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Among The Shadows II: The Lava Planet
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WDFUSE 3.0 and DF-21 Wiki

Posted by karjala on 2022-07-23 09:20:19 EST

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WDFUSE 3.0 Release

We are excited to announce version 3.0 of the WDFUSE - the Dark Forces Editor. This version has multiple improvements that will streamline your map-making experience. 

You can download it from our Downloads section or through a direct link here. 

3D Renderer Updates

A long-requested feature by the community (Ex: Secbase Unlimited) was the realization of a 3D renderer synchronization to visualize editor changes. This day has come and now the editor has live synchronization to the 3D Renderer .

Any change you make in the 2D mode editor will be instantly reflected in the 3D renderer.

 

This includes moving map components such as sectors, walls and objects. For a better understanding of what live-synchronization entails take a look at the video below. 

 

You can now automatically download, install and configure it by pressing the download button in the 3D Renderer Options tab. 

 

This is a seismic shift - gone are the days of launching the game just to see if the texture you moved is now properly aligned with the wall. The changes are instant and work with the largest community-made missions such as the Dark Tide Series or the Assassination on Nar Shaddaa

WDFUSE Tutorial Missions

The Editor now includes mission tutorials. They will give you step-by-step instructions on how get started with mission editing. They are geared towards map-makers without any experience. 

You can load them up from the New WDFUSE project window.

The tutorial missions will go over all the Dark Forces editing components in a simple methodical manner. Here you can see the tutorial room on Switches.

Editor Improvements

In addition to the renderer we now fully support the Origin store version of Dark Forces as well as being able to launch your GOBs within the The Force Engine 

We can now drag individual or multiple vertices at once. This will make wall-alignment a breeze.

Here we multi-select vertices and move all of them at once instead of piece-meal. All the adjoining vertices are moved together. 

 

You can now specify colors of any object in the editor. Don't like the defaults? Make all the stormtroopers red!

 

You can now load any recent project you've been working on. This is useful for those of us that jump between multiple projects. 

Full Change List

Projects

  • Added ability to load a list of Recent project
  • You can now have projects longer than 8 characters long
  • Added an option to open the project folder of the current project in explorer
  • WDPs should now be auto-associated via the Options
  • Added variable back-up limits via Options
  • Added 100 vs 125 DPI support
  • The Force Engine has been added as a Launch Menu in Options
  • Added EA Origin support as an external storefront. 
  • Added verification to project assets and added more logging when issues occur
  • Added a warning if the GOB assets are locked (Ex: you are running Dark Forces)

Map Editor

  • Added real-time sync with 3D Renderer 
  • Clicking on Sector Find now updates the INF Editor as well
  • You can now update multiple wall lengths at a time
  • Sector Heights are now shown in the Wall Editor 
  • BOSS and COMPLETE sectors are now different colors (controlled via Options)
  • Normals now always show up when single-clicking on a single Wall
  • Grid/Scale settings are now stored in the INI file
  • Fixed an issue where some objects do not detect the sector they are in
  • Bit values now show up in the INF Editor's event_masks
  • You can now pan while holding ALT and left clicking
  • Added freehand drawing of vertices while holding CTRL button
  • Added control over object snapping (Floor/Ceiling/None) 
  • Clicking away from objects will now auto commit (if enabled)
  • Added support for negative Yaw values (will modulo to 360)
  • You can now change the texture offsets using Shift+Arrow Keys
  • Added Rotate option to the Pop-Up menu
  • Added Flip option to the Pop-Up menu
  • You can now change object colors 
  • Added ability to move Vertex and Wall multi-adjoins at once instead of individual dragging.
  • Deletion of multi-Vertex/Walls added

WDFUSE Assets

  • The Asset Toolkit now loads DELT/ANIM filetypes
  • Added WAV to VOC converters
  • Added PAL/CMP/WAX converter tools from Jereth Kok and Oton Ribic

Misc

  • Rewrote CopyFile code so now you get valid stacktrack during issues 
  • You can now enable/disable Wall Texture modulo via Options
  • Fixed Wall scale calculation where sometimes you could not click on walls that have small deltas (Ex: 0.01)
  • Added a WIKI Tutorial as a HELP (F1) guide.

