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Announcement for fans of the original Dark Forces... DarkXL


lucius

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The Alpha has been released! The first 3 levels, plus many other features have been implemented.

 

These include:

*Titlescreen & in-game configuration menus

*Cutscenes.

*Agents & saves.

*Custom gobs (limited support so far).

*Thermal Detonators.

*More enemies (Probe droids, Interrogation Droids, and more).

*VUEs (3D object animation while in level).

*Proper fonts - no more windows fonts.

 

and much more.:D

 

You can look at the forum topic here for download:

http://www.df-21.net/phpbb/viewtopic.php?t=1339

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  • 4 weeks later...

I put up some DarkXL movies on http://www.gameTrailers.com.

 

Gameplay movies:

http://www.gametrailers.com/player/usermovies/260658.html

http://www.gametrailers.com/player/usermovies/260661.html

http://www.gametrailers.com/player/usermovies/260666.html

 

Here are 2 movies from the built-in Dark Forces/DarkXL level editor. Its very early in development. It shows the 3D editing mode: drawing subsectors, columns, selecting faces, moving faces (floor/ceiling up and down, walls faces on the horizontal plane). It also shows the projected grid and snap to grid. In the first movie you can also hear the midi music playing. A full build with iMuse will be out soon.

http://www.gametrailers.com/player/usermovies/265410.html

http://www.gametrailers.com/player/usermovies/265590.html

 

Any comments are welcome. To get more information on the game go to:

http://www.df-21.net/phpbb/viewforum.php?f=7

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  • 1 month later...
  • 10 months later...

After some delay in development, DarkXL is continuing. The project is moving over to a new website, where you can view screenshots, movies, read development posts, read the FAQ, download the latest version or visit the forums. Check it out and let me know what you think!

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After some delay in development, DarkXL is continuing. The project is moving over to a new website, where you can view screenshots, movies, read development posts, read the FAQ, download the latest version or visit the forums. Check it out and let me know what you think!

 

Wow, looks great. BTW, are any Dark Forces mods compatible with this?

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Wow, looks great. BTW, are any Dark Forces mods compatible with this?
While there are still some issues with many fan levels, ultimately the goal is to have most, if not all, of the fan made levels work correctly in DarkXL. In the new (unreleased) build, even complex levels such as Dark Tide 2, Dark Tide 4 and Harkov's Defection render correctly.
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While there are still some issues with many fan levels, ultimately the goal is to have most, if not all, of the fan made levels work correctly in DarkXL. In the new (unreleased) build, even complex levels such as Dark Tide 2, Dark Tide 4 and Harkov's Defection render correctly.

 

Ah, good. Just wondering as I didn't learn about the DF modding community until about a year ago. Much too late for me, IMO.

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Ah, good. Just wondering as I didn't learn about the DF modding community until about a year ago. Much too late for me, IMO.

There's a few people working on levels now and again. If you look at the Screenshot of the Day on the blog you'll see some images from a demo of one of them that was released today. (Click on the image to see the Screenshot of the Day post)

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More information about the "Screenshot of the Day" on the blog - it shows off fan made levels and other screenshots using the development build as well as interesting DarkXL screenshots submitted by users. I plan on updating the SotD roughly every day (thus the name), so check it out. :) There's also an archive so you can view previous Screenshots of the Day.

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  • 1 month later...

I am watching this with great interest and anticpation. thanks a lot L for the great work on this. Almost all the classics that were in need of updating are now either done or in process in some way or another. Remarkable time for the classic SW games.

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  • 2 weeks later...

I know this thing is a way from completion, but I wonder if you'd consider adding a multiplayer module when it's finished?

 

You know, something basic, like four player deathmatch through the maps or something. It would seem all you'd have to do is create spawn points and a front and back sprite for multiplayer (of Kyle).

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  • 3 months later...
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Messed around with it for awhile (played levels 1-3 and flipped through the rest). Registered for the DarkXL forum but something seems to be wrong (oh well, I'll mess with it later).

 

My system specs (yes, this rig is old as dirt now):

 

ATI AllinWonder 9600 (128 mb vram)

AMD Athlon XP+ (2 Ghz)

Windows 2000 Pro

DirectX 9.0c

256 mb sd pc133 ram

Soundblaster Live!

 

My impressions so far, since I can't post there yet:

 

Performance is great. The controls feel a little bit sticky at times (Kyle gets hung up on some walls or drifts around a bit). I remember the movement in the orginal being a little "ice skatey" at times, but not quite this bad. It's not severe though, just a little annoying at times.

 

A few menu options are missing, like the "blaster shield" option (it's a cheat, I know). It would be nice if you could bind more than one key to a function.

 

As lucius the author pointed out on the official forums, the player HUD is minimized right now, rather than scalable. You can't destroy the little 3D "mouse droids," to get batteries. :( You can't use secondary fire, and the cheat codes don't work (but you can float and "clip" up one level or through one door at a time with the touch of a button).

 

I see you can use command line darkxl -x to "unlock" all the levels, but really only the first three are playable, and even the Moff Rebus mission (Anoat City, mission 3) didn't complete, I had to "cheat" to clip through the door doors at the end and it wouldn't finish when I tagged Rebus.

 

You can't pick up or use any other weapons beyond the ST Rifle and Thermal detonators, and any enemies beyond the three standard imperials, the probe and torture droids, dianogas and grans just stand there and don't attack (and your shots go right through them). The cutscenes sometimes have pauses or stutter between transitions (the music cuts out completely for the opening crawl). The "bonus cutscene" of Kyle "gearing up" from the demo can't be added to DarkXL yet like you can to regular Dark Forces.

 

So the mouse droids scurry around but can't be destroyed. The other "3D" enemies, that is the laser turrets and "droid welding arms" aren't animated at all and can't be affected, which makes the game a lot easier because you can just waltz past them in complete safety.

 

On my video card the "bloom" option unfortunately made big black boxes around sprites and made some rooms totally dark (until you picked up a powerup in that room). Turned it off and things were fine.

 

Still, pretty impressive thus far, it LOOKS GREAT, and having perfect mouselook/mouse aiming really helps and makes the gameplay seem natural and modern in that way without feeling out of place.

 

Anyway, great so far, keep up the good work!

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