Dark Forces

Projects that alter game functions but do not include new maps belong here.
Forum rules
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.
User avatar
Posts: 21679
Joined: Tue Jul 15, 2003 7:33 pm
Preferred Pronouns: He/Him
Operating System Version (Optional): A lot of them
Graphics Processor: Not Listed

Re: Dark Forces

Post by wildweasel »

Well, you're probably going to want to have a lump called GLDEFS in there somewhere that has #include lines for the other two things. I'm not sure that "Doomdefs" works in PWADs; it might be restricted to gzdoom.pk3's use only.
Posts: 26
Joined: Wed Dec 05, 2012 7:44 pm

Re: Dark Forces

Post by BloodShot »

it is a pk3 though

tried both adding a gldefs with #include, and changing doomdefs to gldefs instead, neither with any success
User avatar
Lex Safonov
Posts: 147
Joined: Mon Apr 28, 2014 10:50 pm
Location: Russian Federation

Re: Dark Forces

Post by Lex Safonov »

BloodShot wrote:I've started working on a texture replacement pk3 for this

At the very least that way doom will look like Dark Forces
Mod for mod?) It's good idea.

Some another progress guys:
Normal Sky.
And polyobjects
It's hard work for me, my knowledge of your mappings are very small and map editor gives constant errors when editing the geometry level. :)

Return to “Gameplay Mods”