nmn found out how to do it :D
p.s i'm new here so i'm new to custom df modding
Help...... When running Assasssination at Nar Shaddaa - Boba Fett Episode I Version 1.5 as soon a I walk to the holonet comroom it crashes. Need help as i want to experience a level through the perspective of a bounty hunter.
Ah yes, The MAZZTer's Dark Frontend. There's a download link from his website and screenshots in the old topic
too. Thanks for that archive of the old forum, btw! There's a lot of useful topics in there. It's nice to access them easily now.
@sheepandshepherd there is already a loader called DFEND ment to handle df. Ought to be in the tools archive i've posted or on here some place.
HAPPY NEW YEAR EVERYBODY!!!
THE FORUM IS ALIVE!!!! Access it from the navigation bar on the left.
Hey guys, I`m making a forum!! A quick question though: does anybody use subject fields on posts other than as a thread subject?
Merry Christmas and Happy Hanukkah, everybody!
Just a friendly note that Dark Forces is a dollar fifty
on Steam right now. I hope everyone's been well.
Not all the missions are currently uploaded. There's about 200 in total, and I think about 160 are uploaded. I've been going alphabetically by .zip name adding the screenshot and transferring the ratings from the old site.
I have been hopping in the levels and taking a couple dozen screenshots of each one as well. If jon-t wants to add some-kind of slideshow to the level pages (if you can spare the bandwidth) I can drop those screenshots into the folders.
Dark Forces is a really unique game, and it's design sensibilities benefited it's custom levels. Look at your average Doom wad or Duke3D map, and they feel very video-gamey. Dark Forces on the other hand allowed for varied objective other than "Collect Keys, hit Switch to end Level". DF levels (the good ones at least) are designed to reflect a "real" place, be it a mining facility or research outpost. For the original game, they hired architecture students to design the levels. The main building of SECBASE is brilliantly designed. All above ground space is utilized. If there is a wall, it separates you from another space. The Pillars in the initial hallway can be seen on the other side if you go up to the second floor (even the middle one is slightly wider to accommodate the secret). The Elevator shafts exist in their proper locations. Sector over Sector architecture helped made Dark Forces what it is.
Take a look at the Doom Wad "Darkest Hour" which is basically Dark Forces for Doom. Even with all the assets, it falls completely flat compared to the original game.
There's fewer custom missions than I thought, now that I look at the combined page. But that and the simple rating system made it easier to find the good ones than with most moddable games.
After a long time browsing Steam, I still haven't found anything DF-like. Its uniqueness is part of the nostalgia I have for it.
I don't recall many games outside the Jedi Knight series with such a variety of locations, from steep mountainous cliffs to an abandoned city's massive sewer. Even those Imperial bases and industrial facilities each had their own style and purpose in DF.
I usually go for the open-world sandbox type games, but DF and JK were even more fun to explore despite being FPSes. They're almost more like Metroid in a Star Wars setting than just standard FPS games.
Alrighty, The Wall is down. (but what did the masssassi temple ever do to you taton?)
I don't really see a benefit to keeping separate alphabetical groups. Tear down the wall! (And make massassi.net pay for it!)
Hey guys, does anyone see any benefit for keeping the missions downloads split into two alphabetical groups? (A-L & M-Z)
Someone on Reddit is possibly looking for a Dark Forces Custom Mission. This sound familiar to anyone?
Guess Who Guys!!!!
HEYYYAAAA~~~ Omg how long has it been??? Explanation is 2 fold:
1: Law School is VERY tough, took a provisional course going in and was crushed like a bug. I made it in tho, and soared high the first semester, but now I'm in the middle of my 2nd year and everyone who helped me along the way is now gone, my stable relationship has ended, and I'm all on my own. I'm not exactly freaking out, but I have reason to worry.
2: I have joined the Emperor's Hammer TIE Corps. If anyone is familiar with them, my name is the same as it is here. As of right now I do mostly talking within the group, as the semester for me is coming to a close and finals are nearing. Yes, I should be worrying about finals as of right now, but for recreation I had the urge to go back into DF, especially the custom missions that have been created here b/c even they are a blast from the past.
Well anyway, I'll admit I cannot be active anywhere, but if anyone wants to add in Star Conflict, or steam... well idk if pvp is still here but... anyway. Good to talk to you guys again~
Hey Trank!! nice of you to stop by from JediKnight.
Good to see DF-21 still being online and worked on. Keep it up.
Ah yes, I have one of those too-ambitious level series hibernating too. I guess it'd be easier to finish than the game engine I work on most of the time, but it's a hard choice devoting time to such an old game.
Well, after a day of bugfixing, I've uploaded the next version of the Arc Hammer tool here
It can open some LFDs now. More importantly it has a mod launcher, Executor. The release page explains how to use it. Also, here
is a better screenshot.
Unexpected issues with the LFD loader cause a few mods to not work yet. For example, Ironfort has the inventory page included as both items.ANIM and items.AMIN (typo?), and the TIE Defender Base cutscene LFD seems to have garbled the file extensions completely. I'll see about how to deal with those cases in the next update, since they obviously work fine in DF.
Thanks for dropping by Matt-H.
Dark Forces is like a cuddly blanket for me. It reminds me of simpler times. I fondly remember browsing e-reality looking for levels to download. I always avoided larger levels like Ice World (1.1 MBs !!!), as it would tie up the phone line for an hour. Even crappy levels like Alert Red were something new and exciting to experience for the first time.
My brother and I would spend an entire summer working on WDFUSE projects together. His unfortunately ended up corrupted and mine was only ever released as an unfinished demo. Even so, wrestling with the engine to avoid HOMs was the thrilling and frustrating at the same time. You knew you were getting somewhere when GOB Test started taking a few minutes to complete.
I tell myself that one day I'll finish my current project, but the ambition was always to much. Y-wing space to planet landing transition, huge Imperial Mining Rigs on the ocean, and a realistic Jungle wasn't just a bunch of green tunnels. I even figured out how all these amazing things were possible, but never had the time to bring them to fruition. All I have to show for 13 years of work is some pretty canyons and a standard issue Imperial base.
I feel like Dark XL kind of gave everyone the idea to wait for it to come out before making some new levels. I have the utmost respect and appreciation for what Lucius is doing, but the Dark Forces community is really in hibernation till it comes out. Who knows if it will awaken when it does?
All I know is that you guys are swell, and I am honored to know that y'all are still around. May move_floor be quick and your 3dos never be ugly flat-shaded boxes.
Hi everyone. Sorry to hear about the site/forums. I sent a few missing levels to Klasodeth, over at the XL forums. Let me know if I should just upload them here. Thanks, Taton and jon-t for resurrecting the site.
I've been watching some of the youtube play throughs of the mods. It makes me feel a little nostalgic for the old days.
Patrick, Barry, Lionel, everyone... I hope you are all doing well.
