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ZikShadow wrote:This mod's pretty good, lots of weapons and enemies to go through, well done indeed. The changes from the original Dark Forces/Jedi Knight weapons are a bit on the edge for me (some weapons having blaster bolts instead of light balls, conc rifle alt not a railgun, etc), but I guess they're inevitable to keep balance up.
Is the conc rifle a rail-gun alt? It's been awhile since I played it . My conc rifle is more based off the old one, but I guess I could give a railgun attack in the future. I have already changed the flechette's alt-fire to be closer to Outcasts, so I might do the same for the conc rifle.
ZikShadow wrote:
I did however notice something that's particularly distracting outside of personal opinions, a lot of the non Dark Forces weapons seems to suffer from blurriness (I think they're called anti-aliasing? I don't quite know the specifics), which is very noticeable when swapping between them sometimes.
Missile launcher's sprites are also not widescreen friendly.
Thanks for pointing that out. I did notice earlier, but I just never got around to fixing them up.
The sprites have been fixed for the new update along with some other mostly graphical adjustments.
Spoiler:
12/11/19
-Fixed pov weapon sprites of blurriness and translucency (heavy pistol, dlt, bowcaster, carbine)
-Made the PLX a bit more wide-screen friendly (once I can get a better widescreen screengrab I might change it)
-Flechette launcher now has alt-fire more similar to Jedi Outcast. Alt-fire now launches two glowing mini-grenades
-Concussion and dark trooper plasma can no longer be deflected
-Concussion rifle is now back to DF palette colors
-ATST bolts are now red
-Added brightmaps for a few items and objects
-Added pain rotation sprites for stormtroopers
-Shadow trooper now has different armour than the death troopers, new "midnight blue" colour
-Intermission text screens were added earlier but I forgot to mention them (more to come later)
ZikShadow wrote:This mod's pretty good, lots of weapons and enemies to go through, well done indeed. The changes from the original Dark Forces/Jedi Knight weapons are a bit on the edge for me (some weapons having blaster bolts instead of light balls, conc rifle alt not a railgun, etc), but I guess they're inevitable to keep balance up.
Is the conc rifle a rail-gun alt? It's been awhile since I played it . My conc rifle is more based off the old one, but I guess I could give a railgun attack in the future. I have already changed the flechette's alt-fire to be closer to Outcasts, so I might do the same for the conc rifle.
The concussion rifle never had a railgun-like alt-fire. What it did do is fire a recoil-heavy blast at a target at short-mid range to knock the enemy down or kill them for 1/3 of the damage. This type of blast is user friendly and meant to be used at close range for when an enemy manages to get that far so the user doesn't blow up them or their team mates.
Hmm, I suppose I was thinking of the Jedi Knight one instead of the Outcast/Academy ones. It's definitely tricky trying to be faithful when even the guys above were not so keen themselves on keeping some of the alts from the older games.
I download the latest version of GZDoom.
I downloaded Xim's Star Wars Doom and the Dark Forces Music Patch.
I unzipped them all to the same folder.
I put doom2.wad in the same folder.
I drag all seven (7) .pk3 files to the executable and get the following errors:
"Opened device OpenAL Soft on Speakers (High Definition Audio Device)
Failed to setup context: Invalid Device
Sound init failed. Using nosound."
and more importantly:
"Execution could not continue.
File D:/Chocolate Doom/GZDoom/Try#2/gzdoom.pk3 is overriding core lump mapinfo/doom2.txt."
Help please?
Edit: I found out that I did not, in fact, have the latest build of GZDoom. I did, and that got rid of the core lump error, but I still have no sound. I posted another thread in "General" with the details...
Yep, always make sure you've got the latest version. I'm not sure why you're not getting sound though. Is it just with my mod or with GZDoom in general?
Also, I do not recommend drag 'n drop method, unless you're only running a single mod. Load order can be very important, especially for running my mod with megawad compatibility patches. I highly recommend using a mod launcher. I personally use [wiki]ZDL[/wiki], but there are more "modern" programs available too.
ZikShadow wrote:Hmm, I suppose I was thinking of the Jedi Knight one instead of the Outcast/Academy ones. It's definitely tricky trying to be faithful when even the guys above were not so keen themselves on keeping some of the alts from the older games.
I'll probably go with the Dark Forces 2 alt-fire, it's chronologically closer to Dark Forces 1. Also I'm going to do a little weapon rebalance in the next update.
Finally playing this now. And this is by far, the most retrospective and accurate Star Wars doom mod ever. It deserves more respect! I had fun blasting through them Stormtroopers. Also i can see some references in the movie series as well. I killed a Wampa with my Lightsaber and guess what happened: Its arm just got chopped off!
You can do the Force stuff, you can learn more about obscure weapons of Star Wars canon, you even can reflect the lasers with the lightsaber! This is absolutely 100% weldone TC. I've got nothing else to complain, really.
Well, Thermal Detonator throwing animation in first person looks weird and i can't convert my lightsaber into something new. Other than that, absolutely nice TC!
New update. I've done a bit of a weapon rebalance. The Concussion rifle is now BFG tier, and Fusion cutter is now Plasmarifle tier. Sniper-tapping is now possible with a few weapons, a feature that was left out from vanilla Doom, but no longer. And more new stuff added too.
