Dark Forces

Projects that alter game functions but do not include new maps belong here.
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Lex Safonov
Posts: 147
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Location: Russian Federation

Re: Dark Forces

Post by Lex Safonov »

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).

Certainly link !:
http://s000.tinyupload.com/index.php?fi ... 7170053112

"Blast him!")))
Last edited by Lex Safonov on Tue Apr 14, 2015 7:57 am, edited 1 time in total.
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Valherran
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Re: Dark Forces

Post by Valherran »

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?
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post 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)
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post by Lex Safonov »

OKay guys, progress:
Mouse-Bot now worked!
Image
If mouse dead - drop battery. You can use battery for powerups(original game)
(awww, my inglish is very shit)
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Captain J
 
 
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Re: Dark Forces

Post by Captain J »

although it's from the original game or not, it's kinda lacks graphics, though.
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Valherran
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Re: Dark Forces

Post 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.
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post by Lex Safonov »

So next progress - turrets now worked!))
Image
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Vostyok
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Re: Dark Forces

Post by Vostyok »

Lex Safonov wrote:So next progress - turrets now worked!))
OH GOD. NO.

THE BANE OF MY LIFE.
Spoiler:
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post by Lex Safonov »

Ice cleats are debugging
Image
But I do not know how to use them properly in heretic \ hexen. Maybe to give them at the start of the game?
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Valherran
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Re: Dark Forces

Post by Valherran »

Lex Safonov wrote:Ice cleats are debugging
Image
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.
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Valherran
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Re: Dark Forces

Post 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.
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post 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?
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Vostyok
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Re: Dark Forces

Post 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.

Edit: you've probably got all these but http://www.sounds-resource.com/pc_compu ... /sound/88/

another edit: if you are after intro sounds, you might need to Leech off a youtube video. crude but they're all there
DrejjZ
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Re: Dark Forces

Post by DrejjZ »

Or you could use Total Recorder
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Lex Safonov
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Location: Russian Federation

Re: Dark Forces

Post 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:
Image
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?

Waiting for your comments!))

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