Haze's Dark Forces Mod.
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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YukiHerz
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Re: Star Wars: Dark Rising (Working Title)
Felt like giving this a small update, just some changes in how things work, weapons now have been re-balanced (but monsters haven't been changed at all).
For the next version:
More and Better Monsters.
Removal of quake-style pick ups, now that i can sort the sprites properly.
At least one new map.
If you feel like contributing a map, just post a picture of it, make sure it uses the dark forces pack from r667, vanilla doom textures are ok.
For the next version:
More and Better Monsters.
Removal of quake-style pick ups, now that i can sort the sprites properly.
At least one new map.
If you feel like contributing a map, just post a picture of it, make sure it uses the dark forces pack from r667, vanilla doom textures are ok.
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CeeJay
- Posts: 1467
- Joined: Sun Mar 14, 2010 2:52 am
Re: Star Wars: Dark Rising (Working Title)
Will this be for ZDoom, GZDoom, Zandronum or compatible with all? Personally I find it tedious how most mods seem to be GZDoom specific nowadays, like 80% of what I've seen lately. Probably because of all of its fancy features and effects. GZDoom is the one port I've always had problems with.
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Nevander
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Re: Star Wars: Dark Rising (Working Title)
To me, it's because it's the best port of Doom there is. Doomsday is overly complicated (and has to be installed), ZDoom is great but only software rendering, Chocolate Doom is good for vanilla style but simply beaten out by others, older ports and stuff are simply outdated. GZDoom is just awesome. My port of choice for sure. I love me some GL effects and full mouselook (no y-shearing).CeeJay wrote:Personally I find it tedious how most mods seem to be GZDoom specific nowadays, like 80% of what I've seen lately. Probably because of all of its fancy features and effects.
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YukiHerz
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Re: Star Wars: Dark Rising (Working Title)
When i implement the actual Dark Forces pick ups and stuff then it shouldn't have problems with zdoom, and a multiplayer version for zandronum may come later.
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CeeJay
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Re: Star Wars: Dark Rising (Working Title)
Zdoom. Good.
I have never found all the GL rendering features all that appealing (most of them anyways), just seem pointless when using low-res 2.5d sprites and graphics. Blurring out the edges of those old sprites (smoothing) don't make it look any better in my eyes. Just make 'em look like a blurry blob of colors. That is my personal opinion anyways. I do think dynamic lighting can be used to a good effect, though.
I have never found all the GL rendering features all that appealing (most of them anyways), just seem pointless when using low-res 2.5d sprites and graphics. Blurring out the edges of those old sprites (smoothing) don't make it look any better in my eyes. Just make 'em look like a blurry blob of colors. That is my personal opinion anyways. I do think dynamic lighting can be used to a good effect, though.
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YukiHerz
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Re: Star Wars: Dark Rising (Working Title)
Pushed a new update already, more fixing/changes to weapons, pick up sprites (armor and health models are still used), started working on the trandoshan enemy, which currently doesn't replace anything, as it's basically just a trandoshan firing e-11 lasers while visually having a concussion rifle also interrogation drones and Probes now cause damage on explosion.
Also removed map02, i'm still brainstorming ideas for the maps, i wonder how would it be to have a hub...
Also removed map02, i'm still brainstorming ideas for the maps, i wonder how would it be to have a hub...
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CeeJay
- Posts: 1467
- Joined: Sun Mar 14, 2010 2:52 am
Re: Star Wars: Dark Rising (Working Title)
Tried for a brief moment (don't have much time right now), and here are my initial thoughts:
1. Was it made with GZdoom features? I played it with ZDoom and I got a few visual oddities.
2. The Stormtrooper Rifle is way, way too slow. Have peak at my gameplay mod, I spend a lot of time making the weapons as accurate as possible with rate of fire, sprite aligning and damage dealt. It was actually originally part of a group project, and the leader was constantly pushing me to make it more faithful and accurate to the source.
3. Please ditch the Outcast enemy voices. Don't know if it's the weird accent, but they sound bored/uninterested. They just don't sound threatening, or anything like the movies for that matter. Jedi Knight and Mysteries of the Sith had the best voices of what I've heard and these are the ones I prefer.
