Dark Forces
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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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- Posts: 147
- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Dark Forces
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!")))
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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Re: Dark Forces
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?
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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- Joined: Mon Apr 28, 2014 10:50 pm
- Location: Russian Federation
Re: Dark Forces
Of cource my friend, just next time)Valherran wrote:Other than that, this was a pretty good release. After you add everything in, are you going to make an enhanced version?
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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Re: Dark Forces
although it's from the original game or not, it's kinda lacks graphics, though.
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Re: Dark Forces
They used really cheap 3D models back then for the mouse droids, remotes, and sentry turrets.Captain J wrote:although it's from the original game or not, it's kinda lacks graphics, though.
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- Location: Discord: Vostyok#3164
Re: Dark Forces
OH GOD. NO.Lex Safonov wrote:So next progress - turrets now worked!))
THE BANE OF MY LIFE.
Spoiler:
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- Posts: 1412
- Joined: Tue Oct 27, 2009 12:58 pm
Re: Dark Forces
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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Re: Dark Forces
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?
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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Re: Dark Forces
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
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
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Re: Dark Forces
Or you could use Total Recorder
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- Joined: Mon Apr 28, 2014 10:50 pm
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Re: Dark Forces
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:

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!))
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:

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!))