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..
All weapons (sans Claymore Mines) are in the game and act fairly faithful.
The player has the jumping and landing sound appropriate for Kyle.
Doom enemies drop some ammo for your guns. Weapons also replaced by DF.. "equivalents."
DF hud about as accurate as can be. No lives system, no battery-draining gear yet.
Implement the enemies, find out their health values.
Export all pickup messages to a language lump.
Give all items IDs for mappers to use.
Tweak the player, add more faithful Dark Forces physics if possible.
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.
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.
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.
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.
finally, you're able to play through The Darkest Hour with proper Dark Forces weapons.
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?