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Everything posted by DarkStarMojo

  1. Thanks for all the kind words everyone. They mean a lot. There are some areas I'd like to improve but the level is otherwise 100% complete. There may be plans in the works but it's too early to say. I'll keep everyone posted as things progress. Thanks and thank you for all your help.
  2. Contrary to popular belief I'm not dead. Unfortunately, I'm pretty sure this mod is. Naturally, given the exuberantly long period of time since any updates, I owe everyone an explanation. Which is simply: life gets in the way. This past year has been a roller coaster - lots of highs and lots of lows. First, my grandfather fell ill last year (when the mod was unfortunately plagued by menu issues that I've been unable to correct on my own - and attempting to contact Fracman for help proved futile - he was as scarce as I've been as of late) and, quite sadly, passed away earlier this year after several hard-fought months. On the upside (for me, at least) I have a new job which affords me some degree of financial stability and independence, for the time being. The downside is that it leaves me pretty exhausted at the end of the day and gives me little time to pursue all of my interests, game design - which is rather taxing and a lot more effort than you may realize - being chief among them. All of this should have gone up on the main page except... I nearly suffered a Hard Disk crash recently that forced me to back up as many of my personal files as possible. I believe I've saved the most recent data from the Mod but it's going to take a while to sort through everything to be sure. On top of that, I have to track down my login info for the DFMOD website. So until then I can't officially update any news or downloads. Given the logistics and the fact that this community has dramatically shrunk with the lack of a new JK game - the only major project that still seems to be going strong is OJP and that's likely due to the loose nature of the modification - at least compared to ours - it's pretty much impossible for me to finish this game on my own, even if I had all the time and dedication in the world (which, sadly, I don't). It hasn't been an easy decision to make, which is part of the reason why I haven't updated in so long - I didn't want to admit to myself that there was no way I could reasonably continue (and who wants to wait another six or seven years, at best, for the whole thing. But the writing is on the wall at this point. At best, once I get things sorted I'll upload the finished Detention Center revamp and what I've completed of Nar Shada and Jabba's ship (which are significant), though I don't foresee much beyond NS seeing a full release. So, as of today, 1/26/12, DFMOD is, sadly, done. I will make it a point to get the remaining unfinished assets out there so anyone can play around with them as they see fit. Peace and May the Force Be With you. EDIT: No sooner had I completed this post than I found the login info. So it's officially going up on the website. It IS official, as of now.
  3. Anyone else get the feeling there's a part of the level that's missing - right between end of Starkiller's free fall (awesome, btw) and the part where you use Force Grip to smash the forcefield generators? That fading-to-black/fade in transition seems really awkward, not to mention the next area is at the bottom of some of kind shaft, with no visible entrance. Otherwise, loved the demo. It seems like the targeting system has really been improved, which is one of the few things that really bugged me about the original.
  4. Just to let everyone know, we have some new screenshots of the work-in-progress Nar Shaddaa level up on our site. I've also addressed some questions regarding the new release structure. I hope this goes a long way to clearing up some of the confusion but I'll be happy to answer any questions you have in this thread. Peace, DSM.
  5. The Q3 engine is extremely dated, though. Mind you, it's not terribly ugly to look at, given the quality of the models, textures, and environments that Raven pulled off in both JO and JA, but there's just so much more opportunity for lusher, larger, and more inventive environments with a more powerful graphics engine (not to mention it'd be easier to mod with the kind of integrated tools that Q3 lacks). To the topic at hand, I would never spend $60 or more on a product just out of franchise loyalty. If I'm hearing good things and it looks like a game I would enjoy, then I'd be all over it, but it has to deliver on these first. Right now, I'd consider a hypothetical sequel a tentative purchase, though I really want to see official remakes of the first three games with modern technology (especially Jedi Knight).
  6. http://www.darkforces.jediknight.net/index2.shtml The summation of the news: We're releasing the mod in three parts now and the next release should be coming this fall. Peace.
  7. Hey, Corto. Nice to hear from you. It's been a hectic summer for me, between freelance illustration work and family-related issues. I've been in the process of restructuring the mod's release framework and it's a bit of a job. Instead of one big release, I'm planning to divide it into three parts, to cut down on the file size as well as a provide a work around for some problems we can't correct (mainly menu-related). If you're still modeling, there are a few we need to complete the project - the Phase 2 DT, Kell Dragon, Phase 3, and the welding arms on the Arc Hammer. PM me if you're interested.

  8. Mapping work, mostly. I don't think we've actually finished anything for the Ark Hammer but the rest of the levels have made pretty good progress.


    I haven't really been following Shattered Dimensions (not much of a Spidey fan). I'm really interested in War for Cybertron and TFU2 (of course).

  9. Hey, dude. It's been a while. I'm still trying to work out the menu issues with DFMod (I have no idea what I'm doing in that regard so I've forwarded the issues to some of the old team to check out). I know the pain of wanting new games but having to wait a long time for the price to go down. I'm STILL waiting for Arkam Asylum and Bioshock 2 to reach a decent price around here. I should be able to get TFU2 for by birthday for free, though. :-) Good luck on the new pc!

  10. That's pretty much been my understanding. We've used the original voice clips from Dark Forces for our mod. Ibanez, great work, as always. I'm assuming that last shot is the power generator behind the Katarn house (it's been a LONG time since I've played that level and it seems to have changed, visually, quite a bit)?
  11. I bought Uncharted a few weeks back but I'm trying to save money for the summer and the new games I'm planning to get by the end of the year. $60 a piece isn't cheap but I'm hoping it's worth it.