Speaking of level managers, I had some free time and made a new one. Using BAT files in DOSBox is easy enough, but it'd be nice to not clutter the DARK folder with >200 files. So this little program lets you put each mod in its own folder (DARK/mods/<name of mod>), shows a list of all the mods, launches mods through DOSBox, and cleans up the DARK folder when it's done. No DOS commands or config files needed.
- not much to see here, cause it's only 2.5 days old and I just worked on making it functional so far. Once I make sure it works on Windows I'll upload it.
Still thinking about what kind of images I could show in the UI, since we don't have screenshots of every level... maybe loading screen and briefings auto-loaded from the mod's LFD.
Dark Forces AI was mostly either Melee/Non-Melee. Melee = move to player and attack, while non-melee was if player is targeted then move toward player and shoot, regardless of distance. If player isn't targetable, pingpong around the space randomly. Really extremely basic stuff. The flying enemies (droids) were somewhat more complicated since they had to calculate their Z height somehow while moving and attacking.
Definitely would like to see some sort of "extension" mod for DarkXL with new animations, AI, and the like. Especially if multiplayer really becomes a thing for it.
I agree about the enemies, yeah - I think modern gameplay and controls would make combat against them too repetitive. Even DarkXL's mouse aiming made the game boringly easy. The AI just needs to be scrapped.
What I'm really missing in modern games is the awesome DF and JK style level design. Also, the custom levels on DF-21 are the main reason this is still my favorite old game. I like the idea of a modern engine that can load the LEV and INF data from those old files, but allow more modding of the rest of the gameplay. Like DarkXL, I guess :)
"Selective nostalgia", you could call it. I want to keep the good stuff, but not the jaggies or the stormtroopers trying to shoot through windows.
An idea I experimented with back when I was using Godot Engine last year: DF walls are simple quads, but a new engine could generate fancy 3D walls by stretching and horizontally repeating a skinned base mesh to the coordinates of the quad. It'd allow for nice graphical improvements without remaking the levels from scratch. Unfortunately it's pretty useless without a remade Dark Forces engine.
Don't tease us Patrick. You finish Dark Tide or you go home.
All joking aside, I've wondered how the best way to adapt Dark Forces game play into a more modern engine. The reality is that the majority of enemies are made obsolete by circle strafing.
I have used a lot of Unreal Engine 4 lately. Would be so easy to re-create Dark Forces type stuff in it. Would just need some modular meshes (maybe exported/imported from Jedi Academy). You can even use 'flipbooks' to create enemy characters that resemble WAXes.
I think I tried out that level manager at one point also. Don't remember too much about it.
I used to have the level manager, but I have lost my copy. The only level is was setup for was Imperial Prison Island, which I think was made by his brother. Each level would go into it's own folder and have a file designating briefing file, cut scene, and screenshots. The program would then handle copying the appropriate files and launching Dark Forces. It was a really neat program.
Mattias Welander may have had an abrasive personality, but he was a pretty good at creating things. From what I understand, the JED (Jedi Knight Editor) 3D preview was adapted from code he had written for his own personal Jedi Knight editor.
Aww man, looks like Mattias Welander had two public programs that Wayback Machine didn't grab - a level manager, and a small utility for Dark3D testing. Are those lost, anyone have them? The level installer sounds interesting.
If there's anyone from the XL-Engine Forums, you've got a spam bot called thebaroqueworkshop having the time of its life.
GAH! Fenir, Someone has been responsible and uploaded you level before me. Congrats, your level is twice as important as everyone else now.
*Mumbles* Need to remove extra entry from database *Mumbles*
Very funny! Thanks.
Our Patrick who art in cyberspace, hallowed be thy name.
Thy Dark Tide Come, thy quintology be done,
Lead us not into crappy levels, but deliver us for Mattias Welander.
For thine is the Wdfuse, the Wedit, and the BMPDF forever.
Thanks for the upload, I'll try and get it pushed to the download section tonight. I see no problem, unless Mattias appears to complain about it being hosted on an American server :p.
Okay I just discovered the (apparently) working upload script on DF-21, and uploaded CDark. jon-t if you can verify that it was received, I will remove the dropbox links when you have posted it in the downloads section.
Hey guys, I found the CDark level editor installer: https://www.dropbox.com/s/mqw764r6norgz5t/Cybercraft_CDark_30_Alpha_3_Build_4700.zip?dl=0
ambas is a finished level, formally pull9
The Infinite Tower of Doom is uploaded in the Showcase Level section, but the scripts haven't been initiated with that page. It should show up there in the near future.
Secondly, Is Ambas.zip a finished level, or do you want it put in the demos/unfinished level section?
I'll get those uploaded this evening.
it saddens me that neither of my levels have ever been add to be on the download page for four years. created Monday, February 13, 2012, 1:49:19 AM
how to rock DF+dosbox auto loading with a short cut, AND make wdfuse work with test gob autoload dark.exe
relivant Dos box settings i use:
@Dalek Steve i use gizmo to emulate a drive from an iso
@Dalek Steve good job on the midi i did not know this
@jon-t i can confirm this is what i had to do to get 16bit helpfiles to run
if dark3d and darkXL arent ya thing there is a Jedi Academy Total conversion for the orginal lvls, with HD textures!
@Monocled Dragon i only wdfuse, but also i got a tricked out batch to exe to open a dosbox+start dark.exe and thus load the gob with the test function. askif u wanna know.
@Patrick_H yes! that guy on barricade games is a riot, n i love seeing DF playthrus instead of speed runs
also seem to be viable alternatives....
i have set up http://download.simplemachines.org/ on a sire before, it is very small on space and works and is easy n fast to install. as long as your server supports php.
I've created a DF-21 subreddit that can be used for discussion until the forums are up and running:
It's not restricted and anyone can post, though I may restrict it if we have any spam issues.
AFAIK = "As far as I know"
And yes thank you, I ran into a few complications within the first few minutes of the program haha, looking forward to my days off so I can just sit down and dive into it.
AFAIK, the user guides are available in the zip downloads, but they may be in an unsupported, older format. If you have a problem opening the help files, you might want to try this: https://support.microsoft.com/en-us/kb/917607
. Its a compatibility layer for help files made for older windows versions.
Thank you! I'll look up some guides on the two and see what I can discern.
You can use either WDFUSE (it's the older, more complete editor) or Wedit (it has some nice modern features like a full 3D preview of the level), from the Downloads/Utilities page
. I don't think either is as advanced as Doom Builder though. It's been a very long time since those two were actively developed.
Hello everyone! I've had an idea bouncing around for a Dark Forces mod for sometime, more of an alternate story really. I have no idea where to begin however, and was hoping for a point in the right direction. I do of course have the base game, and was wondering if there is a sister program similar to DOOM builder to be used with Dark Forces?