Renderer

  • Renderer height and width size is now stored in the registry to persist between sessions
  • Holding ALT button now allows you to pan your mouse from 3D renderer to WDFUSE
  • Added an option to automatically download and install the renderer from the Options menu.

DF-21 Wiki and WDFUSE Tutorial

Learning WDFUSE has always been a challenge. There were few modern guides explaining how to make custom missions. 

We've taken the time to create an entire Wiki with full an extensive tutorial with example missions to help you get started. 

Check out the modern WDFUSE Tutorial and feel free to expand it with more examples. 

DF-21 Interview

Posted by karjala on 2022-06-29 20:50:04 EST

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DF-21 Staff Interview

We've recorded an interview with the Australian game podcast TwoBit Gamers.

Come have a listen! 



We talk about how we were first introduced to Dark Forces and what led us to the DF-21 community. 

The Force Engine 0.9 Released

Posted by karjala on 2022-05-17 21:34:42 EST

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The Force Engine 0.9 - iMuse & Sound  Released

 

After months of effort Lucius has released The Force Engine 0.9. You can download it Here !

 

 

The emphasis is on the full reverse-engineering of the iMuse (Interactive Music Streaming Engine) system.

 

 

Take a look at the playthrough below: all the audio is now generated through The Force Engine

 

Remember that the iMuse is the audio system crated by Michael Land for the game Monkey Island 2: Le Chuck's Revenge  It was used in many LucasArts games including Dark Forces. 

 

One of the key features of this system is the ability to switch tracks depending on what is happening in the game. For example, if there is combat or exploration the music transition from one track to another.

Take a look at the video below that gives a nice example of iMuse audio transitions in Monkey Island 2 ! 

 

 

Please read the Blog post that details all the changes and drop by TFE discord Here

 

Patch Details

Features and changes included in the release:


* Reverse-engineering of Dark Forces complete (with the obvious exception of going over bits of code again for bugs, or if I ever want to port TFE to DOS - and no that is not happening anytime soon if ever).
* iMuse system with proper music cues, transitions, and effects. Features like fades and similar effects work the same for both midi and digital audio.
* This is where most of the time was spent. iMuse is big and convoluted.
* Game music with fight/stalk transitions.
* Game and Cutscene sound system that uses iMuse to play digital audio; which includes proper sound priorities and accurate sound falloff and panning.
* Level ambient sounds.
* Sound UI will volume control for Cutscene Music, Sound, and Game music and sound.
* The ability to enable 16-channel digital audio support in iMuse (it was basically already there in the code, I just had to make some tweaks so it could be changed at runtime). 16-channels is the default but if you disable the option, it reverts back to 8-channels like DOS.
* The ability to disable fight music if desired.
* The Mousewheel is now bindable.
* The Mousewheel works on mission briefings and some PDA screens (mission briefing and map).
* Improved support for System UI scaling for 1440p and 4k.
* Many other fixes.

 

Future Plans for 1.0

With version 0.9 finally released, the next major release will be version 1.0 - complete support for Dark Forces in TFE. Unlike the 0.9 release, the plan is to split up the release into several smaller releases. There will be 2 main parts:

  • Bug Fixes. I plan on splitting bug fixes by system and do one or more 0.9x release for each system. Examples include AI bugs, weapon bugs, collision issues, INF issues, etc..
  • The GPU renderer - the last major feature for version 1.0. The GPU renderer will support both shearing for looking up and down (which emulates the software renderer) and accurate perspective projection to allow the player to look up and down further without distortion like modern 3D games. Initially it will support 8-bit color emulation with optional colormap interpolation to remove banding. Later, after version 1.0 is released, true color rendering, dynamic lights and other features will be added.