  12. I'd like everyone to extend a warm welcome to our newest mapper, Treeboy. He'll be taking over mapping duties on the Executor level and you can check out his very high quality results in the screenshots section here: http://darkforces.jediknight.net/scr-lvl13.shtml For anyone who's wondering, this news isn't on the frontpage because I'm having an error accessing that section of the site. Should be sorted out soon...
  13. Hey, dude. How've you been?


    Me, I've more less been: sick, then snowed in, now trying to find a job with no idea what the heck I'm doing. Not always in that order... :D


    DFMod is slow. I have a finished build of detention center and ramses hed and we're right now trying to work out the bugs and do beta testing. I've also recently welcomed a new mapper to the fold, to do work on the Executor level, so we're making fairly good progress. Unfortunately, I can't seem to update the news page. It's always something...

  14. There is a news post coming very soon. It won't be an announcement of a release, but it's still good news.
  15. Oddly enough, it's reverted to the original background image. I wonder if they plan to do something like this every week or so until the site goes live (which I'm hoping is sooner rather than later).
  16. Well, there was a significant amount of architecture for the interior of the base (but nothing substantial for the outer terrain). The problem is we don't have a version that was anywhere close to being as complete as the screenshots on the website. The version currently in the mod assets is unlit and has a lot of incomplete puzzles (which are entirely new) so the whole thing is a bit hard to decipher when it comes down to it. It wouldn't be a terrible loss to start from scratch since a lot of things are going to have to be significantly rebuilt anyway. @Zerimar, I've never aimed to keep things exactly like the original game. But a large portion of the community that is going to play this mod will be doing so first and foremost for the nostalgia factor. That's a major contributory factor why I've stuck with development rather than move onto something entirely new. But any ideas you have that you think would improve the design and playability of any level (such as the Moff Rebus capture senario or the additional escape from the detention center), but all means, I'd love to hear them. Just send me a PM.
  17. I actually have the site bookmarked for terrain mapping tutorials and tips. I hate using EasyGen but there's so little of the terrain I'd actually map with more than a few large brushes as we've done with the rest of the levels. Mostly, I'd be using models (I just need to setup md3 importing/exporting in blender and re-texture them) but I wouldn't be able to do this with the streams. As far as mapping is concerned, I can set you up with access to the DFMod FTP if you'd like to download the current mod assets and check things out. I'm pretty lax when it comes to recreating the original levels (I don't want to stifle anyone's creativity) as long as it meets two general (and rather broad conditions) 1) all of the major puzzles are maintained so, for the most part, the original layout is kept to pretty closely. 2) you stick to mostly DFMod textures. Otherwise, the rest would be entirely up to you. Just send me a PM with relevant contact information so I can set things up, if you'd like.
  18. You'll end up with a lightsaber on about half the demo missions anyway (so it's especially easy to cheat ). I'm trying to correct that bug for the next release but I haven't tackled it yet due to mapping issues. It'd be nice to check out how Raven disabled the lightsaber for the one level where you're captured and stripped of all your weapons.
  19. The biggest problem with development speed (aside from a lack of man power) is getting level 7 integrated into the game and beta testing to rework and removed unwanted design and software bugs. 90% of the Ramses Hed architecture is already finished (I'm planning to rework the bridge of the docked ship and other minor architectural adjustments/enhancements). Level 8, however, is going to be tough thanks to the extensive terrain which features ground-level streams - typically difficult to reproduce with just bsp (I may have to find a good balance between in-editor mapping, models, and terrain creation with EasyGen). The best thing to advance the mod's progress would be to get some new mappers to work on robotics facility, the imperial city, etc. but none of those levels are going to be easy.
  20. http://www.darkforces.jediknight.net/index2.shtml Updated information about the future of the mod in 2010. It's worth a serious read and discussion.
  21. This. Please. I had no involvement with scripting/coding, just mapping and art so to be honest, I have no clue. I can forward your question along to the former technical department of the team, if you'd like, but I can't guarantee I'll get a response (everyone's pretty much gone their separate ways). As far as assets are concerned, you're free to use anything from the mod as long as you give credit to us.
  22. This post would probably have warranted a separate thread for discussion. I really like the inclusion of HDR in that engine. If it successfully does everything it's supposed to, it should be a relatively powerful engine, especially for an open source project. I don't think it would be worth the time and effort to port everything we've already finished for DFMod and fill in the missing gaps that any port would have due to a lack of JA assets (legally, we couldn't port licensed games to the engine) but I wouldn't be above using the engine for an original game property.
  23. Ibanez has been sharing a lot of screenshots in this thread: http://www.lucasforums.com/showthread.php?t=196716 I'm not currently involved with the project due to my work on Dark Forces, so I can't give you much of an update besides to state the obvious that level design work is still underway.
  24. That's one of those little things that we want to address before the release. It hasn't been a priority thus far and if it ends up causing problems for the release date we'll probably hold off on addressing it until the next release. Basically, the method you described is exactly how Jedi Academy handled those cutscenes. It's how I intend to have the proper music soundtrack playing in the background during the Talay cutscenes but it's one of the last updates I'm planning before release. The maps/textures/models take priority.
  25. There was something about the original Jedi Knight levels that despite the massive potential for lush, really creative environments, I was never able to get past the original layouts and really seize on those creative opportunities. I'm thrilled that you don't seem to have this problem. These are fantastic! I especially love the irrigation channels (that level gave me hell).
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