Thank you very much, I look forward to playing through the content you all have created, and hope to contribute as well!
Yeah, sure if I can convince myself to stop being lazy and start working (or if someone else here has php skills and wants to help).
Hey everybody. Any chance of getting a new forum going?
Figured it out! :) I've got Midi Maestro kicking around on my machine from when I used to mess with midi, and if you open the DF track's 10th instrument in MM, it's not defined. As in it has no specific patch applied. Just "General Midi Drums" in the one column whereas the track I was converting had General Midi Drums and then had the patch added. Did the same thing on the track to be converted, and voila, fixed the off key sound! Hooray me!
This is an insanely old technical question, but why does General MIDI's Channel 10 (drumset) sound like ass in Dark Forces sometimes when you're converting files (gmidi)? And is there anything I can do to avoid deleting the drumset all together so it doesn't sound like tolerable but still ass? I'm going to rip open a DF track to see if I can find my answer, but if somebody knows, do tell!
Hi everyone, I was not any good at developing levels or anything way back when, and I'm not any good at developing levels or anything now, just a massive fan of the work that you've all been doing throughout, that may not make me any use to you but I just want you all to know there are people out there who appreciate your work and are truly glad to see places like this still exist. Dark Forces was a great, truly immersive game, although the graphics and sound were far from perfect you couldn't help but get drawn into it, it felt like you were IN Star Wars, and yet somehow many of the fan made levels went way beyond those produced by LucasArts, showing the true potential of the game engine. Thanks guys!
Hey Taton, I watched you video and the image quality looked great! I've noticed a lot of youtuber's trying to fight youtube on the quality of the videos, and I'm wonder how do you fight that?
Back when I recorded DTIII playthroughs the version of DOSBox for mac was what I used. It was called Boxer, and it ran Dark Forces really well and even included a nicely working, built in video recorder. Sadly, the dev removed it and I don't have as good a way to record playthroughs anymore. I wonder if I poke him if he might give me an old build of Boxer.
Hi jon-t! Dark3D was never officially released, but I had it somewhere on a CD. Still looking for it.
I'm working on doing a curated play-through of Dark forces, and have discovered the joy of fighting with Youtube to produce a good image.
Here is my latest attempt, which runs at 720P 60FPS:
Please let me know what you guys think of the image quality (I'm not interested in hearing how awful my gameplay is!)
Things I learned in this experience:
Why 60 fps when the game is locked at 30?
This is because Dosbox outputs video at 70 FPS, and when Youtube tries to make it 30, and drops all the wrong frames! Play the video at 480P and you'll see the terrible stuttering. This also why the video is rendered at 1152 X 720, as Youtube will not do 60 FPS under 720P.
Why not upload it at is original 320x200?
Since modern video players are designed for displaying Live Action, Anti-Aliasing and scaling will smudge the pixels into an absolute mess!
Until the next Dark XL release, I think this is the best quality footage you can squeeze out of Dosbox. The only thing really "Wrong" is that the image should technically be stretched to 320 X 240 before the upscale. From what I've seen, scanline junkies still haven't figured a solution short of using a legitimate CRT.
As was mentioned earlier, please let me know how you guys feel about the video quality. I want to do it right the first time!
PS: I still have more levels to upload to the Downloads section. Forgive my weakness in being distracted by other projects! *Self Flagellation*
Hi everyone! Glad to see the site is back in some form.
Patrick_H: I was unaware that Dark3D was ever released. If it was, then PLEASE upload it into the "editors and utilities" section along with any other useful tools you may have that we dont.
Dalek Steve: thanks for the tip and welcome to the community!
Hi Lionel! Can't remember if Dark3d ran on Windows XP or not. It will take some archaeology skill on my part to find that.
Here's an interesting tip for anybody with some spare hard drive space and Windows. You can easily "trick" the emulator into thinking the CD is in the drive. This requires making a direct copy of the CD into another folder that DOSbox can reach. Mount that directory as your D:\ and without fail you can "install to hard disk" and set up drivers within DOSbox. I've used this method for several old LucasArts games, Got REB 1 & 2, X-WING, TIE FIGHTER, and other non LA products working fine. Actually speeds up the games in some cases because it has immediate access to the dummy directory used as the CD.
With some customization and patience, DOSbox can still successfully run DARK and all editing utilities without issue. Looking forward to getting back to it.
Patrick, glad to see that you are still there ! Oh yes please, upload that editor from Mattias, so that we could have a look at it. In the past few years I used to run Wdfuse and DF in DosBox on Snow Leopard on my MacBook Pro. Everything smooth. I'll install it this afternoon on my mid-2014 iMac running on El Capitan to see the performance.
Now that I take a moment to reconsider, I am going to bet that running a 16 year old editor on a modern PC is a really dodgy endeavor. It would be interesting to see how long it takes me to hit a roadblock (since I am not a programmer, just a creative professional).
Ah, I had forgotten and had to google it. The editor was called Dark3D. The old code alliance website for the project is preserved here (from 2000): https://web.archive.org/web/20011204043429/http://dark3d.code-alliance.com/
I am wondering if I still have a copy of the phantom level editor made by Mattias Welander. He never released it to the public officially, but it was an improvement from WDFUSE, with 3D previews in real-time editing. I used it extensively in making DTIII. If I can find it I will upload it. At this point I would consider it abandonware.
Thanks jon-t. Also thanks for posting the memsize increase for DOSBOX. I remember one the DTIII levels needed that set higher.
Patrick_H: HEY!!! EVERYBODY, ITS PATRICK HASLOW!!!
And yes, the forums are temporarily gone. But if I have time and motivation, that may change.
The Dark Tide series got playthrough videos at Barricade Games: https://youtu.be/FUNHsWrhWOo
Its still fun to see, but it really made me reconsider a lot of my design decisions.
Hey guys...just thought I would check in here. Are the forums gone?
I have no idea about level editing, but the blokes over at Good Old Games released a version of Outlaws that is compatible with modern systems. Some folks on their message boards have even said they got Lawmaker working again too. :)
Had free time this week, so I added a GOB editor to the Arc Hammer tool. The download is on the Github page
, as usual. Other than adding/extracting/removing files from GOBs, you can also open them directly in the program by double-clicking, if they're one of the supported formats (BMs and 3DOs so far).
There's also various UI improvements in this update. Most importantly, you can open files by dragging them into the window.
I haven't decided what to work on next, but there's a lot left on the todo-list: animated BMs, palette conversion, BM<->image conversion, LFDs, C API for using this in other programs, and an OpenGL viewer for the 3DOs.
Side question: anyone know if there was an Outlaws equivalent of the Unofficial DF Specs? There wasn't anything like that in Lawmaker (Outlaws port of WDFUSE). Some of the file formats changed between DF and Outlaws, like the archives.
Y'all are awesome!
