[EDGE] CeeJay's Star Wars/Dark Forces mod (RELEASE)

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

Postby CeeJay » Tue Jan 15, 2019 12:30 pm

I've been putting some more work into this. Finally adding some dynamic lighting. Properly.

Spoiler:
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Wed Jan 23, 2019 9:37 pm

An imperial officer getting blasted in the face.

https://imgur.com/t9eV5Hk

New widescreen-friendly HUD, bye bye crude placeholder. Also, 3D model for blaster bolts.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby RUNSABER » Thu Jan 24, 2019 1:00 pm

Anything you do in 3DGE is beautiful. Keep it up
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Sun May 12, 2019 12:16 am

Well, here's the work I've put into it so far: http://www.mediafire.com/file/27c52w282 ... m.epk/file

Known issues: The lightsaber feels a little out of place, armor does not function that way I wanted, the weapon supercharge mechanic is a little wonky and gameplay balance is probably all over the place. Oh, and the model for blaster bolts is a little "meh" and thermal detonators behave a little oddly when bouncing.

Enjoy, may the force be with you.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Mon Jul 15, 2019 12:14 am

Updated. Made the enemies less aggresive and fixed a couple of minor issues. Lightsaber still sucks, though.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby Darman Macray » Tue Jul 16, 2019 1:15 am

I keep getting an error message when trying to load this :(

EDIT: I'm using Edge x64 2.1. Message reads "error adding dfdoom.epk to search list."
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Tue Jul 16, 2019 9:56 am

Try using one of the more recent builds of the engine: https://devbuilds.drdteam.org/3dge/


And see if that helps.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby Darman Macray » Tue Jul 16, 2019 10:58 am

CeeJay wrote:Try using one of the more recent builds of the engine: https://devbuilds.drdteam.org/3dge/


And see if that helps.


That did the trick. Thanks!
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Re: [3DGE] Dark Forces/Star Wars mod

Postby RUNSABER » Tue Jul 16, 2019 2:11 pm

Glad youre enjoying the 3DGE engine! If you have a discord you can stay in touch with the community via the #ZDoom Channel and use #edge-general.

Some maps I can recommend for this amazing mod:

Pcorf's Dark Forces
Claustrophobia 1024
Dutch Devil's Riot Control
Base Ganymede
UAC Ultra
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Fri Oct 11, 2019 7:40 am

What's Pcorf's Dark Forces? Never heard of it before.
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Re: [3DGE] Dark Forces/Star Wars mod

Postby Xim » Fri Oct 11, 2019 8:11 am

CeeJay wrote:What's Pcorf's Dark Forces? Never heard of it before.


I think he might be referring to Doomed Space Wars
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Re: [3DGE] Dark Forces/Star Wars mod

Postby CeeJay » Sat Apr 10, 2021 9:28 am

Some gameplay footage of the current build with custom texture pack.

Counterattack MAP01 (https://www.doomworld.com/idgames/level ... o/mek-catk)


Breach (https://www.doomworld.com/idgames/level ... a-c/breach)
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Re: [EDGE] CeeJay's Star Wars/Dark Forces mod

Postby CeeJay » Thu Apr 15, 2021 10:37 am

Some random screenshots of the mod being played with an old megawad.

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Re: [EDGE] CeeJay's Star Wars/Dark Forces mod

Postby Xim » Fri Apr 16, 2021 11:29 am

Well this looks great. I'm excited to try it out! This has a well done Dark Forces feeling to it.
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Re: [EDGE] CeeJay's Star Wars/Dark Forces mod

Postby CeeJay » Tue Apr 20, 2021 12:41 am

Thanks to Lobo's EMUS getting some really useful features involving image offsetting, essentially making the process a breeze, the majority of the old sprites will be converted into PNG images. In earlier versions of the mod, most of the sprites were in Doom format, forced into its pallette. The main benefit of this is that their original palette can now be preserved.

Some notable examples. Left is the old DOOM format, right is with the original pallette.
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