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Announcement: DarkXL - GPU Accelerated DarkForces Extended
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Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Mar 05, 2008 01:54    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
The midi should sound pretty much like it does it DosBox, technically clean and faithful but still just midi... However I will eventually add OGG streaming sound support (similar to MP3 but free), with INF extensions to play OGG music.


I'm not sure what you mean about INF extensions. Do you mean that giving a level digital music will require additional INF code, or is it just an option for people who want to put special music triggers in their levvels?

More requests:
* I can understand not wanting to personally test every levvel ever made, but the Showcase Levels are probably a good set of benchmarks for making sure most of DF's more obscure behaviors are duplicated.
** Condition Red (for the colored lighting) and Mines also come to mind; and the Winter Wonderland showcase level if you can get a copy.
* Read Lesser known Dark Forces Facts if you haven't.
* When you get to the point of extending the level format, first look into how Outlaws implemented similar extensions, since Outlaws was based on DF.
* Code to install the game data directly from a Mac or PSX version disc would be nice eventually, even though almost anyone can probably find a DOS copy.


Last edited by Darth Oosha on Mar 05, 2008 02:17; edited 1 time in total

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 05, 2008 02:15    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks for the tips Smile

As for the music, the INF extension is so that you can have music triggers. Currently when people want digital music in their levels or want to play different pieces of music, they do it through INF commands. But currently they have to shutoff all the sound (by playing 8 silent sounds) then play their digital music. With the new system they will be able to set the music track to play whatever OGG file they want. I will also have some other way of setting a default track for a level so you don't have to use INF commands. The only problem is that without INF commands it won't be "dynamic" (change based on area or situation).

I was planning on applying the extensions Outlaws made to the Jedi engine and doing them the same way in the level format. In fact that's how I decided what many of my initial extensions would be. There will be extensions beyond that but I will keep some compatibility.

I've read the Lesser known DF Facts already, but thanks for pointing it out Smile Also I will certainly make sure the Showcase levels work and the Hall of Fame levels since they are some of the best user levels available.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 05, 2008 11:23    Post subject: View user's profile Send private message Send e-mail Reply with quote

The first update is up: http://df-21.net/phpbb/viewtopic.php_t=1188

3D objects are rendering now. Any general questions can still be posted here.

Next up: Finish enemy logics for the enemies on level 1 (AI).

Geoffrey S
Gamorrean

Joined: 29 Jan 2005

PostPosted: Mar 06, 2008 01:46    Post subject: View user's profile Send private message Reply with quote

Hey, this looks awesome. I've absolutely no demands, just thrilled to see someone finally working on this kind of thing seriously!

If I understand it correctly, if I have all the files used by the original Dark Forces I can in theory use this under Windows? If so, this is even better news!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 06, 2008 02:03    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yes, this is a native Windows app. All you'll need is the original DF files and a decent GPU to run.

milo_antu
Gamorrean

Joined: 19 Oct 2006

PostPosted: Mar 06, 2008 15:34    Post subject: View user's profile Send private message Reply with quote

srry if I am late to reply, but yes it's looking the part, i wanna say it looks better than JKs. Only the wepon and the units still look the same despite the anti asilis or whatever the anti pixilation word is. But if you ever get this avalable for Download, id be all over it. Good Job!

PS id like to see the thermal detonator, and Kell Dragon!!!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 06, 2008 16:59    Post subject: View user's profile Send private message Send e-mail Reply with quote

This is an ongoing project, so you're definitely not late to reply Smile As for sprites - I'm going to try to "vectorize" the edges and do a high quality upsampling for the extended mode which should help them look sharper and more hi-res, while still using the old art (and being able to turn it off if desired). But that will come a little later.

milo_antu
Gamorrean

Joined: 19 Oct 2006

PostPosted: Mar 06, 2008 19:41    Post subject: View user's profile Send private message Reply with quote

Still, in my opinion it looks better than the "square headed" JK sprites, one other think that you might want to consider altering are those laser turets which look VERY plane on DF

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 07, 2008 00:36    Post subject: View user's profile Send private message Send e-mail Reply with quote

So just to be clear here...

In theory, if I were to continue working on some of my old projects, I would be able to run them in the new engine?

