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  Topic: Thoughts on making DarkXL a "complete" port.
sweatervest

Replies: 29
Views: 1627

PostForum: DarkXL General Discussion   Posted: Jan 19, 2010 17:06   Subject: Thoughts on making DarkXL a "complete" port.
Lucius, I don't care what you do as long as the quality is comparable to Doomsday or eduke32. And I know you have the capability, so just keep making me happy in subsequent releases. Wink

Not to ...
  Topic: DF DarkXL
sweatervest

Replies: 8
Views: 1378

PostForum: DarkXL General Discussion   Posted: Oct 07, 2009 21:16   Subject: DF DarkXL
This would require a different skill set than redoing the models or geometry but a high-res texture pack would be a great way to start off the DarkXL experience.

Another thing I have thought of is, ...
  Topic: Official Build 8.05 Thread
sweatervest

Replies: 38
Views: 3832

PostForum: DarkXL General Discussion   Posted: Sep 02, 2009 17:35   Subject: Official Build 8.05 Thread
Just to be sure you cannot play any of the original levels past level 4 in this build right?
  Topic: Screenshot of the day
sweatervest

Replies: 4
Views: 1356

PostForum: DarkXL News   Posted: Sep 01, 2009 17:34   Subject: Screenshot of the day
Gotta love the glow effect!
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Aug 27, 2009 17:03   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Also if this were open-sourced then whoever wants to work on it needs to dissect the already present code to figure out how lucius' engine works and, from the technical posts he has given, that sounds ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Jul 17, 2009 17:45   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
It is a legitimate concern, I think I've said this before but I've witnessed programmers get so frustrated and bitter about constant requests (usually when they are in the form of complaints) that the ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Jul 17, 2009 01:09   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
When I want to be sarcastic, I just try to post something so utterly ridiculous it cannot possibly be taken seriously.

Sometimes that doesn't quite work out in my favor...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Jul 15, 2009 17:29   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Haha yeah I guess by now you are used to the no source code situation.

Also I just threw out Blake Stone cause when old games that haven't been updated come to mind I think of two games: Dark Force ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Jul 14, 2009 01:38   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
I suggest BlakeXL... that's right, Blake Stone, hardware accelerated, high-res, mouselook, NOT in DOSBox!!

Of course you'd have to reverse engineer the engine since there is no source code, but it' ...
  Topic: Feature Request Discussion for DarkXL and the Editor
sweatervest

Replies: 44
Views: 3527

PostForum: Feature Suggestions   Posted: Jun 21, 2009 23:00   Subject: Feature Request Discussion for DarkXL and the Editor

For example, in secret base, when you drop down, there is an commando to the left, then a red key door on the left, and the front door with the switch on the left side.

If this were to be mirrore ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Jun 07, 2009 00:39   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Perhaps the glow effect can be used on weapon sprites, like the thermal dets. That would create a cool effect when wandering around in dark areas holding those weapons... also projectiles and explosi ...
  Topic: Contribution request: Kyle wax.
sweatervest

Replies: 101
Views: 9227

PostForum: DarkXL General Discussion   Posted: Apr 08, 2009 21:22   Subject: Contribution request: Kyle wax.
Perhaps we could look at the animation scenes between missions as a reference for Kyle's appearance.
  Topic: Feature Request Discussion for DarkXL and the Editor
sweatervest

Replies: 44
Views: 3527

PostForum: Feature Suggestions   Posted: Apr 08, 2009 21:17   Subject: Feature Request Discussion for DarkXL and the Editor
Concerning the weather, I think a more general particle system would be cool because, considering the types of environments in which the levels will take place, there could be very alien precipitation ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Mar 17, 2009 22:08   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
And thanks for the responses Burning Gundam and Klasodeth. Smile I was going to respond more directly to Emon's post but unfortunately it just comes out sounding angry - which won't help anything. All I ...
  Topic: Other alternate engines for games?
sweatervest

Replies: 30
Views: 5297

PostForum: DarkXL General Discussion   Posted: Jan 17, 2009 17:59   Subject: Other alternate engines for games?
Don't forget the Marathon trilogy. Not only did the Marathon 2 engine source get released for free, the trilogy itself also got released (you can download the scenarios off Bungie's site, including a ...
  Topic: Other alternate engines for games?
sweatervest

Replies: 30
Views: 5297

PostForum: DarkXL General Discussion   Posted: Jan 05, 2009 16:50   Subject: Other alternate engines for games?
There are quite a few remakes for the Doom games, some for Duke 3D and other Build games, and several modifications of the various Quake engines.

Speaking of Quake engines, ever heard of Tenebrae? ...
  Topic: Other alternate engines for games?
sweatervest

Replies: 30
Views: 5297

PostForum: DarkXL General Discussion   Posted: Jan 03, 2009 01:00   Subject: Other alternate engines for games?
Yes I'm not the only crazy one. Laughing

I wish there were more crazy people like you Very Happy ! Someone needs to do this with Blake Stone.