Found a solution to Dark Tide 3's lack of triggering at the end of level 2.
I downloaded a copy off of the Dark Tide web-page www.thedarktide.com
For some reason, I was able to trigger the end of the level this time. :)
Last time I played Dark Forces mods (years ago) I gave up playing DT3 and 4. Going back to them now is the perfect capper to my binge and journey through these incredible mods.
Hey guys! df-21.net email addresses are now available! If you want one, please email me at firstname.lastname@example.org
and WHOA!!!!!! an archive! [[[does happy dance]]]
FenirStardust: thanks for the report. I will resolve that soon.
11 megs compressed; 245megs unzipped; 10,257 files; .7z format; over 6000 topics threads;
i made a workable archive from a snapshot in 2011-2003, and I also fixed the old archive 1999-2002 to work and look the way it should(missing css). 8 hours later.....ARCHIVE OF DF-21 FORUM 1999-2011! 12 years of darkforces starwaz goodness.
idk if anyone notice but the site is set up for http://df-21.net/ with no www. redirect. can't do www.df-21.net...messes up old links to this site.
Great! I await the day!
Greetings from the author of Operation Archangel. Glad to see that the site is still alive. I still have all my Archangel WDFUSE project files so, who knows, that damn trilogy might well be completed one day...
@FenirStardust Thanks for the report. My mistake, forgot that OBJ files have opposite vertex order from 3DOs. I didn't notice the face normals were flipped in Blender. It's fixed now, download here
The mesh importer I use (ASSIMP) also has an exporter with a few other common formats. Once I figure out how to use it I'll add those others and options to triangulate or weld before exporting.
@Narcissus1916 I remember that problem with DT3. The last time I played it was around when DF-21 disappeared. Hmm, don't remember what I read about the bug though...
Thanks Taton for Goatha's Palace, I'll give that a go soon!
I know this is a shot in the dark, but does anyone know if its possible to complete Dark Tide 3 normally? At the end of the second level (clone network) I destroy all seven clones, the alarm goes off, my mission log shows the objective as checked off, but the level end switch at the droids still says I need to disable the clone network. I watched a youtube video and there's a quick "network disabled" message that pops up that I'm failing to trigger.
The weird thing is, I remember having the exact same problem years and years ago, on a different computer. I remember writing a post in the old forums about the issue.
thankyou you are awsome! I was ahving memory overrun issues. 3ds does quads to my knowlage. colladia doesn't do quads for sure! even though its open. so u are gunna use wavfront obj now?
Done, Win32 version uploaded here
. I don't develop or test this on Windows, but was planning on compiling Windows versions of major updates anyway -- this one's just not finished yet, and kinda useless for modding until I add proper import/export formats. But I don't mind doing more frequent smaller updates, so I'll post the next one with a Windows download once the BM tab is complete.
Isn't .3ds triangles-only? Some DF meshes like the Moldy Crow have quads. The exporter could triangulate the quads though.
@sheepandshepherd Would you PLEASE just compile a version for windows 32bit and add a binary to your github.....idk why everyone expects ppl to compile source they themselves has compiled to test/run their own programs. my system says error!
@sheepandshepherd 3ds or X3ds are good intermediate formats that i use when obj and collidia has issues not saving all the info, like per wedge texture cords n crazy stuff where mavblock fails. ply and stl have never failed me but i don't think they support texture cords.
nobody answered your question in full
there is no space bettween /u and your gob file to load :)
I've started uploading pictures and ratings to the download sections. More to come!
Sorry about my lack of presence as well. Currently I am busy with school and a large time-sensitive web design project, so I am temporarily unable to continue work on this website. If anyone here has experience with PHP and a wish to help, feel free to email me ( email@example.com
) and I can get you access to the server so you can help finish the stuff here like the downloads section.
Apologies to all for my absence, as I have been dealing with a beautiful needy screaming newborn child. I will be working on uploading the remaining Levels that have been sitting in que on my hard-drive.
@sheepandsheperd - Keep up the great work on dem tools
@TheJonesCahnnel11 - I actually have a copy of this level, which I will be uploading.
@Narcissus1916 - I have a copy of the Original Version of Goatha's Palace, not the Special Edition. It will be uploaded shortly
@Coin Collector - Your Mario Castle Level is a nice start. Did you make the wall textures or convert them?
Good to see df-21 getting revitalized...
Programming DF tools is fun! I added a BM viewer tab with options for zooming and changing the palette (screenshot)
. It'll be useful for converting between palettes too.
I'll add the GOB loader after I clean up the code. It's mostly finished, but could use a nice UI with filters and previews like the BMs in the screenshot have.
Where to download DF and configure on mac
Where are the old forum threads?
I haven't made a GOB loader yet. But the GOB format looks really simple, so I can add that tomorrow.
The libraries are on the Arc Hammer GitHub page
, open source (MIT license).
Ah, but I still need to add a C interface so they can be used with other programming languages. Shouldn't take very long either, I hope :p
sheepandshepherd: is your gob library open source?
I made some more progress on the file converter tool this week. It's loading palettes and simple BMs now :D
Gotta learn how to display images in GTK+ next, since it'd be useful to see them in the program when working on animated BMs or switching palettes.
Sorry for taking a while to reply, busy life. But, I got it to work! Thanks everyone.
"drive.cd" just specifies where DF should look for the CD files. It doesn't have to be a CD. If it's incorrect, the game will just ask you where the "CD" is (or auto-scan for it), so you can ignore it.
Dont know what all this drive.cd bussness is, df works fine via hdd it doesn't care.
Steam is bunk.https://www.dropbox.com/s/7vvx5u8u66x5syu/StarWars-_Dark_Forces__DosBox_.rar?dl=0
If you want to run df in dos box you only have to make a copy of the all files and Mount both directories as drives. Then open on of the dark.exe, it will search for a drive with dark folder.
Like mydf\dark mount mydf as D: or whatever Z! But then Mount mydfdisk/dark as whatever. It looks for Driveletter:\dark\dark.exe on start up.
The iso has a nested folder named dark okay?
About step 2: you have to mount your CD drive for DOSBox to recognize it. Add the line for mounting the CD like this to your original DOSBox commands:
mount c c:\oldgames
mount d d:\
About the optional part: If you copy the files on the CD to a folder like "c:\oldgames\dfcd", you won't have to use the CD at all, and instead type this into DOSBox:
mount c c:\oldgames
mount d c:\oldgames\dfcd
Hmm... I followed your first step down to the letter. I'm using the copied steam version of the folder by the way... It already had a "drive.cd" in it, when I went to edit it, it had the letter "C" in it. I changed it to "D", and inserted the disk. And the "drive.cd" was in the same folder with "dark.exe". I tried running it again using the same methods as before, and I get the same answer. That same screen.
I didn't understand your second step. Could you elaborate it more?