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 07, 2008 01:16    Post subject: View user's profile Send private message Send e-mail Reply with quote

Exactly. If they don't work then it's a bug and will be fixed (if someone points it out to me of course). The same is true for existing mods and levels - unless they exploit some odd DF bug that I just can't reproduce for some reason (I'm not sure what that would be off hand though).

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 07, 2008 06:18    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well, then I just might have to resume some old projects then Very Happy

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 07, 2008 08:31    Post subject: View user's profile Send private message Send e-mail Reply with quote

If you do then go ahead and let us see Smile

Darth Oosha
Trandoshan

Joined: 24 Sep 2003

PostPosted: Mar 09, 2008 05:14    Post subject: View user's profile Send private message Reply with quote

Next question: Are you going to send a press release around when the alpha demo is out? I imagine a lot of people outside the usual DF-21 regulars will want to know about it; but on the other hand it might be better to wait til it's been tested by more people and can play the full game.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 09, 2008 07:13    Post subject: View user's profile Send private message Send e-mail Reply with quote

I won't be talking about it much outside here probably until the Beta or atleast until all the core levels are playable. However hopefully there are enough people around here interested in playing it to give it enough of a test Smile That is why I started talking about it a little early, so there'd be enough people who know and are interested that I can get some reasonably quick and useful feedback when I release the demo. In addition it'll be nice to have the files hosted here, Fenwar seems willing, so I don't have to use Rapidshare or something like that.

If possible I'd like this to be the main site for this project. I'd like to see a resurgence in DF editing and projects as well as people being able to enjoy the game with today's technology.

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 09, 2008 08:47    Post subject: View user's profile Send private message Send e-mail Reply with quote

Heh, asking us if we're interested is like presenting a lot of food to the homeless saying "Are ya hungry?"

FEED US MOAR!!!!!!! Twisted Evil

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 10, 2008 00:09    Post subject: View user's profile Send private message Send e-mail Reply with quote

There's a new update talking about collision and logics here: http://df-21.net/phpbb/viewtopic.php_p=13753#13753

As I mention there I have to finish up the enemy logics (I've only done Stormtroopers and have to finish shooting) and then I'll move on to goals and INF.

Fenwar
Admiral Ackbar
Admiral Ackbar

Joined: 15 Sep 2003

PostPosted: Mar 11, 2008 00:18    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
I won't be talking about it much outside here probably until the Beta or atleast until all the core levels are playable. However hopefully there are enough people around here interested in playing it to give it enough of a test Smile That is why I started talking about it a little early, so there'd be enough people who know and are interested that I can get some reasonably quick and useful feedback when I release the demo. In addition it'll be nice to have the files hosted here, Fenwar seems willing, so I don't have to use Rapidshare or something like that.



I am indeed willing. Smile Drop me an email when you've got something to release and I'll set you up an FTP login. darkxl.df-21.net sound OK?

Quote:
If possible I'd like this to be the main site for this project. I'd like to see a resurgence in DF editing and projects as well as people being able to enjoy the game with today's technology.



That's cool. I feel like I might have to resurrect some of my old GOBs too. Parenthood, career and mortgage notwithstanding of course (I have it all! Somebody stop me!)

...erm, and there's room for a dedicated DarkXL forum here if need be, although at the moment I'd leave it as it is amongst the main discussion so no-one misses anything.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 11, 2008 01:35    Post subject: View user's profile Send private message Send e-mail Reply with quote

The FTP login sounds great.

As for parenthood, career and mortages - I have all that too Smile

I was thinking that a dedicated forum for DarkXL might be a good idea. So I think I'll have to take you up on that once things are a farther along. Once people know what it is, I don't think people who are interested will miss anything.

_________________
DarkXL....http://darkxl.wordpress.com

Jackson
Dark Trooper Phase 2

Joined: 24 Sep 2003

PostPosted: Mar 11, 2008 23:53    Post subject: View user's profile Send private message Send e-mail Reply with quote

lucius wrote:
I'd like to see a resurgence in DF editing and projects as well as people being able to enjoy the game with today's technology.