What would really be crazy (in an awesome way) would be adding ...
  Topic: DarkXL Update 10 - Current near term plans for DarkXL.
sweatervest

Replies: 450
Views: 51747

PostForum: DarkXL News   Posted: Dec 25, 2008 03:27   Subject: DarkXL Update 10 - Current near term plans for DarkXL.
Mouse move might make more sense on a trackball.

Whoa this makes me wonder... if one has mastered the trackball, could one use two trackballs, one for movement and one for looking? It would be mor ...
  Topic: DarkXL Manual (Draft)
sweatervest

Replies: 19
Views: 4160

PostForum: DarkXL General Discussion   Posted: Nov 22, 2008 18:49   Subject: DarkXL Manual (Draft)
As for multiplayer, it is planned but not until after the beta is released.

It's going to be an exciting time testing that, really can't wait.

Yeah I was starting to think about a multiplayer fe ...
  Topic: Upon Dark XL's Completion and Editor...
sweatervest

Replies: 43
Views: 7840

PostForum: DarkXL General Discussion   Posted: Nov 05, 2008 14:31   Subject: Upon Dark XL's Completion and Editor...
As someone already mentioned I think a storyline about Kyle when he still worked for the Empire would be really cool. It could start off in the days between Episodes III and IV when the Empire is ste ...
  Topic: DarkXL & DF2
sweatervest

Replies: 13
Views: 4613

PostForum: DarkXL General Discussion   Posted: Sep 10, 2008 15:30   Subject: DarkXL & DF2
Doesn't Microsoft realize when they make tiny subtle changes to their API they upset thousands upon thousands of retro-gamers!!?
  Topic: A question of build size and frequency.
sweatervest

Replies: 21
Views: 5111

PostForum: DarkXL General Discussion   Posted: Sep 10, 2008 15:22   Subject: A question of build size and frequency.
I think smaller builds allow bugs to be pin-pointed more easily. Remember when BlazingPheonix had the crashing problems for a while after a build was released that updated both the graphics and sound ...
  Topic: DarkXL Update 9 - DarkXL Alpha Released!
sweatervest

Replies: 144
Views: 34476

PostForum: DarkXL News   Posted: Aug 29, 2008 15:06   Subject: DarkXL Update 9 - DarkXL Alpha Released!
Well I would guess that the windowed mode failed because it attempted to use a refresh rate of 100 Hz (I'm assuming an LCD built into a laptop does not support such a refresh rate).
  Topic: DarkXL Update 9 - DarkXL Alpha Released!
sweatervest

Replies: 144
Views: 34476

PostForum: DarkXL News   Posted: Aug 28, 2008 17:53   Subject: DarkXL Update 9 - DarkXL Alpha Released!

D3DERR_INVALIDCALL

Googling around it seems like an old ATI driver issue. Or possibly due to lucius not properly initializing his variables he's passing to CreateDevice.

I got the D3D error o ...
  Topic: DarkXL Update 9 - DarkXL Alpha Released!
sweatervest

Replies: 144
Views: 34476

PostForum: DarkXL News   Posted: Aug 22, 2008 03:47   Subject: DarkXL Update 9 - DarkXL Alpha Released!
Awesome job with the build, I had a lot of fun playing through it.

Here are the issues I can remember right now:

The player falls through rotating 3DOs and gets stuck in them. I noticed this tw ...
  Topic: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
sweatervest

Replies: 389
Views: 51439

PostForum: DarkXL News   Posted: Aug 13, 2008 12:20   Subject: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
EDIT: Haha, just imagine Star Wars expanding into the Horror genre Laughing
You mean it hasn't already? I thought the prequel trilogy was quite horrifying--well, two-thirds of it anyway. I haven't yet ...
  Topic: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
sweatervest

Replies: 389
Views: 51439

PostForum: DarkXL News   Posted: Aug 12, 2008 17:26   Subject: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
Ok, thanks . . . I'll probably stick with 3dos for the first chapter though, I'm hoping to have it done soon, probably before they skybox camera is supported Smile
Using the skybox camera, will there be ...
  Topic: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
sweatervest

Replies: 389
Views: 51439

PostForum: DarkXL News   Posted: Jul 22, 2008 14:10   Subject: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
The dual and vertical adjoins and slopes would seem to be very useful for the modding community, because then people can make more flexible 3D levels for use with the gameplay elements that DarkXL is ...
  Topic: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
sweatervest

Replies: 389
Views: 51439

PostForum: DarkXL News   Posted: Jul 15, 2008 16:35   Subject: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
Thermal detonators with mouselook!!!
  Topic: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
sweatervest

Replies: 389
Views: 51439

PostForum: DarkXL News   Posted: Jul 03, 2008 14:55   Subject: DarkXL Update 7 - Replanning and Upcoming Alpha Release.
I find it interesting Valve Software went the other way with their games... their older games have two keys bindable to an action (just in the UI... through the console it's unlimited, including their ...
 
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