And I didn't understand the last bit. Do you want me to match the same cd drive letter, (as in D), that the Dark Forces disk is in? Or use any random letter?
Interesting, I forgot that it needed a CD. It's been a long time since I installed it. Looking at how I have it set up, I *think* this would be the right way to get DOSBox to recognize your CD:
1) Create (or edit) "DRIVE.CD" in the Dark Forces folder (with DARK.EXE), and put in it just a single drive letter like "D"
2) In DOSBox, also type "mount D D:\". The first argument should be the letter in your DRIVE.CD, the second should be the real location of your Dark Forces CD.
Optionally, you can copy your CD's files to a folder on your HDD instead of using the real D:\ as your DOSBox D drive. And you can pick any drive letter, just make sure DRIVE.CD matches.
Wow, I really can't spell. My bad.
Err, I can Dark Forces to run through steam, but the reason I'm doing this is so I can play through the custom maps that are on this site.
I need so more help again... So, I can't get the game to run. I have this file for old games that need dosbox to run. Like Blood, Lemmings, Simant, ect... Anyway, so I copied the whole Dark Forces file from the steam files, put into the old games folder. I wanted to test and see if it'll run at all.
This is what I type when using DosBox:
mount c c:\oldgames
cd darkfor (because I can't use file names that are longer than 8 characters...)
DosBox opens, aaaand I get this: http://i.imgur.com/weQMUb6.png
Now, I actually own an original copy of Dark Forces, which my dad bought back when it was first released. (He told here there was tables piled full of Dark Forces packages.) So, for poops and giggles, I decide to put the disk in. And it can't read it. It askes for the correct cd drive the game disk is in, and I push the right key for that disk drive. Which is D:.
Nothing. The same screen pops up saying the same thing. I even pushed a-z trying to find the right one, and it doesn't work. I'm not sure if I'm doing anything wrong or what? But I don't know what to do from here. Any help would be appreciated.
That meant to be a comma. Not a colon.
sheepandshepherd: Thank for the help! I'll try it when I get a chance.
Glad to see the WAYBACK MACHINE saved all the custom weapons. I was on my way here to upload the DL-44 and wookie bowcaster mods, but thankfully they aren't lost to time. HOWEVER, I STILL have something LOST to offer...
STARDEST.GOB! NOT TO BE CONFUSED WITH DESTROY.GOB OR IMPDEST>GOB!
This one is a personal favorite of mine, recreating the infamous "Star Destroyer" level pictured on the box art, but not found in the game. Uploading now. Here is the official Readme as proof:
Title : STAR DESTROYER
Filename : STARDEST.GOB
Author : Claude Pradervand
Email Address : firstname.lastname@example.org
Misc. Author Info : Please let me know how you like this level (to easy/hard). There maybe
more to come if I get a favorable response
Description : The Empire has made a crucial mistake. Out of fear that rebel spy's
could take the Dark Trooper plans they only made three copies. Little
did the Empire know, that the rebels would not go after the plans but
destroy the Dark Trooper production altogether. The Empire has been
hit hard by your success and all the plans on Anteevy and on the Arc
Hammer have been lost. This leaves the Empire only with the master
copy which is being transported on a Star Destroyer to a secrete base
were the plans will be decoded and copied. Rebel forces have attacked
the Star Destroyer and damaged it badly.
You task is to land your ship inside the Star Destroyer, find the plans
which are on a data tape and get back to your ship before the rebels
blow the Star Destroyer into pieces. Note that due to the heavy damage
some thing might not work and that intelligence report have placed a
large number of bounty hunters on the Star Destroyer and even some
Your MISSION goals: -find data tapes
-return to your ship
This level was inspired by the "missing" Star Destroyer level on the
Additional Credits to : Yves Borckmans ( email@example.com ) for Dfuse
Kevin for beta testing
And Thanks to LucasArts for a GREAT game.
The package contains the following files:
STARDEST.TXT -->THIS FILE
STAR.EXE -->STARTUP SCREEN
How to use these files:
UnZip STARDEST.ZIP into your Dark Forces directory. Then switch to that directory
and type STARDEST.
* Play Information *
Level(s) replaced : Secbase
Difficulty Settings : Yes (most testing on "hard" setting)
New BMs : Yes
New FMEs : No
New WAXs : No
New 3DOs : No
New VOCs : No
New GMDs : No
* Construction *
Base : New level from scratch
Editor(s) used : dfuse v 1.00
Known Bugs :
* Copyright / Permissions *
This file is to be distributed at NO charge.
Authors may use this Level as a base to build additional
levels.........as long as they're better than this one!
* Where to get this GOB *
WWW sites: http://www.best.com:80/~dalton/DarkForces -->the BEST DF site
FTP sites: ftp.wpi.edu
The articles from the old DF-21 haven't been restored yet. But anyway, most custom levels come with a BAT file that runs it in DF. Just extract the level's files to DF's main folder (same place as DARK.EXE) and then, in DosBox, instead of typing "dark", type the name of the level's BAT file.
You can see all the BAT files you have in the DARK folder with "dir *.bat".
I was wondering if there is a tutorial on how to run Dark Forces custom maps. I would like to play them, but I'm not sure how. Do I run it like I would if I was using dosbox to mount and open it?
Did anyone find a non-corrupted copy of Ruins of Talos 3: Goatha's Palace?
Running through the series and forgot how good the first two are.
I've released the first version of my file converter, Arc Hammer. You can download it or the source code at the GitHub page
. It's only for 3DOs, for now. UV coordinates are imported/exported correctly, but texture and material names will have to be edited manually until I add a UI for editing the 3DOs. Let me know if you run into any bugs.
Just saw the All Missions zip file. That's what I get for posting at 3 am. :)
Thanks guys for keeping this website up and running. The Force Awakens got me back into Star Wars and running through these levels is exactly what I needed!
Its incredible how everyone has salvaged so many of these levels. I dug up an old word document I wrote a few years ago that listed all the levels I played and how I ranked them. The only one that I haven't been able to pull from either this website or the web archived version? Ruins of Talos 2, phantom point. If anyone has a copy of it somewhere on the computer, that'd be awesome!
Otherwise, things are running great. The GOG edition of the game makes navigating dosbox a breeze. Just open up the dosbox_df_single file and change dark.exe for whatever .bat you want to run. I'm also using GlovePie to rebind a few keys so I can have alt fire as a mouse button, and an easier way to look up and down.
Awsome Sheepy. Does it preserve the UV unwrapping on the 3do>obj?
@FenirStardust: Not a Blender plugin (unfortunately I haven't learned how to make those yet), but it exports 3DOs to OBJ format, which Blender and most other 3D tools can load. Here's a screenshot
of the main UI.
