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PR campaign

 
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Emon
Ree-Yees

Joined: 10 Aug 2007

PostPosted: Sep 01, 2009 19:21    Post subject: PR campaign View user's profile Send private message Reply with quote

Has anyone given thought to working towards establishing knowledge of DarkXL outside of this community? The Dark Forces series always had a small community compared to its counterparts such as Doom and Quake, but I'm willing to bet there are plenty of people out there who would show interest in the project.

A most basic method of garnering attention would be to go around to all the Star Wars gaming forum and plug the best screenshots (preferably of user made levels!) possible with a short, concise description of the project.

I'm not talking about "reviving" Dark Forces so much as letting people know a community, and a new engine, exist. The target audience would be people who have played DF or JK in the past as well as diehard Star Wars fans.

What are people's thoughts on this?

Jimmy Chicken
Gamorrean

Joined: 09 Dec 2003

PostPosted: Sep 01, 2009 20:28    Post subject: View user's profile Send private message Reply with quote

Well, here are a few places that might be good to advertise on:

Lucas Forum (Jedi Knight Series)
Lucas Forum (Dark Forces mod for Jedi Academy)
JKHub
FileFront Forum (Jedi Knight Series)
The Massassi Temple Forums

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"if you see a wall with the blast marks DF 21 shot into it, I was there"

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 01, 2009 20:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

If anyone has any suggestions of where to post and how to get people interested, don't hesitate to make suggestions. If any of you want to do this, feel free to link to the screenshots on the blog - there are a lot there to choose from.

Thanks for the suggestion, Emon. Smile

Edit - I was typing up my post as Jimmy Chicken was posting. Razz

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 06, 2009 03:14    Post subject: View user's profile Send private message Reply with quote

Well, you know I've linked this site to posts I've made at Giantbomb, though I can't get away with posting it in the off-topic forum. The mods will move it to the game's page, but quite frankly, no one is going to see it there. If you really want it to get noticed, it needs to be in OT. But like I said, that's virtually impossible, unless I sneak it into a blog post...

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"If they were created by man, then we can solve them by man." -Tim Sabien

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 09, 2009 20:23    Post subject: View user's profile Send private message Reply with quote

So, I finally figured out a way to get my advertising past the mods. You can find it here.

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"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 09, 2009 20:37    Post subject: View user's profile Send private message Send e-mail Reply with quote

I noticed that for DaggerXL, some people put the project link in their signature. I actually get views at the wordpress blog everyday from that.

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 12, 2009 16:01    Post subject: View user's profile Send private message Reply with quote

Looks like the whole Dark Forces/Jedi Knight series is coming to Steam. I may have to buy DF so I can test DarkXL on it. If it works, I'm going to post a link to your Wordpress blog in the forums.

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"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 12, 2009 17:30    Post subject: View user's profile Send private message Send e-mail Reply with quote

Sounds good.

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

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 12, 2009 18:36    Post subject: View user's profile Send private message Reply with quote

GreggD wrote:
I may have to buy DF so I can test DarkXL on it.


It should. As far as I know, for old DOS games, they ship it unmodified along with whatever is the most recent version of DOSBox at the time the package is prepared.

Tsophika
Gamorrean

Joined: 14 Jan 2008

PostPosted: Sep 12, 2009 18:39    Post subject: View user's profile Send private message Reply with quote

Not on Steam though. I bought Loom and The Dig and both work natively on Windows 7 64-bit.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 12, 2009 19:13    Post subject: View user's profile Send private message Reply with quote

Gez wrote:
GreggD wrote:
I may have to buy DF so I can test DarkXL on it.


It should. As far as I know, for old DOS games, they ship it unmodified along with whatever is the most recent version of DOSBox at the time the package is prepared.

The only thing is there is some sort of linked DRM with old games on Steam. From what I understand, though, the old Doom and Heretic games run okay on Doomsday Engine from the Steam apps sub-folders. The only thing is, you can't transplant the games into another folder. I tried it with Commander Keen, which didn't work at all.

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"If they were created by man, then we can solve them by man." -Tim Sabien

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Sep 12, 2009 21:29    Post subject: View user's profile Send private message Send e-mail Reply with quote

All of the DOS games in the id collection on Steam just use DOSBox and can't be modified for Steam since DOSBox sandboxes them. AFAIK they can't modify DOSBox either to link it with Steam because they'd have to release the source code to the Steam integration code (which they can't do because Valve owns it and licenses it out!). Also it would be super easy to bypass by using a vanilla DOSBox anyway, there's really no point.

Oh yeah there also was little incentive for id to link the Doom engine games to Steam since the source code is open source, so it would be stupid simple to replace THOSE binaries with vanilla versions anyway.

Oddly enough they seemed to have linked the Quake engine games to Steam even though you can similarly replace the binaries with ease.

Anyways I have them all running from my portable drive without Steam with no problem (Quake and Quake 2 I use with enhanced engines, Quake 3 I must have copied before they integrated the Steam stub).

Tsophika wrote:
Not on Steam though. I bought Loom and The Dig and both work natively on Windows 7 64-bit.



Well LucasArts had already ported SCUMM to Windows for Curse of Monkey Island so it's not too far fetched they could have also gotten the older games to run with that engine, although it might have required some substantial modifications it is a starting point.

On the other hand the only Windows port DF has is Outlaws which is old old OLD. I find it more likely they'll bundle DOSBox just for simplicity and compatibility like id did. Jedi Knight though will need code changes to work properly in Vista/7. I hope they throw in hardware accelerated windowed mode while they're at it.