Not to sound like I'm blowing smoke, but I think that's exactly what this project will be able to do. Better definition? Fewer problems running it on modern systems? The ability to play user-made levels? You're doing some great work, lucius. The forum idea sounds appropriate to me, as I'm sure it will to Fenwar.

mrpiddly
Dianoga

Joined: 28 Apr 2007

PostPosted: Mar 12, 2008 02:55    Post subject: View user's profile Send private message Reply with quote

Just for future reference, if i were ever to attempt to recreate dark forces within another engine which would be more desirable:

A modern adaptation of dark forces with the same plot, level structure, and gameplay but with vastly updated graphics. Things like normal and glow maps would be applied to the textures, modern openGl shaders would be used, multiplayer would be included, and all objects would be 3d instead of sprites.

or

A classic adaptation that tries to recreate the original "aged" dark forces look and feel. This would provide an original dark forces feel on a modern computer.


I would think that a more original dark forces port to a modern engine would be most desirable, but i could be wrong.

For reference, i was thinking of using the open source cube 1 or 2 engines for this port. Also please not that there is a large chance nothing will come of this inquiry.

klasodeth
Trandoshan

Joined: 03 Mar 2008

PostPosted: Mar 12, 2008 08:44    Post subject: View user's profile Send private message Reply with quote

Lucius, have you seen this thread?

What would YOU change about DF's source code?

Seems like there are a few ideas in there that would be nice to see.

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Mar 12, 2008 08:54    Post subject: View user's profile Send private message Reply with quote

I think just 3D acceleration is enough to get excited about!

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 12, 2008 09:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

Quote:
Lucius, have you seen this thread?

What would YOU change about DF's source code?

Seems like there are a few ideas in there that would be nice to see.


Yes I've read through that thread and there are several things in there that I'd like to see too.

Once the alpha demo is out I'll make a new thread about feature requests for the extended mode, so start putting together your wishlists now Smile

At the top of this thread I've talked about several planned features, including many engine enhancements that were made to the Outlaws version of the Jedi engine. And most importantly the ability to support the original Dark Forces art,levels,cutscenes,sound, etc. and mods/levels made by users.

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DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 12, 2008 21:39    Post subject: View user's profile Send private message Send e-mail Reply with quote

I am considering using a scripting system for logics. Basically I would write all the core logics for the game (and rewrite the ones I already have implemented) and include it with the program. Then user mods can optionally include a logic script file for new logics and possibly to override old ones. This would include describing behavior, animations/states, weapon(s) used, item drop when killed (if any) and sound effects.

Think of a file that lists functions for all the logics, for example (incomplete pseudocode):

Code:

Logic_Mousebot_Update()
{
   //decide on movement pattern
   //p0 = current pos
   //p1 = desired new pos
   if ( Map_Collide(p0, p1, ...) )
   {
       //Collision response.
       //current pos automatically updated to new loc
   }
}

Logic_Mousebot_HandeMsg(msg)
{
    if ( bAlive )
    {
        switch (msg)
        {
            case MSG_DAMAGE_MELEE:
               //take damage
               //possible switch states.
               //play a sound effect...
               PlaySound3D("MouseBotHit");
            break;
            //etc.
        }
    }
}


So my question is, how much desire is there for this kind of system? Would people take advantage of it to make new logics? Or would a simpler system be preferrable (maybe one that lists toggable features or something)?

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DarkXL....http://darkxl.wordpress.com

ACE
Ree-Yees

Joined: 10 Nov 2007

PostPosted: Mar 12, 2008 23:17    Post subject: View user's profile Send private message Reply with quote

Quote:
I won't be talking about it much outside here probably until the Beta or atleast until all the core levels are playable. However hopefully there are enough people around here interested in playing it to give it enough of a test Smile That is why I started talking about it a little early, so there'd be enough people who know and are interested that I can get some reasonably quick and useful feedback when I release the demo. In addition it'll be nice to have the files hosted here, Fenwar seems willing, so I don't have to use Rapidshare or something like that.

If possible I'd like this to be the main site for this project. I'd like to see a resurgence in DF editing and projects as well as people being able to enjoy the game with today's technology.

O.k. this project is pure genius! First of id like to thank you for all of your hard work and dedication. You joined DF-21 and answered all our prayers (if not mine) but more people need to know about this because, if this project is hosted here then when people find out about it they will come here and more people will find out about Dark forces! This would help with the Dark forces revival rate. because more people need to play dark forces.I suggest when finished with the whole project you should make an artical on Digg.com thats where people (registered users) submit articals about really neat topics. And if someone likes the topic,video,artical, or download then they press the digg it! button. The better your topic the more people will like it and the more its popular the topic the more people will press the digg button.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 12, 2008 23:50    Post subject: View user's profile Send private message Send e-mail Reply with quote

Thanks for the comments Smile

Your Digg.com idea is good when things are further along.