 

Dark Forces Community Patch

Posted by karjala on 2022-05-03 21:57:20 EST

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Happy May the 4th Everyone!

 

We are excited to announce the release of the Dark Forces Community Patch with over 100 changes. We've been working on it for almost year and this is the first patch released since the game came out in 1995 ! 

 

The goal of this patch is to make Dark Forces accessible to new players in 2022. 

  • Many aspects that were confusing or obtuse were rewritten.
  • New objectives were added to direct players to their goals
  • Switches now receive audio, visual and textual feedback
  • Hidden passages are better highlighted with texturing, lighting and powerup changes
  • UI feedback is improved (Ex: Code Keys now explicitly direct you to the PDA inventory)
  • Puzzle guidance is improved with dynamic signs that display your progress.

 

 

 

Installation

 

The easiest way to install it is through the Dark Forces Launcher  For advanced users you can also manually download it Here 

 

For support - please visit our Discord and go to the #support channel.

 

V1.0 Patch Credits go to Bitcores, SecBase, Jereth and Karjala . 

 

3DOs by Matt Hallaron, Adam Richards and Patrick Hanslow

 

Patch Logo Design by Tileset001

 

Screenshots

 

                                                             Retextured Moldy Crow (Based on the Alpha screenshots)

 

 

                           Updated Mission Objectives to make Kyle's goals clearer.

 

                                                 Added new passages, switches and powerups to multiple missions

 

                                                                         Updated Sprites 

 

                                                                                     Retextured 3D objects 

 

                                                               Vault Puzzle Map now updates the doors as you open them

 

                                                                            New Entryways added to multiple rooms

 

                                                               Detention Center Elevators now have dynamic floor indicator

                                                                      Restored cut content such as the Nar Shaddaa Elevator 

 

 

Patch Details

 

Secret Base
- Changed the Death Star plans to the animated version

Talay
- Add objective completion message and audio when power generator activated
- Several map enhancements for visibility of distant buildings
- Texture changes in the central bridge
- Prevent player from entering the underwater tunnel near the hydro power switch
- Added sound to the Talay waterfall
- Added "Unpowered" messages to Talay doors 
- Moved powerups in the ruined town so you no loner need to jump on the ledge
- Fixed the bridge rotation doors when pressing multiple times.
- Fixed texture adjoin locking in the water bridge lift.

Sewers
 
- Central puzzle: remove default elevator noises, replace with water noises
- Central puzzle: Slower water level rise
- Central puzzle: Add final gate which opens when puzzle is complete
- Central puzzle: Sewage flows when puzzle is complete
- Fixed a non-scrolling sewage texture (sludge28)
- Add health near Moff Rebus stairs 
- Immediately start the sewer waterfall
- Added switch objectives to the mission briefing
- Changed window heights for better visibility over puzzle room
- Brightened the sunken door in passage 3 and added texture lights.

Testbase
- Added sound effect for the big 3DO fan
- Made sector 358 (E2S1) darker
- Changes to BDOOR.SW, change switch texture, larger windows
- Add switch to base secret entrance elevator
- Reset base secret entrance elevator position when door is opened
- Notify user that code keys in the PDA inventory when near the code console
- Widened the windows overlooking base entrance
- Changed the texture of the switch overlooking base entrance
- Added flashing console and added powerups on the way to the base entrance.
- Reworked hard-to-see cliff passage leading to the start 
- Made the Easter egg room better accessible and added an exit path.
- Muted wind sounds while inside the base.
 
Gromas
 
- Made the elevator reset to the ground floor to the base entrance
- Raised the platform near the trooper path to make it better visible
- Prevent Boss death through the wall
- Added alarm sound in the exit tunnel
- Added locked messages to various doors.
- Added passage to backtrack after jumping in the main base
- Prevent player from planting multiple charges 
- Escape tunnel sequence switch can no longer be triggered from inside the tunnel.

