go to 100% and then just start over again so I tried re-packaging it and re-upload as a ZIP and apparently that worked. Never had any problems with mediafire before.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby ReX » Fri Jan 06, 2017 1:13 pm

But more on topic, I've had a chance to look in the zip, and the amount of (excellent) work you've put in is astounding.

Unfortunately, I have no experience with making EDGE mods, but I'm going to study what you've done and see how it can translate to GZDooM.

Many thanks.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Fri Jan 06, 2017 1:24 pm

Well, documentation on 3DGE is a little bare but you can check out the forums: http://www.tdgmods.net/smf/viewforum.php?f=3 and visit the 3DGE wiki: http://3dfxdev.net/edgewiki/index.php/Main_Page.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby enderandrew » Mon Jan 09, 2017 3:06 pm

Stupid quesiton, but doesn't Dark Forces rely on jumping, swimming, mouse-movement, room-over-room, etc?

Some of these are capable in Doom source ports, but I thought room-over-room wasn't possible in Doom maps at all.

Wouldn't it make more sense to do this in a Quake engine? And wasn't there a release at one of of the first 6 levels of Dark Forces remade for Q3? FTE runs Q1 through Q3 maps.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby Trance » Mon Jan 09, 2017 3:32 pm

enderandrew wrote:Stupid quesiton, but doesn't Dark Forces rely on jumping, swimming, mouse-movement, room-over-room, etc?

Jumping and crouching were both abilities the player could make use of in Dark Forces, but modern source ports don't make that a problem anymore.

Dark Forces did have something Doom's engine couldn't do: support 3D models. Moreover, there were walkable surfaces in 3D space which made use of these 3D models. Any room-over-room capacity in Dark Forces was faked with walkable 3D objects (e.g., the small bridge over the doorway in the building near the end of Mission 2). That might be tricky to replicate.

Mouse movement wasn't necessary in missions; I played Dark Forces' missions exclusively with the keyboard on our DOS machine in the '90s. The mouse might be required for navigating the between-mission briefings, but even then I think there might've been a way to do that with the keyboard. Using ACS, people have made mouse-friendly navigable menu systems very similar to it.

As far as I can remember, any "swimming" sections in Dark Forces didn't involve actual underwater stuff. It was just surface-swimming. Easy-peasy in modern Doom.
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