Dear friends, I present to your attention a new assembly Dark Forses.
Recent changes:
- Added almost all enemies (except turrets, but I will add them later for mappers). Now, when you walk on water, you can sometimes wait for a surprise)
- To recreate almost all powerups (except the Ice Cleats at beta stage)
- Reworked the balance - he now looks more like the original game, and spawn ammo and weapons more rational.
- Bobstyle have weapons now more reminiscent of the original game. (Maybe soon, I will try to do a similar imitation on the ACS and offsets).
- Fixed a multiplayer game (not Zandronum, gzdoom multiplayer).
Dianogas were really annoying due to them getting stuck in you when you walk over them, and they were also stacking on top of each other. This is kind of an issue because I literally got stuck on like 8 in 1 spot and they killed me because I couldn't get away. These guys should be acting like the swamp monsters from Hexen.
Other than that, this was a pretty good release. After you add everything in, are you going to make an enhanced version?
Re: Dark Forces
Posted: Tue Apr 14, 2015 7:56 am
by Lex Safonov
Valherran wrote:Other than that, this was a pretty good release. After you add everything in, are you going to make an enhanced version?
Of cource my friend, just next time)
I now have a small technical difficulty with the rollers from the original game, but soon you will enjoy the logo of Star Wars, just like in the Shadow Warrior)
Re: Dark Forces
Posted: Fri Apr 17, 2015 11:55 am
by Lex Safonov
OKay guys, progress:
Mouse-Bot now worked!
If mouse dead - drop battery. You can use battery for powerups(original game)
(awww, my inglish is very shit)
Re: Dark Forces
Posted: Fri Apr 17, 2015 12:33 pm
by Captain J
although it's from the original game or not, it's kinda lacks graphics, though.
Re: Dark Forces
Posted: Sat Apr 18, 2015 9:52 am
by Valherran
Captain J wrote:although it's from the original game or not, it's kinda lacks graphics, though.
They used really cheap 3D models back then for the mouse droids, remotes, and sentry turrets.
Re: Dark Forces
Posted: Sat Apr 18, 2015 11:15 am
by Lex Safonov
So next progress - turrets now worked!))
Re: Dark Forces
Posted: Sat Apr 18, 2015 3:29 pm
by Vostyok
Lex Safonov wrote:So next progress - turrets now worked!))
OH GOD. NO.
THE BANE OF MY LIFE.
Spoiler:
Seriously, this is some awesome work you've done.
Re: Dark Forces
Posted: Tue Apr 21, 2015 7:35 am
by Lex Safonov
Ice cleats are debugging
But I do not know how to use them properly in heretic \ hexen. Maybe to give them at the start of the game?
Re: Dark Forces
Posted: Tue Apr 21, 2015 10:07 am
by Valherran
Lex Safonov wrote:Ice cleats are debugging
But I do not know how to use them properly in heretic \ hexen. Maybe to give them at the start of the game?
Have them come with the backpack (Your Gear) when you pick it up for now as a place holder.
Re: Dark Forces
Posted: Sun Apr 26, 2015 10:19 pm
by Valherran
Found another problem with those Dianogas, if they spawn offset to ground terrain or walk into a teleporter, they will be able to traverse all terrain. I would set this so they cannot use teleporters and only move around on water type terrain.
Re: Dark Forces
Posted: Fri May 08, 2015 9:18 pm
by Lex Safonov
Ok, thank's. I'll try to fix it.
Faced with the problem - it is impossible to find a half sounds from the original game (start-up image), I can not understand where the game takes them (I even tried to remove Sound.GOB file, but the game still reads from the sounds.) No one knows where to look for sounds from start-up?
Re: Dark Forces
Posted: Sat May 09, 2015 2:30 am
by Vostyok
Try files for shadows of the empire and Jedi knight. Demo files should do. I noticed they shared a lot of resources. Long shot but, you never know.
another edit: if you are after intro sounds, you might need to Leech off a youtube video. crude but they're all there
Re: Dark Forces
Posted: Sat May 09, 2015 5:34 pm
by DrejjZ
Or you could use Total Recorder
Re: Dark Forces
Posted: Sat May 30, 2015 4:08 am
by Lex Safonov
Dear friends, I have good news!
I ended up starting to do the clip from the original game and now you can see it at the start of the game.
So I created a pack of music from the PSX version. (In my opinion the music out there much better than in the PC version)
Screenshot of the work done:
1600x900(339.63 kB)
And that's just a small piece of a large roller)
I also added the numbers for Doom Builder, so you can make the card directly under the modification.
And now I have a few questions for you:
Balancing - how do you balance from the previous version? Too soft or normal? At that stage, I copied the value of damage \ lives from the original game.
Needless to spread fashion now?)
Does anyone have a desire to see an additional pack with additional enemies?
Is it worth it to do a modification of the card?
Do this modification to anyone and if I should spend more effort on it?