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

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openroadracer
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Re: Xim's Star Wars Doom - Update (10/10/19)

Post by openroadracer »

Hey, Xim. Remember when I was talking about making replacement text for the text screens? Well, I recently got back into playing Pillowblaster's Trailblazer mod; and I poked around in its files and found out it's got TONS of replacement text screens, covering Ultimate DooM, DooM II, TNT: Evilution, Plutonia Experiment, even Heretic. If you want, I could attach Trailblazer's "Language.txt" in a post.

I think it would be a good idea to include text screen replacements in both the full version and enemy pack versions of this mod. What do you say?
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Xim
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Re: Xim's Star Wars Doom - Update (10/10/19)

Post by Xim »

Yeah I've got that version of Trailblazer, I'll check it out again. I'll see what I can work in for intermissions, at least a patch or something. I don't have quite as much free time as I did when I started this mod, but I'll see if I can get an update out soon hopefully, I've been working on one and I think it'll be a good one.
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skyrish10
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Re: Xim's Star Wars Doom - Update (10/10/19)

Post by skyrish10 »

Xim wrote: Star Wars Music Pack (By: armymen12002003)
Star Wars Music Pack Ver.2 (By: Darman Macray)
Dark Forces Music (By: Darman Macray)
Well good luck with that if you want to do a let's play video with those addons on YouTube, because it could likely get a copyright ID the video and blocked worldwide
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Xim
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Re: Xim's Star Wars Doom - Update (10/10/19)

Post by Xim »

Hmm, good point. Maybe I can come up with a more "user friendly" music pack if possible. There are free Star Wars MIDIs on the internet that might be safer to use.
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Xim
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by Xim »

New update, this one is a big one so let me know if you find any bugs or errors.
Spoiler:
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Dr_Cosmobyte
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by Dr_Cosmobyte »

Just nitpicking around, fist flickers when the attack button is pressed once.
Stormtroopers don't have any impact sounds for pain, too.

Also, those Stormtroopers have some pretty unforgiving aim skills... =p

Are the new enemies added to the enemy pack? Nice job.
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Xim
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by Xim »

GAA1992 wrote:Just nitpicking around, fist flickers when the attack button is pressed once.
Stormtroopers don't have any impact sounds for pain, too.
job.


I'll look into that.
Also, those Stormtroopers have some pretty unforgiving aim skills... =p
Well have you seen the movies? :P

But yeah I might make some of the troopers have better aim.
Are the new enemies added to the enemy pack?
Yeah I keep forgetting to update the standalone versions, I'll try and throw them together soon. Maybe a future version will be separate files that are loaded together.
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Dr_Cosmobyte
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by Dr_Cosmobyte »

No, i actually meant they have some pretty good aim! Hahaha

Maybe it's their reaction time,but they can hit me from miles away :p
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by openroadracer »

Hey Xim, I've been noticing something in both the Enemies Only and full versions of the mod: Imperial Royal Guards don't seem to react to sounds, only to being hit or spotting the player. Is this a bug? Because it sometimes makes it impossible to get 100% kills when maps have Hell Knights in off-map teleporter boxes(I don't really know what else to call it when an enemy is stored is a space only accessible with noclip and then teleported onto the map by some trigger event).
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Xim
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Re: Xim's Star Wars Doom - Update (11/17/19)

Post by Xim »

Yeah I see what you mean. I'll fix that for the next update. Thanks for pointing that out, I didn't think of that.
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Xim
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Re: Xim's Star Wars Doom - Update (11/27/19)

Post by Xim »

Okay, I fixed most of the issues addressed, plus some other stuff as usual. Nothing major in the main mod but a re-download is highly recommended because I added a couple new compat patches some people might want to play.
Spoiler:
Somebody made a really cool map of Jabba's palace last month. I don't know if he intended it for gameplay mods or not, but law of the jungle, we have brutal doom everywhere, so it's how it goes. But my mod although Star Wars themed, made the enemies feel very out of place, so I made a compatibility patch for the map.

