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The DEMO is out!!!!


Darth_Linux

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Great job, guys! I downloaded and played through Secret Base, and despite a few minor problems it really did feel like Dark Forces. The one major difference (besides the improved graphics ;) ) was that this was much much harder. I played it on the hardest difficulty setting, but in the original DF this level's a relative breeze even on Hard. You might want to think about that when making the rest of the levels. Overall, this was an excellent conversion. The classic DF music was a highlight. Keep up the good work!

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OH YEAH!!! This demo ROCKED. As soon as the mod loaded and the DF music played, it was just so cool :D. I only wish that i had a better computer because it was a bit choppy when outside. But it was well worth the wait :D. The only thing i have to be a pain about, is the cutscene when the Crow flys to the planet, the "Space" is too white/gray, its not black.

 

But other than that it rocked, A very Very VERY big thankyou to the Team for doing such a great job.

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Hey Timmay,

 

I am the one responsable for the cutscenes of this mod. Unfortunatly due to the doggy factor or .ROQ files it tends to contrast black very high hence the whiteish grey space background. I am going to be doing to ground work testing to correct this and expect either a patch for the mod or even just wait for the full version but the cutscene was rushed for the demo as I was in the middle of my final assignment for school. Enjoy the demo.

 

Chrustec

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In one word... IT IS F*CKING GREAT. Ok four words then. It plays and feels just like the original Dark Forces. Only the graphics are better and the AI then :D

 

Ohh, the agony that i have to wait until next summer before the entire mod will be complete. I luv you guys, because you make my second favourite 3d shooter better then it was. :cheers:

 

Good work guys

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Originally posted by Jeff 42

Great job, guys! I downloaded and played through Secret Base, and despite a few minor problems it really did feel like Dark Forces. The one major difference (besides the improved graphics ;) ) was that this was much much harder. I played it on the hardest difficulty setting, but in the original DF this level's a relative breeze even on Hard. You might want to think about that when making the rest of the levels. Overall, this was an excellent conversion. The classic DF music was a highlight. Keep up the good work!

 

thx

 

Yes, I made "hard" very hard.... you can still play easy ;)

 

To give you a small overview:

normal: same amount of enemies, less items than easy

hard: more enemies, less items than easy

+ the JO engine improves enemy AI with every difficulty setting.

 

"Easy" is possible to beat for everyone. Keep in mind that you can quicksave within the level.

 

Also think about DF AI in JO: It would be soo lame... I always say: "In DF you have to fight with the controls, in the MOD you´ll have to fight the enemies" ;)

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I can remember playing DF when I was 8 or 9 or something. This is like a time warp with better graphics. Glad your staying true to the original by keeping all the original sounds in LOVE the models and the map is sweet would be fun once its mltiplayer too;) well love the work but were are the easter eggs??:(

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Originally posted by TIMMAY

Out of curiosity, now that you've got the basic structure down for the Mod, will the rest of the mod be easier to make?

 

Yes it will. But we have thought of that before we have given you the release date "summer 2003".

There are still many things to do: bunch of cutscenes, more complex scripting in the other levels, completing the CoOp source code and trying to convert the levels for it, new enemy/weapon behavior, ....

I don´t know what we will have to cope with.

 

But yes, you´re right: It won´t take six months for each level ;)

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have downloaded it,

have played it

have gotten EVERY SECRET!!!

 

and now for some thoughts

*thinks in his head, oh glory of glories, oh holy thirst quenching well of rapture*

 

WOOOOOOWWWWW WHEEEEEE!!!!!!!!!!!!!!

worth waiting for, thanks a bunch, im irish so i dont celebrate thanksgiving but jus for u guys i will.............yess!!!!!!

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I´ve played it now, then I played the level in the original DF, everything is superb!!!!! The only thing I can complain on would be that I miss a stormtrooper that should stand with his back against you when you open the first door :p , otherwise: YEAAAAHHHH great work dudes :thmbup1: cant wait for the full realese :)

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Originally posted by Squater

The only thing I can complain on would be that I miss a stormtrooper that should stand with his back against you

they are there. They just notice the fighting inside the base. I think I will make them dumb and numb until you open the door ;)

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It would really look a lot better if you used more creative license in the design of the levels. Columns aren't all supposed to be square and flat. There is so much more you can do with the Quake III engine. And that doesn't mean use tons of useless curved surfaces either.

Also, making your own textures for this would make it look far less dated than using the old textures from Dark Forces and Jedi Kight.

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Originally posted by Katarn07

Just can't find one secret area...

Other than that... WOW! I really liked that spot light in the court yard as well as your Crow model. I was cheering outloud as that baby landed!

 

thx

and

lol, I knew you were the first who would find a bug :D

 

the last secret is linked wrong. it should be the "extra life" outside the base...

So only five "Secret Area!"s will pop-up :(

 

I´m happy it´s nothing worse :D

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Originally posted by michael_collins

im irish so i dont celebrate thanksgiving but just for u guys i will.............yess!!!!!!

 

well there you go, now we've spread the spirit of thanksgiving over to Ireland and beyond - give thanks for life, food, family, and DARK FORCES!! ;-)

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Originally posted by KMan

Also, making your own textures for this would make it look far less dated than using the old textures from Dark Forces and Jedi Kight.

 

umm . . . we did . . . browse through the texture directory of the pk3 file and look at the artwork first hand. We remade ALL the textures and didn't use ANY textures from Jedi Knight!!!

 

I understand your criticism of the architecture - that's an aesthetic call and we chose to stick to the original - but commenting on the textures like that shows you aren't paying close enough attention before making comments . . .

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Originally posted by Darth_Linux

 

umm . . . we did . . . browse through the texture directory of the pk3 file and look at the artwork first hand. We remade ALL the textures and didn't use ANY textures from Jedi Knight!!!

 

I understand your criticism of the architecture - that's an aesthetic call and we chose to stick to the original - but commenting on the textures like that shows you aren't paying close enough attention before making comments . . .

 

Alright, I looked back through the pk3. I was looking at some of the screenshots, and they looked pretty bad. Sorry for the mix up on that. :)

However, in your FAQ, you mentioned wanting to 'make the levels more realistic and up to the standard of JKII's.'

This was only talking about the scripting for the levels, but that isn't going to be enough.

You mentioned changing coruscant to make it more true to the movies, but wouldn't that apply to the rest of the maps? It's not like there are no resources available that show pictures of imperial facilities and their architecture.

I'm just pointing these things out because I care, well sorta. I would have much rather had a source port of the original Dark Forces, but since they never made their code open source, it was out of reach until the thought of using the JK2 game as a base for it. It is definatly a good idea, and looks far better than what's been done for the JK mod. But there is so much more that could be done to the maps to bring them alive. There is so much more that you could do with this.

I'm only bringing this up as it was a topic in my Applied Game Theory class last night. That, and there aren't enough SP mods for JK2.

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