4. Why is there a Mortar Gun on the first level? This should be a much later weapon.
5. Interrogation droids also shouldn't show up until later.
6. Level 1 needs more detail, it felt barren in places.
7. It is possible to get stuck on the circular lift close to your starting position. Should have some walls around it.
Most of these are of course my own personal opinion, so take it as you will. Overall, I think you still need to work on "faithfulness to the source" with weapons and enemies.
1. Was it made with GZdoom features? I played it with ZDoom and I got a few visual oddities.
2. The Stormtrooper Rifle is way, way too slow. Have peak at my gameplay mod, I spend a lot of time making the weapons as accurate as possible with rate of fire, sprite aligning and damage dealt. It was actually originally part of a group project, and the leader was constantly pushing me to make it more faithful and accurate to the source.
3. Please ditch the Outcast enemy voices. Don't know if it's the weird accent, but they sound bored/uninterested. They just don't sound threatening, or anything like the movies for that matter. Jedi Knight and Mysteries of the Sith had the best voices of what I've heard and these are the ones I prefer.
4. Why is there a Mortar Gun on the first level? This should be a much later weapon.
5. Interrogation droids also shouldn't show up until later.
6. Level 1 needs more detail, it felt barren in places.
7. It is possible to get stuck on the circular lift close to your starting position. Should have some walls around it.
Most of these are of course my own personal opinion, so take it as you will. Overall, I think you still need to work on "faithfulness to the source" with weapons and enemies.
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YukiHerz
- Global Moderator
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Re: Star Wars: Dark Rising (Working Title)
1.-Slowly making it Zdoom-gudder
.
2.-It's not meant to be completely faithful, i'm still working on the weapons, so i may make the stormtrooper rifle faster, may actually end up turning it much more faithful even.
3.-I'll keep them for now until i can get my hands on those you mention.
4,5,6&7.-The first level is getting ditched (already removed it from the file on my end, but i don't wanna upload an update with just that).
Thanks for taking your time with it, appreciated
.
2.-It's not meant to be completely faithful, i'm still working on the weapons, so i may make the stormtrooper rifle faster, may actually end up turning it much more faithful even.
3.-I'll keep them for now until i can get my hands on those you mention.
4,5,6&7.-The first level is getting ditched (already removed it from the file on my end, but i don't wanna upload an update with just that).
Thanks for taking your time with it, appreciated
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CeeJay
- Posts: 1467
- Joined: Sun Mar 14, 2010 2:52 am
Re: Star Wars: Dark Rising (Working Title)
And please don't abandon it. I've seen a lot of Star Wars/Dark Forces project come and gone over the years and still waiting for the definitive one. What I would love to see is original mission-based levels taken place between and during events of the movies where you get to visit familiar planets and locals, maybe even interact with characters from the franchise. I loved that "a-ha" feeling when playing Dark Forces, something they did away with in the sequel. You will find quite an assortment of custom enemies in my mod that can be used, such as the alternate stormtroopers (scouts, ice troopers and jet troopers), if you need to know the source of 'em I can link it to you.
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YukiHerz
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- Posts: 1503
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Re: Star Wars: Dark Rising (Working Title)
Uploaded a new version, and i probably wont upload more in days.
-Weapons now cast A_Light functions.
-Changed enemy sounds to the ones CeeJay mentioned, props to him!.
-Re-did replacing to make a little more sense.
-Added Bright keywords where it was missing.
-Fusion Cutter now has an altfire.
-Imperial Repeater now fires faster.
-Removed maps and textures.
-Replaced the models with sprites(Most are placeholders).
-Other things that i may have forgot about, mostly weapon values.
Things that i'll work on later(Probably in order):
-Setting correct Selection.Orders.
-Adding weapon binds to the controls so the players can use their prefered order, this would be just a shorcut for less-experienced people since you can already do it.
-Re-doing all the custom doom-handed Dark Forces weapons that i lost in a hard drive, some of which had custom-made animations for reloading...