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Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 12, 2009 22:04    Post subject: View user's profile Send private message Reply with quote

GreggD wrote:
The only thing is there is some sort of linked DRM with old games on Steam. From what I understand, though, the old Doom and Heretic games run okay on Doomsday Engine from the Steam apps sub-folders.


ZDoom (and its derivatives GZDoom and Skulltag) can also find the data from the Steam location. It's nothing more complicated than adding one more path to check for when initializing the game.

That said, even source ports that did not implement that are able to work with the Steam dooms. All they need is the .WAD file, and you can copy or move it to another folder.

To give a more recent example, if you download from id software the latest Doom 3 and Return to Castle Wolfenstein patches, you can extract from them the "normal" exes -- these patches do not actually patch the executables, they merely overwrite it. So you can use these patches to replace the Steam-modified exes of these two games by the retail version, and the games work.

GreggD wrote:
The only thing is, you can't transplant the games into another folder. I tried it with Commander Keen, which didn't work at all.


Odd. I'll have to check that later. I haven't tried the CK games nor Wolf 3D, but all the other games I bought when they were discounting the Id Super Pack worked outside of their Steam directory when using source ports and/or retail versions of the exes.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 12, 2009 22:17    Post subject: View user's profile Send private message Reply with quote

Gez wrote:


GreggD wrote:
The only thing is, you can't transplant the games into another folder. I tried it with Commander Keen, which didn't work at all.


Odd. I'll have to check that later. I haven't tried the CK games nor Wolf 3D, but all the other games I bought when they were discounting the Id Super Pack worked outside of their Steam directory when using source ports and/or retail versions of the exes.



To be fair, I might not have been going about it the right way.

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"If they were created by man, then we can solve them by man." -Tim Sabien

The MAZZTer
Death Star
Death Star

Joined: 25 Sep 2003

PostPosted: Sep 13, 2009 00:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

Yeah that would seem to be the only conclusion I can come to. Razz They're just sandboxed DOS games, moving them doesn't change how they would look in the sandbox.

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http://www.mzzt.net/ | I am a respectable admin with a respectable sig.

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 17, 2009 15:19    Post subject: View user's profile Send private message Reply with quote

The Jedi Knight pack is now on Steam. I'm going to try and finagle a copy of Dark Forces to test this out.

*edit* Looks like I'll be getting the pack tonight.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 20, 2009 16:12    Post subject: View user's profile Send private message Reply with quote

So, the thread I posted in the Steam forums has about 32 views, I think, and three replies thus far. All three users who replied are really digging it.

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"If they were created by man, then we can solve them by man." -Tim Sabien

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 20, 2009 18:58    Post subject: View user's profile Send private message Send e-mail Reply with quote

The DarkXL blog got over 1100 views yesterday. I don't think this many people have ever shown interest in DarkXL! I guess a lot of the problem before was the difficulty in obtaining a legit copy. Smile

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 22, 2009 02:21    Post subject: View user's profile Send private message Reply with quote

It's contagious! Check out the last post in that thread...

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 22, 2009 10:07    Post subject: View user's profile Send private message Reply with quote

How about a "project status" block for the DarkXL blog as well? (Or a new release.)

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 22, 2009 17:07    Post subject: View user's profile Send private message Send e-mail Reply with quote

I'll put up a project status after the next release. I was actually working on getting it out yesterday but I didn't have time to get it done. Soon. Smile

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

tnoyce
Ree-Yees

Joined: 20 Sep 2009

PostPosted: Sep 26, 2009 14:45    Post subject: DarkXL and Steam View user's profile Send private message Reply with quote

DarkXL does appear to work correctly with the version of Dark Forces distributed with the Steam Jedi Knight Collection.

The only issue I've found, is that you will most likely have to either change the install folder, since DarkXL doesn't seem to process folder names with embedded spaces correctly, or copy the DarkXL files into the folder where the dark.exe file is located.

When I initially installed the collection, the exe for this game was put into "C:\Program Files(x86)\Steam\steamapps\common\dark forces\game" folder.

When I attempted to use this path in the config file for DarkXL, it did not parse correctly. (I have DarkXL in a different folder). It either failed to load, or displayed errors which indicated that the GOB files were not found, due to an invalid path.

I copied the DarkXL files into the install folder mentioned above, and specified ./ as the path in the configuration file for DarkXL. It appears to work now.

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Tim Noyce

Gez
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 26, 2009 18:22    Post subject: View user's profile Send private message Reply with quote

DaggerXL has the same issue. A solution is to use the truncated MS-DOS names.

"C:\Program Files(x86)\Steam\steamapps\common\dark forces\game" becomes "C:\PROGRA~1\STEAM\STEAMA~1\COMMON\DARKFO~1\GAME" (or maybe PROGRA~2 if you have another directory with a name starting by "Program Files").

You can use the command "dir /X" in a command window to know for sure the truncated name of directories and files. Any file that has a name longer than 8.3 or a name that features characters that would be invalid for a file name in a FAT filesystem have an associated truncated name. "Program Files" is both too long and with an invalid character.

lucius
DarkXL Developer
DarkXL Developer

Joined: 17 Feb 2008

PostPosted: Sep 26, 2009 19:55    Post subject: View user's profile Send private message Send e-mail Reply with quote

This will be fixed in the next build for both projects. I should have fixed it a long time ago. Smile

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

GreggD
Gamorrean

Joined: 05 May 2008

PostPosted: Sep 26, 2009 21:02    Post subject: View user's profile Send private message Reply with quote

lucius wrote:
This will be fixed in the next build for both projects. I should have fixed it a long time ago. Smile

Yeah, thanks for answering my query on that, Lucius. It'll really help broaden the user-base.

_________________
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"If they were created by man, then we can solve them by man." -Tim Sabien

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