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

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CeeJay
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Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

I've been putting some more work into this. Finally adding some dynamic lighting. Properly.
Spoiler:
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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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RUNSABER
Posts: 282
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Re: [3DGE] Dark Forces/Star Wars mod

Post by RUNSABER »

Anything you do in 3DGE is beautiful. Keep it up
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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.
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

Updated. Made the enemies less aggresive and fixed a couple of minor issues. Lightsaber still sucks, though.
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Darman Macray
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Location: North of the west

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

Post by Darman Macray »

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."
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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

Post by Darman Macray »

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

Post by RUNSABER »

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
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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

Post by Xim »

CeeJay wrote:What's Pcorf's Dark Forces? Never heard of it before.
I think he might be referring to Doomed Space Wars
CeeJay
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Re: [3DGE] Dark Forces/Star Wars mod

Post by CeeJay »

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)
CeeJay
Posts: 1467
Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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

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Xim
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Location: somewhere with trees

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

Post by Xim »

Well this looks great. I'm excited to try it out! This has a well done Dark Forces feeling to it.
CeeJay
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Joined: Sun Mar 14, 2010 2:52 am

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

Post by CeeJay »

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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