swegmaster Posted May 2, 2016 Posted May 2, 2016 oi m8s, i've just found the original screenshots of the later levels in the df mod, and they look a bit different and cool: http://web.archive.org/web/20110906110652/http://darkforces.jediknight.net/scr-lvl08.shtml
Teancum Posted May 2, 2016 Author Posted May 2, 2016 Yeah, I'll say that for all the remaining levels except Jabba's Ship the builds were WAY further along than what I have. Unfortunately that means some of the awesome features didn't make it in. Still, I guess continuing with what we have is better than nothing, right? On a better note I heard back from Darth_Linux about a week and a half ago. He said he contact the person who wanted to take over the mod when he stopped in 2008, and if I didn't hear from in a few weeks I can officially take over. TheWhitePhoenix, swegmaster and KyleKatarn1995 like this
swegmaster Posted May 3, 2016 Posted May 3, 2016 GUYS, I'VE FOUND A UNUSED MUSIC TRACK IN DF PERFECT FOR THE ZUCKUSS AND 4-LOM BOSS FIGHT! HERE IT IS:https://www.mediafire.com/?bu0b5394h1uu3t5 only thing is it needs to be enhanced and converted to mp3, and sorry for the caps
Teancum Posted May 4, 2016 Author Posted May 4, 2016 I wasn't really planning on any new music to be honest, but I'll check it out. Where did it come from?
swegmaster Posted May 4, 2016 Posted May 4, 2016 I wasn't really planning on any new music to be honest, but I'll check it out. Where did it come from?its part of the dark forces music track, some guy named stephen1297 took the midi tracks from x-wing and tie fighter, as well as dark forces, and put them online for people to get, it includes every single soundtrack, including a bunch of unused soundtracks, some left on purpose like a surf theme track purposely unused named 50SURF01, it also includes the cutscene soundtracks and the rest of the executor and arc hammer enter/outro tracks, get it here: https://sites.google.com/site/stephen1297/latracks
Teancum Posted May 4, 2016 Author Posted May 4, 2016 Sweet. I wish I knew how they spruced up the rest of the tracks the first time around.
swegmaster Posted May 4, 2016 Posted May 4, 2016 try asking darth_linux if he knew how the music got enhanced and converted, if that fails, try looking it up online , btw, if you ever do get to doing the mots mod coding, maybe make it so that you can somehow use the special melee grapple while holding the saber
KyleKatarn1995 Posted May 4, 2016 Posted May 4, 2016 Hey @@Teancum, I think I found the accurate model of 4-LOM from the KOTF screenshot I was talking about before.http://mrwonko.de/jk3files/Jedi%20Outcast/Models/Model%20Packs/4358/
KyleKatarn1995 Posted May 5, 2016 Posted May 5, 2016 I found another bounty hunter model even though it won't be added in the Dark Forces mod. It's Boushh AKA Leia in bounty hunter disguise. http://mrwonko.de/jk3files/Jedi%20Outcast/Models/Star%20Wars/3622/
Teancum Posted May 8, 2016 Author Posted May 8, 2016 So great news, I may be getting a job at a software production company! I just finished my second interview on Friday. If I get the job it will be a full time position building VR simulations with Unity. That being said, I plan to make things even more efficient in the mod:So the more I think about it the more I'm not ready to do two different ammo types for the Assault Cannon. It's so terribly involved.to create a whole secondary ammo set, run that in the HUD, etc. The Assault Cannon will now run plasma cells (power cells). The secondary fire will behave like a rocket, but will be a blue burst of energy. Both firing modes will include bonus damage against droids and armored power suits (I.E. Dark Troopers) to compensate.The Jet Trooper will stand in for our Phase II Dark Trooper. Now that Disney Interactive stuff is fair game I plan to convert the Empire At War Dark Trooper, but that's much further down the line.I've started kitbashing Kyle with his JO/JA counterpart. KyleKatarn1995, swegmaster, Lancelot and 2 others like this
Teancum Posted May 11, 2016 Author Posted May 11, 2016 So I've been banging my head against a wall trying to kitbash JO models (Mercenary Kyle is a JO model, so I had to do the rest that way). Then it hit me. Rather than kitbashing, what if I make the way the code references "species" different? The stock game looks for playerchoice.txt in the models/players/[playermodel]/ folder. For the Dark Forces mod it will simply look for kylechoice.txt. This means I can swap out Kyle models, but it won't load the default species. It saves me lots of headache with kitbashing, too. TheWhitePhoenix and KyleKatarn1995 like this
Teancum Posted May 11, 2016 Author Posted May 11, 2016 Well wonderful. I just lost tons of work due to my PK3 becoming corrupted. Talk about a motivation killer. I don't have a backup of the original six-level demo and the downloads are down, too. Ugh.....