I was working on some Fallout 4 stuff instead last month, but since there's interest in the 3DO converter, I can definitely finish up that UI and upload it :) Only thing left is proper error messages so I can fix any bugs that might pop up... BMs/PALs can wait till the next version.
i read down the chat, and can point twoof you to the fact that wdfuse has a dukenukem WAD file export for levels! Perhaps gob to wad. Perhaps a portable freindly duckenukem solution will present itself?
>( what's with the font size for shorr posts! Stupid.
i want that 3do import/ export tool!
Is it a blender plugin?? Right now I am using Lithuwrap cause it can oddly save as a different format, and still preserves the unwrapping... ambient globed into one martial. All the other 3do tools I found suck way more! Amd there is no df 3do plugin for blender
I haven't had any hiccups with dosbox playing DF myself, watching this video right now,https://m.youtube.com/watch?v=XirDv37wapM
Its strange playing some of these levels today.
Playing Energy Mines on Parux and completely stuck because I can't squeeze through a passage without LABUG. (something mentioned in the (level review page in the forum). Find a video walkthrough online... and the walkthrough there also resorts to LABUG.
Wonder if the level was always this borked, or if its a side-effect of DOSBOX.
@Graviton: you did put the wrong category on it, but I fixed that and pushed it. So now it is in the downloads section.
Hey guys. Anyone know what happened to the Stars End copy I uploaded? I may have put it in the wrong category.
Hey; haven't been around in over a decade; but I can probably fill some gaps in the file list. I still have my original DF mod directory with a lot of the older mods in them. I think a good 400 megs worth at least.
thanks fenirstardust, just to clarify, I am completely fine with abandonware. :)
Hall of Mirrors Guide pic is self explanatory:
Infinite Tower of DOOM showcase!
Hijack a inductor ship!
As for converting DF 3do into anything else, I haven't round a good way that preserves the UV unwrap, with out that the models are pretty useless w/o alot of work.
will convert and read 3do, just save model as obj or 3ds.
and i think DF is pretty much abadonware,and its legal to have copy if you /owned/ an orginal. but who is counting?
if anyone wants the full actaul ISO i have that saved too! cause I still have my orginal BOX from 1996 and the manual and i found the stragity guide at a thrift shoppe!
also got rebellion, and rebel assult that's pretty rare too to have physical copies.
That looks nice. I`ll push it in a little bit.
Bravo FenirStardust, that's spectacular!
Meanwhile I uploaded the one Dark Forces "level" I've made, Peach's Castle from Super Mario 64, when I was 13. It just the one initial room, and it's super buggy/wonky from what I remember. But hey, recognizable all the same, and colorful as heck. Why? I loved Mario 64 and I loved Dark Forces is my guess.
I missed the old Crow after Kyle wrecked it. But at least the Raven's Claw was similar, other than its huge engines. Even has the same paint job.
For fun, here's the Raven's Claw in DF
:D I had to trim the vertex/poly count a lot
again to get it to load. Looks like there's a limit around 512 verts/polys, or less.
@Taton: I used a 3DO loader and OBJ exporter that I made last week. It uses ASSIMP to import 3D models from other formats. Next week when I finish the UI, I'll upload the source code and a Windows version. I added palettes and BM textures today too.
The Moldy Crow has always been a cool design to me. Gets me nostalgic seeing it again.
Nice blender crow. How's you convert them back and forth?
It hasn't been updated yet. Not the first time Lucius was caught up with work IRL, just the longest hiatus it's had. That said, he returned recently and is posting almost daily about progress on the XL Engine forums, so hopefully the DarkXL beta will be out soon :)
Does anyone know if DarkXL is fully working these days or did development get halted? I remember a particularly nasty crash on the Nar Shadda level IIRC.
No white boxes here either (Chromium, Linux). Ah, IE has always been buggy.
I remade my 3DO tool from scratch. Still needs a UI and a few other things (BMs and PALs), but it can load/save 3DOs and import/export:
* the Moldy Crow in Blender
* the Blender monkey in DF
- reduced to 200 verts + 318 triangles, since the original was too big for DF's engine and just turned into a simple cube :p
well the hotel computer does. :)
(its IE9 in compatibility mode)
I don't see anything like that.
Does anybody else see white boxes around the account managment buttonst on the sidebar?
A huge thank you Fenrir! I see what you mean about the file names being crapped out. Lots of combing to do...
Well the last time i used Winhttrack Df was wonky so it mirrored not the right things, but the old cache file does have a copy of the forum at at-least, however in file names from a server. Windows does not handle // and \ in file names but a web server will i guess x.X
ONE AT A TIME!!! DO NOT DOWNLOAD MORE THAN ONE AT A TIME LARGE ZIPs
55megs winttrack cache https://dl.dropboxusercontent.com/u/11636893/old.zip
I have a full mirror of the old site I made last fall(2015).
I made it with WinHTTrack Wednesday, August 05, 2015, 11:53:04 AM
2700+ files, 77 megabytes. I got the entire forum, downloads, everything. everything but the PHPbb back end to actually login, (cause the site crapped out and lost my login at that time....)
So if you want I can pit it all in a Zip folder and dropbox it to ya people
Just_Jim, I wish you the best in your pursuit of higher gaming knowledge. If there's anything you don't understand, one of the veterans will be able to answer it, or let you know "We don't know, it doesn't make sense, but's that's the way it is."
If your looking for some fun inspiration, check out DARK-XL.
It now covers a few different games, but Dark forces was the original project. There's an older Alpha version, and the author Lucius has been active the last few months working toward Beta.
jon-t, I have WDFUSE and Common Files up and running! The file specs are detailed and the tutorial is friendly. I am an extreme Noobie and it will take some time to figure out what the File-Spec are telling me.
Here is the start of my adventures into Coding:
First, I will figure out how to 1.-load "TEXTURES.GOB" 2.-parse the images, and 3-generate GL Textures. Along the way, I will try to contact the authors View3DO: "Alex" and WDFUSE: Yves Borckmans, Alexei Novikov, David Lovejoy, Jereth Kok.
The learning curve is steep at my House.
Just_Jim, The full Unnofficial DF file format specs are available in the editors and utilities section of downloads as "WDFUSE Common Files"
I am very glad to find this site again. I contacted "Star Wars" recently to inquire about File Format. They were polite, but not very helpful. Their responce to my follow-up question was terse and they basically told me to go away.
Well, I did ask them if they had any source code lying around.
I have already found an amazing amount of information from this site and this Chat, Thank you. I am teaching myself C++, OpenGL, and Bullet SDK with the aim of creating an Open Source generic 3D FPS Game World. Dark Forces and its Universe of User-Made Levels is the game I want to adventure in.
Hooray! Couldn't find anything else on Taton's missing list, though I do have a tiny, weird, buggy (but unique) level I made when I was younger - I'll put that up soon.
It doesnt seem to be corrupted. Thanks! I should have thought of looking on tacc.
