[WIP v1.00] Dark Forces

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Ryan Cordell
Posts: 4347
Joined: Sun Feb 06, 2005 6:39 am
Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

[WIP v1.00] Dark Forces

Post by Ryan Cordell »

Image

"Stop, rebel scum!"

Remember those good old days of playing Dark Forces? Killing all those Storm Troopers and cursing the concussion rifle packing Trandoshans?
.. No? Too bad. Have a Doom mod based off said good ol' days anyway.
Spoiler: Some screenshots
Spoiler: So far..
Spoiler: To-do
Download
Recommended playing with ZDoom r4195. Particularly because of voxelized (and not very faithful) blaster lasers.
Give yourself all weapons if you want to test those that were implemented so far.

.. But rest assured, it's coming along, slowly but surely.

Notify me of any problems, of course. My limited play testing shows that everything should be fine, for the most part.
Last edited by Ryan Cordell on Wed Apr 03, 2013 11:21 am, edited 1 time in total.
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Springy
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Location: Earth

Re: [WIP] Dark Forces

Post by Springy »

OH YES! I used to love this game so much. Good too see a weapons and enemies pack.
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TheDoomGuy
Posts: 260
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Re: [WIP] Dark Forces

Post by TheDoomGuy »

Few things...

- The HUD isn't showing up.
- The fist weapon is missing.
- You should use the 3D models for the blaster lasers from JKMod.pk3.
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Triple S
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Re: [WIP] Dark Forces

Post by Triple S »

Seems good so far, but the custom HUD is extremely unfriendly to widescreen resolutions it seems.
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TheDarkArchon
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Re: [WIP] Dark Forces

Post by TheDarkArchon »

There's a problem with the HUD when I try and play the mod:
Spoiler: 1080p image
(Shown is GZDoom r1537 (based on ZDoom r4181) but it happens in ZDoom r4195 as well)
TheDoomGuy wrote: - You should use the 3D models for the blaster lasers from JKMod.pk3.
Because that would work in ZDoom.
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zrrion the insect
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Re: [WIP] Dark Forces

Post by zrrion the insect »

Voxels could work though. This mod Is pretty cool It makes me want to track down my old copy of the game.
Last edited by zrrion the insect on Thu Mar 21, 2013 7:42 pm, edited 1 time in total.
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TheDarkArchon
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Re: [WIP] Dark Forces

Post by TheDarkArchon »

zrrion the insect wrote:Voxels could work though.
...which are already being used in the mod.
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TerminusEst13
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Re: [WIP] Dark Forces

Post by TerminusEst13 »

Ahhh, this looks pretty awesome so far.
Having a lot of fun with the mortars.
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Xaser
 
 
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Re: [WIP] Dark Forces

Post by Xaser »

Hrm... the big cannon-y weapon (the mortar?) is currently a bit wonky in terms of damage -- I suspect a typo. It takes like 3 shots to kill an imp. :P
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TheDarkArchon
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Re: [WIP] Dark Forces

Post by TheDarkArchon »

OK, for anyone wanting a fixed HUD, open the mod's SBARINFO and replace the text with the stuff inbetween the spoilers:
Spoiler: Fixed Code
CeeJay
Posts: 1452
Joined: Sun Mar 14, 2010 2:52 am

Re: [WIP] Dark Forces

Post by CeeJay »

Pretty good stuff so far but a few issues are present. Dunno if it was just me, but i've found the player speed to be crazy. I was blazing around the level at near light speed. The player speed in vanilla Doom is already very fast, so increasing it just seems redundant. Not to mention makes it harder to control.
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Tormentor667
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Re: [WIP] Dark Forces

Post by Tormentor667 »

I want maps! :)
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Death Egg
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Re: [WIP] Dark Forces

Post by Death Egg »

I bet this would be great for that one secret map in Whisperers of Satan. Hell, it's great period!

Now get to adding him as a character in Samsara, TerminusEst13
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Ryan Cordell
Posts: 4347
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Graphics Processor: nVidia (Modern GZDoom)
Location: Capital of Explodistan

Re: [WIP] Dark Forces

Post by Ryan Cordell »

Xaser wrote:Hrm... the big cannon-y weapon (the mortar?) is currently a bit wonky in terms of damage -- I suspect a typo. It takes like 3 shots to kill an imp. :P
For one, I'm fairly sure that the weapon damage values are all accurate. The deal is, Doom has a greater range of randomization for damage than Dark Forces does. Even the lowest enemies and weapons in Doom tend to deal more damage, whereas the weapons in Dark Forces tend to deal 10 damage, perhaps 18 (in the case of your fists), etc.

The enemies are all equally low in HP as well. So it's just a matter of waiting until the enemies are all implemented in the mod, which is my next step right now.
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Viscra Maelstrom
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Re: [WIP] Dark Forces

Post by Viscra Maelstrom »

finally, you're able to play through The Darkest Hour with proper Dark Forces weapons. :o
although, if the damage-randomization is that bad for the Mortar, why not make weapons deal a set amount of damage rather than randomize it from a set of values?

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