swegmaster Posted May 11, 2016 Posted May 11, 2016 Well wonderful. I just lost tons of work due to my PK3 becoming corrupted. Talk about a motivation killer. I don't have a backup of the original six-level demo and the downloads are down, too. Ugh.....how did it become corrupt?
Teancum Posted May 11, 2016 Author Posted May 11, 2016 Power failure while updating the file. Luckily I still have all my map sources and source code for the DLL. I lost all the UI updates and character updates I did, though, and I can't do anything until the files come back online unfortunately.
TheWhitePhoenix Posted May 11, 2016 Posted May 11, 2016 Power failure while updating the file. Luckily I still have all my map sources and source code for the DLL. I lost all the UI updates and character updates I did, though, and I can't do anything until the files come back online unfortunately.You know what I hate? Power companies sending absolutely NO NOTICE that there's gonna be an outage and then stuff like that happens. Makes you just wanna deliver karma to them. But dude, hang in there and don't give up. You still have some stuff, so you can recover from this.
swegmaster Posted May 11, 2016 Posted May 11, 2016 Power failure while updating the file. Luckily I still have all my map sources and source code for the DLL. I lost all the UI updates and character updates I did, though, and I can't do anything until the files come back online unfortunately.do not worry m8, as long as you remember all the changes you made, you will be fine, besides, remember your previous posts TheWhitePhoenix and Teancum like this
swegmaster Posted May 11, 2016 Posted May 11, 2016 also @@Teancum, as a recommendation, as soon as you get all the ui and character stuff back, make a backup in case something goes wrong, such as a random power outage, or a virus infecting your files
Teancum Posted May 11, 2016 Author Posted May 11, 2016 Yeah, I'm gonna start building daily backups on my network drives. Also, I'm going to run open-folder instead of a PK3 until the build is done. Since the files are back up it should only take me a few hours to get most things back up and running. In the end I figure I actually only lost my UI customization changes, which is only a few hours of work given that I remember how I did everything. TheWhitePhoenix, swegmaster and KyleKatarn1995 like this
Teancum Posted May 12, 2016 Author Posted May 12, 2016 Back up and running. I'm loving running this on a custom OpenJK build. I even implemented a Dark Forces game icon into the game engine. @@ensiform or @@eezstreet -- do you know why it defaults back to the OpenJK icon once the game boots up (windowed mode)? Also, any idea how to change the windowed text from OpenJK (SP) to something else? I thought both would be in the resources, but I can't seem to find them. KyleKatarn1995 and swegmaster like this
eezstreet Posted May 12, 2016 Posted May 12, 2016 Back up and running. I'm loving running this on a custom OpenJK build. I even implemented a Dark Forces game icon into the game engine. @@ensiform or @@eezstreet -- do you know why it defaults back to the OpenJK icon once the game boots up (windowed mode)? Also, any idea how to change the windowed text from OpenJK (SP) to something else? I thought both would be in the resources, but I can't seem to find them.I'm not actually sure, I have similar issues with Jedi Knight Galaxies. Maybe your .ico doesn't have the correct size?
ensiform Posted May 12, 2016 Posted May 12, 2016 Because the icon is in sdl_icon.h The text used is defined in q_shared.h iirc. Teancum likes this
Teancum Posted May 12, 2016 Author Posted May 12, 2016 Because the icon is in sdl_icon.h The text used is defined in q_shared.h iirc.Found the icon. The .c image dump was surprising. For those who haven't done it before, this post (http://www.keil.com/forum/23786/bitmap-image-conversion/ ) should help. FYI it's line #72 in /code/qcommon/q_shared.h that has the window title.
ensiform Posted May 12, 2016 Posted May 12, 2016 GIMP has an image dump converter! swegmaster and TheWhitePhoenix like this
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