Detention Center
- Fixed issue #29 (door getting stuck problem when NPC is blocking it)
- Added looping force field hum (sound effect from JK)
- Elevator position indicator
- Add new path to the yard overlook and placed powerups on top
- Added weapon arsenal in the third floor of the low-sec elevator
- Muted elevators and forcefields when not in the area.
- Overhauled lighting in the force field elevators.
- Added Easter egg to the X-X-X code key.
- Added base-side switch for the main entrance platform 
- Fixed the long-crack secret texture
- Allowed the yard bay door to open fully
- Add a switch and a new elevator to control yard entrance
- Added multiple new elevator switches
- Added red highlights to the red-key door 
- Updated Crix Madine sprite
 
Ramsees Hed
- Added a sound effect for the engines
- Fixed Kyle/Jan conversation issue
- Added Yellow-Key elevator switch
- Added new elevator to allow for backtracking
- Fixed the secret door near the Red key from causing damage
 
Robotics
 
- Added conveyor belt sound effect (from JK)
- Revise teleporter chute to reduce damage taken from fall, and make it look more realistic
- Objective complete message and audio when enter facility
- Fix scrolling acid texture
- Added doors to the conveyor belt observation posts
- Widened the window to the extra life room along the conveyor belt
 
Nar Shaddaa
 
- Fixed the elevator which lets you backtrack near the start
- Turned off light pulsing on inactive forcefields 
- Expanded and added powerups and sign textures to the area near the blue key area.
- Created a new passage to circle back to the start after finding the Nava Card switch.
- Fixed the remote getting stuck at mission start.
 
Jabship
 
- Fixed the invisible revive in secret hot-tub
- Added shootable switch for the hot-tub room secret
- Added alarms for kell-dragon room to signify motion alerts
 
Impcity
 
- Fix the adjoin bug with the 3 elevators 
- Objective complete message and audio for objective 1
- Move several sectors to correct layers
- Revision of the area outside the ISO building so it looks better from the roof; the walls have some thickness. 
- Made the Vault puzzle map dynamic showing which doors are open or closed. 
- Changed the Vault puzzle map wall visibility to reflect which are open or closed.
- Prevent Boss death through the wall
- Changed roof elev door jammer so it doesnt make the texture move
 
 
 
Fuelstat
 
- Lots of reworking of exterior architecture, to make it look more convincing
- Add extra windows to exterior
- Add 10 seconds of scrolling stars when you launch the ship, so it looks like the ship is turning around
- Add Objective complete and audio messages
- Fixed "open" windows - you can no longer jump out into space
- Added docking arm objective to the mission briefing
- Added audio and text messages during docking arm rotation
- Locked smuggler ship exit doors after launch.
- Retextured confusing elevators and made the command room elevator start from the top.
- Reworked objective updates in the smuggler ship when killing the imperial officer.
 
Executor
- Add TIE fighter sound effect
- Add objective complete messages and audio
- Changed the docking bay elevator heights for better visibility
 
Arc
 
- Added a switch to bring the conveyor belt elevator back up so you don't have to take a massive fall
- Silenced moving stairs and updated textures
- Added audio and visual notifications when the Arc puzzle is complete
- Added multiple switches to Arc elevators.
- Changed the conveyor escape pit texture to differentiate from the false exits
- Massive texture overhaul all along the conveyor belt
- Updated powerups in the Sequence 2 room secret to make it more valuable.
- Removed unreachable powerups in the fuel storage
 
 
3DOs
 
- Added texture mapped and enhanced 3DOs from authors of Dark Tide, and other modders (Crow, TIE Fighter, Welder, Shuttle, etc.)
- Re-did the Ramses Hed engine 3DO
- Texture mapped laser bolts
- Texture mapped mousebot
 
General
- Added universal "objective complete" message and sound effect for previously silent objectives 
- Massive texture stitching update for all missions
- Notify user that code keys are located in the PDA inventory

 

 

WDFUSE 2.61 Released

Posted by karjala on 2022-04-21 16:47:37 EST

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WDFUSE 2.61 Released

 

An update to the Dark Forces WDFUSE Editor is now available for map developers. It includes multiple improvements and bug-fixes over 2.60. You can download it Here

 

 

Some of the feature highlights are a toggleable ability to see all Wall Lengths

 

 

And you can now change a wall lengths right from the wall editor. Simply change the value and it will automatically change a height of your choice! 