Oh yeah, I did a minor update on the "enemies only" version. It might be a little outdated bug/balance-fix wise, but it's got the new enemies in it.
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Pachira
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Re: Xim's Star Wars Doom - Update (11/27/19)

Post by Pachira »

Great mod, I love all the detail you've put into it including all the legends stuff. It's cool having weapons and enemies from different Star Wars stuff in addition to the Dark Forces series classics.

If I might make a minor detail related suggestion however, could you make the ATST fire red blaster bolts? That's what it fires in the movies/most games.

Also a suggestion for enemy types, it might be cool to have old clone wars era battle droids (B1 and B2 droids, maybe droidekas) as part of the criminal/bounty hunter enemies. Hutts and other criminal enterprises would probably make use of those old battle droids bought off the black market to bolster their forces.

Although, I am not sure if there are any good sprites for them out there unfortunately.
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openroadracer
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Re: Xim's Star Wars Doom - Update (11/27/19)

Post by openroadracer »

Pachira wrote:Battle Droids
I'm tempted to bring up the character of Gizor Dellso, who tried to reignite the Clone Wars there for a bit from a previously forgotten droid factory on Mustafar; though I'm pretty sure any events involving him were resolved well before anything relating to Dark Forces(which Xim based a lot of his mod on) ever took place.

I do like your idea of incorporating the battle droids into the criminal enemy faction, though. I just wonder if it might not be possible to make some Republic Commando-based Trandoshan Slaver-type enemies. I would help, but aside from searching the Net for RepCom pics, I'd be practically useless.

That said, I could see the short, fat Trando slavers as either shotgunners or pinkie replacements(they used either knives to rush the player, or energy shotguns; either way, they were always close-range oriented); the taller regular Trando mercs as either Wolfenstein SS or Chaingunner replacements; and the big Heavy Assault Mercenaries with their LS-150 Heavy ACP Repeaters could be good replacements for Arachnotrons or Hell Knights or maybe something even bigger(they were pretty much mini-bosses in RepCom, and your first encounter with one aboard the Prosecutor had you alone against him).

I don't know, just stuff to think about.
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Xim
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Re: Xim's Star Wars Doom - Update (11/27/19)

Post by Xim »

Pachira wrote:Great mod, I love all the detail you've put into it including all the legends stuff. It's cool having weapons and enemies from different Star Wars stuff in addition to the Dark Forces series classics.

If I might make a minor detail related suggestion however, could you make the ATST fire red blaster bolts? That's what it fires in the movies/most games.

Also a suggestion for enemy types, it might be cool to have old clone wars era battle droids (B1 and B2 droids, maybe droidekas) as part of the criminal/bounty hunter enemies. Hutts and other criminal enterprises would probably make use of those old battle droids bought off the black market to bolster their forces.

Although, I am not sure if there are any good sprites for them out there unfortunately.
Thanks for the feedback!

I plan on changing the AT-ST bolts to red for the next update. I just need to edit the firing frames.

I've definitely toyed with the idea of adding battle droids, or making a clone wars mod maybe. If I ever get good sprites I'll probably do something with them. The prequels are a guilty pleasures of mine.
openroadracer wrote: I just wonder if it might not be possible to make some Republic Commando-based Trandoshan Slaver-type enemies. I would help, but aside from searching the Net for RepCom pics, I'd be practically useless.


I do already have the trandoshans from dark forces as part of the bounty hunter enemies that replace the Revenants.

Maybe we could edit that sprite with the Gammorean to make fat melee ones and make them part of the pinky enemies (also bounty hunters, and other aliens). But then they'd have less health than the skinny ones. I'm probably not going to mix aliens with stormtroopers though, I did that earlier and it just made things look messy. I do have weaker trandoshans with the Wolf SS replacements as enemies in the Jabba map patch. But the sprite is still holding a concussion rifle.
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Re: Xim's Star Wars Doom - Update (11/27/19)

Post by ZikShadow »

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.

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.



You can see the example on the above sprites. I tried to do a combination of background index color layer while removing the outer pixels from the true color layer, the results of which is on the bottom side of the original sprites. They seem to match the DF sprites a notch better for me than the blurry edge old ones.



Missile launcher's sprites are also not widescreen friendly.

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