Xim's Star Wars Doom - Updated (MAY/4/2024)

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Xim
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by Xim »

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 :P . 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:
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Valherran
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by Valherran »

Xim wrote:
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 :P . 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.
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ZikShadow
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by ZikShadow »

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.
Dougmeister
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by Dougmeister »

Hi.

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...
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Xim
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by Xim »

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.
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r&r
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by r&r »

Is there gonna be Allie Jedis and jetpack units or Bounty hunters for the Hyperspace Transponder?
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Captain J
 
 
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by Captain J »

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!
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ZikShadow
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Re: Xim's Star Wars Doom - Update (12/11/19)

Post by ZikShadow »



Noticed the DC-15 still havin' them aliasing edges. Mainly on the hands.
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Xim
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Re: Xim's Star Wars Doom - Update (1/13/20)

Post by Xim »

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:
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.
Metalhead33
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Re: Xim's Star Wars Doom - Update (1/13/20)

Post by Metalhead33 »

I experimented a little with making two compatibility patches, to make the mod both Hexen-compatible and Strife-compatible.
StarWarsHexen.pk3
(1.35 KiB) Downloaded 58 times
XimsStarWarsStrifeComp.pk3
(1.8 KiB) Downloaded 64 times
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Xim
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Re: Xim's Star Wars Doom - Update (1/13/20)

Post by Xim »

Hey, that's pretty cool. Might as well incorporate them. Thanks for sharing!
Metalhead33
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Re: Xim's Star Wars Doom - Update (1/13/20)

Post by Metalhead33 »

Xim wrote:Hey, that's pretty cool. Might as well incorporate them. Thanks for sharing!
Feel free to ;)
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Xim
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Re: Xim's Star Wars Doom - Update (2/14/20)

Post by Xim »

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:
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armymen12002003
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Re: Xim's Star Wars Doom - Update (2/14/20)

Post by armymen12002003 »

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.
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Xim
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Re: Xim's Star Wars Doom - Update (2/14/20)

Post by Xim »

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.
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