 

 

This will also update the adjoined wall if it exists.

 

There is now a simple way to access all the Resources in the editor from the Menu

 

 

The Resource editor has been enhanced with search filters, automatic texture width mapping, and auto-assignment based on Texture Types (Ex: A Sky sector ceiling would automatically display Sky Textures.)

 

 

 

The Sound editor has been fixed after 25 years, you can now easily convert VOC audio to WAVs !

 

Additionally, you can now test your level by skipping all Cutscenes and briefings as well as automatically saving your project prior to GOBbing.

 

 

Now you have an option to save all your changes without having to press the Commit button. This saves a lot of time!

 

 

The INF editor now supports stops without hard-coded duration and start commands. Additionally there is no a Search and Replace buttons along with Sector look-up.

 

There are many more features listed below. If you get stuck or find a bug post it in the #level-editor channel in our Discord

 

WDFUSE 2.61
********************
 
Projects
 
1. Added an option to automatically save your project when trying to GOB.
2. You can now skip all cutscenes and briefings and load the level directly.
3. WDFUSE will now warn you if you try to GOB a map when dosbox is already running.
4. Added an option to automatically commit your changes without pressing the Commit button.
5. Added Resource Asset links to the main menu for easy access. 
6. Added a warning when a GOB resource is locked
 
Map Editor
 
1. Added an option to display Wall Lengths in the editor (L).
2. Added a Sound Editor to WDFUSE.
3. You can now undo Adjoin/Extrude operations.
4. Added an option to search by Sector IDs with (F).
5. Fixed a bug where sectors duplicates were offset with the wrong coordinates.
6. You can now play audio sounds by pressing the Enter key in the Sound Editor.
7. Editor field commits can now be undone.
8. Added texture stitching options to the editor PopUp menu.
9. Fixed a bug where audio tracks never reset after playback.
10. You can now directly edit a Wall's length from the Wall Editor (including the adjoin).
11. Added an asset search component to the resource editors. 
12. You can now create subsectors and pits straight from the pop-up menu.
13. Four-walled subsectors are now squares instead of diamonds.
14. You can now toggle Wall Normals (Perpendiculars) On or Off
15. Fixed a bug where all sectors were being drawn in adjoin colors.
16. Fix for Upper/Lower case trigger sector references.
17. Added option to Enable/Disable texture pick-list mapping.
 
Texturing
 
1. Fixed a bug where some switch textures would reset to default.
2. Wall offsets will now take a modulo of the texture's dimension.
3. Added texture stitching to the pop-up menu.
4. Switches will now automatically load from the Wall Menu.
5. Ceilings and Floors will now automatically load from the Sector Menu.
6. Skies will automatically be chosen based on your flag settings in the Sector Menu.
7. Added automatic sorting of textures by heights.
8. You can now make the wall editor attempt to automatically choose a best-fit texture. 
 
INFs
 
1. Errors will now highlight as red in the editor message-box.
2. Fixed a bug where some INF sectors didn't display as yellow.
3. START will now be recognized as a valid command.
4. Added STOP number validation to match the START keyword .
5. Fixed a bug where stops without timers were marked as an error.
6. Default Sector names will be removed if INF logic is also removed.
7. You will now be warned if your sector is missing a name tag while having wall INF components.
8. Added an option to traverse to INFs with an INF Highlight button.
9. You can now automatically refresh the INF window by clicking a sector or wall with INFs.
10. INF button will now be greyed out in the sector and wall editors if they are missing.
11. Added find and replace components to the INF editor.
12. Added better INF caching to improve load times.
 
- Karjala

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