The hidden.zip on massassi any good? http://files.tacc.massassi.net/
Nice to see you Patrick! What video game goodness are you working on these days?
The archive you linked has been a source we've been using already. From a regular level perspective, we have everything important. The only levels we are missing (due to corrupted zips) are Hidden Enemies and Jawa Base. Haven't done a catalog of of showcase/demo levels yet.
Thanks for dropping by. You inspire me. *stares off dreamily*
In case anyone is interested, there is a semi-complete archive of DF-21 stuff here: http://www.jkdf2.net/JKBot/JKArchive/JKDF2/JKDF2/Websites/DF-21.NET/index.html
Hi all, just stopped by here on a whim. I didn't know the old site had gone offline. Thanks for your efforts at keeping it running. Happy New Year!
BTW, I am working on a port of DF for mp3 players (check out http://www.rockbox.org/
) so I`m basically implementing all of dark forces file formats in C. So eventually (read: in a couple of years when I finally make some more progress) that code could be used to make utilities.
If we need any more non-lightsaber-using player characters, how about a TR-8R level for hunting down *traitor* scum? :p
On a serious note, I looked through the Unofficial DF Specs and thought about programming a library for converting to/from DF's simpler file formats. Someone made one in .NET years ago, but with the forums gone I can't find it. We're mostly stuck with running old 16-bit utilities in DOSBox, so some modernized replacements would be nice for whoever's still interested in making new levels. If I can dig up my 3DO tool from a few years ago I'll upload that to GitHub at least.
I just uploaded all the utilities.
We barely got any Prequel Trilogy content. Basically all we have is Downward Spyrals TPM demo and Matthew Hallaron's Duel of the Fates showcase.
New trilogy stuff would be awesome! Rey would probably be a bit easier as Dark Forces Light-saber combat is a bit... lacking...
Best of luck though!
In level news, we've got about 100 of 200 levels uploaded so far. YAY! I alwasy forget how many levels were created. SOOOOO many levels starting with "Imperial" or "Operation".
Yeah. I was thinking maybe something based around the story of kylo ren or rey. I like the concept of something that shows how kylo turns to the dark side. A captain phasma based map might be interesting too because the character didn't get enough screen time and it would be easy to create a story about her considering there really isn't much there already.
I really like the idea of TFA themed levels!
No problem I guess. Anyways, I thought I would talk about some maps I never started and some I think would be a good idea to make. One of the ideas I had a while back was a dromund kaas level. I was basically going to make a replica of the swamp from mysteries of the sith and use the textures from the game as well. The other idea for maps is The Force Awakens themed levels. Of course I would have to reacquaint myself with wedit and all the other df tools that I haven't used in years. I could really use help from anyone who might be interested in these projects. Thanks.
Thanks Graviton, you are a life saver. I now have all the 4-5 Death Star rated levels.
Oh. ok I see which ones are missing now. Sorry, I don't know what I'm talking about.
Yeah. I thought that there might have been some dead links but almost all of them seem to be working.
actually, thats the only way we`ve been able to put up the files we have.
No problem. I will upload more soon.
Graviton, Thanks so much for your help! I will have the utilities page online in a few minutes.
Hey Narcissus1916, glad you stopped by!
What you have to do is go to the start menu and in all-programs>dosbox, click "dosbox options". Find where it says memsize=16 and change it to memsize=31.
And that should be all you need to do. If you have any further problems, just ask.
Hey all, thanks for keeping Dark Forces alive!
Force Awakens caused the nostalgia to hit, so I'm replaying all the great Dark Forces levels I remember.
But I'm trying to play Dark Tide 3 and every time I boot it up in DOSBOX I get an "Out of memory" error. I remember a simple fix being talked about in the forums, but can't seem to remember the trick. Anyone remember?
Right now I'm uploading the zip files in their original forms. Part of the larger project will be updating and standardizing the zip files. This will involve creating bat files, correcting jedi.lvl files, consistent naming of files, and many other fine details. Even then, I believe we should maintain the original files, as they are in the format submitted by the original authors. My thinking is that the individual level page should have a selection of versions like:
1. The Original File
2. Previous or Updated Versions of a File - For Example Dark Tide 3 has at least 2 different releases that work better for some people. Ruins of Talos Episode IV has two COMPLETELY different levels sharing the name. Don Siekle's Levels have had several different version released throughout the years.
3. "Mastered" Files - These would be updated to conform to set standard of naming conventions, batch files, and how LFDs are handled.
4. Remastered Files - These would be files that remake or correct minor issues with levels. This could include texture stitching, correcting palletes (Like the infamous Blue Kell Dragon), or even fixing bugs that crash the game.
This serves to preserve the history of Dark Forces Levels while serving to increase usability. This increased usability can lead to more people being interested in the Dark Forces community. Updating and correcting levels gives the community some much need activity. We haven't had any new content since 2008 I believe?
Once the standardized files are created, I think the next logical step would be to create a torrent of all the content. That way a person can download the entirety of the Dark Forces Level Catalog all at once (and save on bandwidth too).
So to answer your question, We should create a singular zip file for cut scenes and levels together in the future, but I think it is best to get the website back to where it was originally. That's my take on it.
(putting the cutscene in the same zip)
@taton, do you think thats a good solution?
Sounds like its time for me to fire up the trusty ol` text editor again and finish the downloads section! :)
About the multiple files problem though, IMHO there is no reason why the cutscenes need to be in a separate Zip (except to keep the main file size down which isn't really all that important nowadays)
Just an update to the peeps in chat! I've uploaded 74 of the 200 or so odd levels. It really is taking forever to process these things! I just had my first daughter born, so that's taking up a bunch of time as well. (Priorities) At least the Dark Tide Series is uploaded!
I've also found a whole bunch of weird eccentric files that never made there way on to df-21. For Example:
VFX1 - Patch - Makes Dark Forces compatible with the VFX1 VR Headset
Trainers - Allows you to alter your stats and stuff.
Waxes - a Thermal Detonator Throwing Commando and an Imperial Symbol for use as extra lives
Duke DF - Anyone Remember scuttlebutt about a multiplayer Dark Forces Mod? This is it. All it does is convert some assets to Duke Nukem 3d on a custom map. Still Neato.
To Jon: Whenever you update the level pages, I have a bunch of Screenshots I can upload to "beautify" things a bit. We also need to add in the ability to add multiple files to a single "level". For example, Tie Defender Base has a Cut scene Zip File that should be downloadable on the same page.
To Others: I have pretty much all of the levels archived. There are a few corrupted files that I still need copies of:
hidden.zip - Hidden Enemies
jawabase.zip - Jawa Base
goatha.zip - Ruins of Talos II - Goatha's Palace SE - I have the Regular Version if necessary, but the SE is desired
bou!_cut.zip - Cutscene for the Bounty Hunt. This file has been missing for about a decade. Find it and you win eternal love and affection.