Spoiler:
1/13/20
-New enemy: Incinerator trooper, first featured in the game "Force Unleashed" before being introduced to offical SW cannon. They are armed with flamethrowers and spawn rarely with the Hellknights
-New "secret" weapon: Rebel Trooper A280 Blaster Rifle, stronger and more accuarate than the Stormtrooper rifle, but has a slower rate of fire. Alt-fire does a burst-attack. They can only be obtained if they are dropped by a Rebel Captain spawned by the Hyperspace Transponder (or Summon AssaultBlaster in console)
-SNIPER TAPPING : Bryar pistol, e-11 blaster rifle and imperial repeater have perfect accuracy on their first shot much like Doom's pistol and chaingun
-Fusion cutter and Goob gun are more powerful and accurate, they also now use plasma cells for ammo. Fusion cutter now spawns with the the Plasmarifle along with the Oppressor flamethrower
-Concussion rifle is overall more powerful, it now has a railgun alt-fire similar to Dark Forces 2. It now spawns with the BFG9000 along with the Dark Trooper cannon
-Replaced Z-6 Rotary blaster sprite from the Doom '16 edit. Now it has a sprite edited from a screengrab of the Z-6 from Battlefront II '05, featuring a shoulder mount animation for (de)selecting
-Z-6 Rotary blaster is a bit more accurate
-Dark Trooper Assault Cannon now has a shoulder mount animation for (de)selecting
-Hyperspace Transponder can now summon light side jedi, armed with a blue, green or yellow lightsaber and behave similar to the dark jedi, minus the force lightning
-Imperial Generals have a rare chance to drop a Hyperspace Transponder on defeat
-Imperial Admirals have a rare chance to drop a Heavy Support Beacon on defeat
-Ion barrels now have brightmaps
-Minor updates for the Jabba's Palace, Darkest Hour and Doomed Space Wars compat patches
r&r wrote:Is there gonna be Allie Jedis and jetpack units or Bounty hunters for the Hyperspace Transponder?
Jedis have been added. Might add some special rebel aliens later though, that would be cool too.
ZikShadow wrote:Noticed the DC-15 still havin' them aliasing edges. Mainly on the hands.
Thank you. Fixed.
Captain J wrote:Finally playing this now. And this is by far, the most retrospective and accurate Star Wars doom mod ever. It deserves more respect! I had fun blasting through them Stormtroopers. Also i can see some references in the movie series as well. I killed a Wampa with my Lightsaber and guess what happened: Its arm just got chopped off!
You can do the Force stuff, you can learn more about obscure weapons of Star Wars canon, you even can reflect the lasers with the lightsaber! This is absolutely 100% weldone TC. I've got nothing else to complain, really.
Well, Thermal Detonator throwing animation in first person looks weird and i can't convert my lightsaber into something new. Other than that, absolutely nice TC!
I'm glad you're enjoying it. I still plan on making updates, there's always something I have to fix at least.
New update, this one is a big one so it's a new download. I did some work with Wardust for this release, enjoy!
There's also a total redo of the textures patch so you'll want to redownload that too, it's much less glitchy.
Spoiler:
2/14/20
-New class selection feature, Katarn (normal gameplay) Jedi (start with lightsaber and basic force powers) and Trooper (start with rebel rifle and stun batton, no force powers, get shock gloves instead of saber)
-New enemy: Lambda shuttle, spawns with Cyberdemon along with ATST, stays landed but spawns a squad of various imperial foes, including stormtroopers with mortar guns and even Darth Vader (who is no longer and Archvile)
-New enemy Rodian Sniper: spawns with revenants along with the other alien bounty hunters, sprite and special movement AI by Wardust
-Elite rifle has been re-skinned to the cannon "Death Trooper E-11D Rifle"
-Death Trooper enemy sprite now carries new weapon sprite of e11d, they also have a chance to throw thermal detonators. Voice volume has also been increased
-New enemy spawners made for stealth monsters, mostly just placeholders of existing enemies (nothing random) moslty for easier thing placements for maps
--Biker Scout (Scout troopers on speeder bikes) replaces StealthCacodemons
--Two new "shadow" versions for stealth monsters: Shadow Zero-G Trooper and Shadow Dark Trooper
-New R2D2 beeping sounds for when you find a secret
-DLT-19 has recoloured sprites
-Repeater/Flechette projectile bolts are now round
-Gran bounty hunter sprites are now in Dark Forces palette
-Updated weapon sprite and AI for the imperial sniper scout, better accuracy but slower attack and Wardust's rodian sniper AI
-TIE Fighters, Bombers and Incerceptors have a chance to replace the Spidermastermind, their AI also has some slight improvements by Wardust
-New blaster decal and smoke effects by Wardust
-New weapon select movement by Wardust
-Enemy spawners made for Heretic (not fully tested, endboss not replaced)
-Limited support for Hexen and Strife added including weapon, enemy/npc and item replacements (not fully tested, most bosses not replaced)
-New secret NPC, Astromech droid, summon with R2D2 or Astromech or Astromech2 to 7
-New mouse cursor replacements (default: blue saber, doom: blaster pistol, heretic: green saber, hexen: red saber, strife: purple saber, chex quest: yellow saber)
Hey been nice to see this still being worked on im just having a small problem with the doomed space wars patch SITH frame F is missing rotations please fix.
armymen12002003 wrote:Hey been nice to see this still being worked on im just having a small problem with the doomed space wars patch SITH frame F is missing rotations please fix.
Dang, I thought I fixed that. Sorry, did you try downloading it from ModDB? I might have forgotten to update the OneDrive file. If they both don't work I'll try and get it fixed by tomorrow night.
Btw, glad to see you're back playing again!
EDIT: Okay, try Mod DB again. I added the missing frames. I'll reupload on OneDrive later tonight.