Did you have any reponse to the question about scriptable logics?

_________________
DarkXL....http://darkxl.wordpress.com

Burning Gundam
Kell Dragon

Joined: 28 Sep 2003

PostPosted: Mar 13, 2008 01:48    Post subject: View user's profile Send private message Send e-mail Reply with quote

Actually, having looked at that example, I like it. I have never seen any kind of code before and I understood practically everything that was listed there. I say leave it.

But then again I'm no programmer, what do I know? Razz

_________________
I don't think outside the box... I customize it.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 13, 2008 02:10    Post subject: View user's profile Send private message Send e-mail Reply with quote

Well I'd make it as simple as possible while still being able to script the Logics. And you'd really only have to worry about it if you want to create new logics or modify existing logics for your mod/level. This should allow people to make friendlies or logics for droids and stuff like that.

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DarkXL....http://darkxl.wordpress.com

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Mar 13, 2008 10:04    Post subject: View user's profile Send private message Send e-mail Reply with quote

So I'm about 75% of the way through implementing the storm trooper (Storm1) logic through the script system. Once that's complete all my logics will be converted over, since most necessary functionality will be complete. So there are several functions that must be implemented per-logic:

Code:

/*Setup logic message masks, this determines which messages this logic is interested in.*/
void L_Storm1_SetupLogic()
{
   //Example setup, from Storm1 logic.
   Logic_AddMsgMask(MSG_NRML_DAMAGE);
   Logic_AddMsgMask(MSG_MELEE_DAMAGE);
}

/*Setup the object that uses this logic, sets up HP,
object flags and other things*/
void L_Storm1_SetupObj()
{
    //Example setup, partial listing from Storm1.
    obj_HP = 30;
    Obj_SetFlag(OFLAGS_COLLIDE_PLAYER);
    Obj_SetFlag(OFLAGS_COLLIDE_PROJECTILE);
}

/*Main update, called every frame if object is activated or in an active sector*/
void L_Storm1_Update()
{
    //Partial listing from Storm1, near the end.
    //Most functionality is left out for space.
    float ground_height = Map_GetFloorHeight();
    if ( obj_loc_z > ground_height )
    {
        obj_loc_z -= 0.1f;
        if ( obj_loc_z < ground_height )
        {
            obj_loc_z = ground_height;
        }
        Obj_UpdateLoc();
    }
}

/*Messages that this logic can recieve. Includes things like damage and sound/player notifications.*/
void L_Storm1_SendMsg()
{
    /*shows the general structure from Storm1, but the implementation is left out for space.*/
    if ( obj_Alive == 1 )
    {
        switch (obj_uMsg)
        {
            case MSG_NRML_DAMAGE:
                obj_HP -= msg_nVal;
                if ( obj_HP <= 0 )
                {
                    obj_HP = 0;
                    obj_Alive = 0;
                    //...more stuff...
                }
                else
                {
                    //...state/anim stuff...
                }
                break;
            case MSG_MELEE_DAMAGE:
                     //...similar to above...
                break;
        }
    }
}


This is the script code, which is parsed and compiled at runtime - so you'll be able to adjust scripts for logics then hit a button and have the game reload them, for iterative testing. Notice that each set of functions is self-contained, all the obj_XXX variables automatically refer to the object being processed, similarly all functions automatically refer to that object. So all you have to worry about is implementing these functions - of course there will be plenty of examples (all the core game logics) and I'll write a tutorial when it comes time for that.

This should be finished by tomorrow, so it won't impact progress much Smile

One more thing, to avoid confusion, I use (x,y) as the horizontal plane and z as height (up/down). All Dark forces data is converted to this format on load so all level editing and INF data is the same, you really only need to worry about it here.

Any thoughts?

_________________
DarkXL....http://darkxl.wordpress.com

Lionel Fouillen
Gamorrean

Joined: 27 Sep 2003

PostPosted: Mar 13, 2008 10:04    Post subject: View user's profile Send private message Reply with quote

Please can we merge all stuff related to DarkXL in a single thread ?

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