Also, HAPPY NEW YEAR!!!
Looks like that site has a pretty nice backup of DF-21 from March, you guys seen that yet? Any missing files there?
Also massassi.net has some?
OK, Thanks Jackson. Actually, currently our main limiting factor is time and amount of people working on this, so if you would be willing to upload some files, that would speed up the process.
I know many of the downloads have been scattered, but if it helps, I found a back-up copy of the Hall of Fame at http://www.jkdf2.net/JKBot/JKArchive/JKDF2/JKDF2/Websites/DF-21.NET/halloffame/index.html
And a happy new year!
Merry Christmas everybody!
The "Add to Downloads" now seems to be working properly. I'll be utilizing this again and let you know if I have any more issues. LONG LIVE DARK FORCES!
AHHHHHHHHHRRRRGGGGG! okay, thats fine. And yes, the description is used: its the initial page text for the levels download page.
I also hope to have a review system set up soon where people can submit reviews for levels and they will then appear in a new tab called "reviews" on the levels individual page.
Every-time I use the "Add to Downloads" in the ACP, the files disappears and nothing is created. I'm going to keep uploading the files, but I'm going to let you handle pushing them to live for now.
By the way, does the upload form for "Description" Get stored? I've been pasting the synopsis in there, but there's no point if it's not being saved. :p
It's fine. I'm very patient.
great to see new users! Sorry, the downloads section is not fully filled out right now.
I'm here. I'm pretty new to this site though.
@taton, sorry, i seem to be a pro at writing buggy code. The problem with the files not being added is fixed.
@jon-t: yes, I do know about the function ;) I meant starting a custom level from inside the game (like a bonus mission AFTER the final mission in the list that opens up after completing the previous one). Would that be possible? There has to be a way to make the game think there are more levels than the vanilla ones and display them in the list, no? :)
okay, the basic functionality of the add-to-downloads button is now working.
okay, fixed. thanks.
I can't seem to upload anything larger than 1 Megabyte in size. It rejected "The Hunt for the Arc Hammer" and "Arcadia: Imperial Prison Planet". It gave me error "413 Request Entity Too Large" "nginx/1.9.3(Ubuntu)"
But in the meanwhile, the upload script is working so if you could start uploading files with their info, that would at least get the process started
Wow, you're fast! Sorry, I should have told you, the uploads section of the ACP is not fully implemented yet, I hope to have it in mostly working order soon.
Uploading files seems to be working fine, but the "Add to Downloads" on the ACP is throwing up a Server Error 500.
I've started cataloging the missions with a spreadsheet containing Level Name, Zip Name, Rating from DF-21, Author, contact Email, Description, Name of Text File, Level Version, and size. I've also been jumping into the levels and taking screenshots.
So Far, I have completed:
Once the ability to push levels to the downloads section is ready, I can start uploading files and entering information.
you are now an admin, check the top of the home page for a link to the ACP.
Thanks Taton, I like your suggestions a lot and I will start on them soon.
I especially like your idea for a tabbed level page, that is a perfect solution to its current messy design.
In addition, I would love help getting the downloads uploaded, and since youve offered, I will make you an admin so you can help me with that
BTW, I`m one man coding this entire site, so pretty much nothing is out of my scope. :D
Just some suggestions I have for the Level pages. I don't know how much work or experience you have with website implementation, so I apologize if this is beyond the scope you are looking for.
Some of the nice features on the previous site were a direct download option from the page, and a links to the authors email address. I think a good format from left to right would be:
Name that links to Level Page, Direct Download Button, Rating (vote-able by each user would be nice), Name of Author (a href Email Link), Screen Shot
BTW, I would use Original Dark forces rather than XL for screenshots at the moment, as XL creates some weird artifacts (Especially with the HUD)
On the Level Page, I think a tabbed interface would be great Something Like:
1. Description - Contains Blurb of Plot, Link to Read me Text, Author can be Listed (An possibly cross referenced, Like see all levels by Barry Brian), a List of Files in the Zip
2. Reviews/Comments - People can rate in Death Stars and leave comments about the level
3. Screenshots/Movies - Screenshots can be stored here in a gallery. We could probably have a little windows in the top right that scrolls through screenshots in the right hand corner of the other tabs. We could also link to Youtube videos of people playing the levels. There aren't many play throughs of Custom levels, but there are some good ones out there.
4. Database - This one is kind of a stretch considering how small the DF community is, but it would be neat to have a cross referenced list of custom components and various stats in a level. You would be able to see what custom components were used, and optimally preview them. You would be able to see all levels that use that component. You could track stats like number of sectors in a level, lines of inf, how many times storm trooper logic is used, etc.
1,2, and 3 I think are important for preserving the future of Dark Forces, and 4 is just kind of a pipe dream.
If you need any assistance with housekeeping like uploading or cataloging, please let me know. I am very passionate about the Dark Forces community and history and want to see DF-21 flourish (as much as it can for a 15 year old site)
specifically, the layout and design of the individual levels pages.
what do you think about the remade downloads section?
ok, great. thanks.
Just reading about all the missing stuff. I have a lot, of not all the custom missions on an old pc. Let me know what you cannot source elsewhere, as I could have it.
Great to see we're still here. I was worried there for a while.
defndrs: i assume you already know about loading custom levels with the -u flag?
Hey there, good to see the DF-21 community active again! :) Short question, what do you guys think - would it be possible to "hack" the old Dark Forces to allow "additional" maps/levels without replacing the original ones?
thanks Taton, I will start putting them into into the downloads section soon.
Just marking my territory... Nobody touches my post.. *rawr*
I posted it on the XL Forum, but my dropbox currently has some of the missing files.
okay, on the main page it should give you a link for "ACP" right at the top of the content area.
There is nothing there yet, but it should start to get implemented soon.
i will have updates in a minute
just a sec, i am working on the ACP
thanks (I wrote this site entirely myself), and it supports bbcode
I have to say, this chat is more functional than I expected. I've seen sites that have a live chat window that doesn't keep a running log. Probably fine for busy sites, but for a site that's as relatively quiet as DF-21, having the chat keep a running log automatically is pretty handy.
but i am still working on the ACP
and i have your ftp access ready
yep, sure does
So the chat room works?
so you can use bbcode markup in your posts
i did that a while ago
its not fully finished BTW but its close
dude, it is
the logout button loos a brighter red than the other buttons
yeah, hold on
you might want to put any syntax options between the text box and send button
yep, just a sec
is there any syntax we can use when chatting here? bold/underline/italics/links/photos ??????
Indeed, you are very welcome. :)
A very big THANK YOU to the Webmasters for getting DF-21.net online again!
HEY GUYS!!!!! I am jon-t, Co-Webadmin of DF-21.net and I officially welcome you to the new and improv(ing) DF-21.NET!