-Play through Dark Forces several times to re-learn many things that i may have forgotten about.
-Working on all the Enemies.
-See if it would make sense to add some of the alt fires to the rest of the guns.
-Do cool stuff.
I want to focus on another mod, i'll probably learn more things to make this one better.
-Weapons now cast A_Light functions.
-Changed enemy sounds to the ones CeeJay mentioned, props to him!.
-Re-did replacing to make a little more sense.
-Added Bright keywords where it was missing.
-Fusion Cutter now has an altfire.
-Imperial Repeater now fires faster.
-Removed maps and textures.
-Replaced the models with sprites(Most are placeholders).
-Other things that i may have forgot about, mostly weapon values.
Things that i'll work on later(Probably in order):
-Setting correct Selection.Orders.
-Adding weapon binds to the controls so the players can use their prefered order, this would be just a shorcut for less-experienced people since you can already do it.
-Re-doing all the custom doom-handed Dark Forces weapons that i lost in a hard drive, some of which had custom-made animations for reloading...
-Play through Dark Forces several times to re-learn many things that i may have forgotten about.
-Working on all the Enemies.
-See if it would make sense to add some of the alt fires to the rest of the guns.
-Do cool stuff.
I want to focus on another mod, i'll probably learn more things to make this one better.
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YukiHerz
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
Re: Haze's Dark Forces Mod.
New Update:
-E-11 and Imperial Repeater now have two fire modes, swap with Alt Fire.
-New Hud.
-Reduced file size a "tiny" bit.
That's about it for now, i have some ideas.
-E-11 and Imperial Repeater now have two fire modes, swap with Alt Fire.
-New Hud.
-Reduced file size a "tiny" bit.
That's about it for now, i have some ideas.
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YukiHerz
- Global Moderator
- Posts: 1503
- Joined: Mon Dec 02, 2013 6:01 pm
- Graphics Processor: Intel (Modern GZDoom)
- Location: Where corruption is redefined daily.
Re: Haze's Dark Forces Mod.
New Update:
-Adjusted weapons:
--Moderate mode for E-11 is faster, mode switch now works correctly when there's no stock ammo left, but the E-11 and Repeater wont be swapped out automatically when running out of ammo.
--Every weapon except the assault cannon can fast punch.
--Some small changes that aren't really important, such as corrected pistol laser colors.
-Enemies:
--Behavior variants of the Stormtrooper, standard, autofire and power fire stormtroopers (all look the same) and Scout Trooper (Looking for Credits to this one).
--Commando now does autofire with pistol, may be a little bit OP.
-Other minor changes that don't really matter.
Note: Also works on Zandy betas.
-Adjusted weapons:
--Moderate mode for E-11 is faster, mode switch now works correctly when there's no stock ammo left, but the E-11 and Repeater wont be swapped out automatically when running out of ammo.
--Every weapon except the assault cannon can fast punch.
--Some small changes that aren't really important, such as corrected pistol laser colors.
-Enemies:
--Behavior variants of the Stormtrooper, standard, autofire and power fire stormtroopers (all look the same) and Scout Trooper (Looking for Credits to this one).
--Commando now does autofire with pistol, may be a little bit OP.
-Other minor changes that don't really matter.
Note: Also works on Zandy betas.
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armymen12002003
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Re: Haze's Dark Forces Mod.
Just gave this a try on Paul Corfiatis Doomed Space Wars works very well with it. quick question though are you gonna replace all the standard doom 2 monsters? if so what monsters are you gonna be replacing them with?
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YukiHerz
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Re: Haze's Dark Forces Mod.
At a later time all D2 monsters are gonna be replaced, just not with original Dark Forces enemies, instead i'm looking for custom enemies made by the Dark Forces community, i've seen a TIE pilot and other types of stormtroopers around, but the only way i know of obtaining the sprites is slow, so that's why i haven't done it yet.
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armymen12002003
- Posts: 1421
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- Preferred Pronouns: He/Him
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- Graphics Processor: nVidia with Vulkan support
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Re: Haze's Dark Forces Mod.
Okie dokie looking good so far man