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  • 04:04, 23 November 2024TFE Projectile Data (hist | edit) ‎[6,393 bytes]Jerethk (talk | contribs) (Created page with "Projectile data is hardcoded in Dark Forces but the data has been externalised to a JSON file in '''The Force Engine'''. The data is located in <code>ExternalData\DarkForces\projectiles.json</code>. Altering the data in <code>projectiles.json</code> will alter the way that weapon projectiles behave in the game. If the JSON file is removed, renamed or corrupted, weapons will not work correctly. (In this case, an error message will be logged to the TFE console when loadin...")
  • 05:10, 22 November 2024VUE Camera transforms (hist | edit) ‎[1,788 bytes]Jerethk (talk | contribs) (Created page with "Dark Forces has built-in support for transforming a camera's location and orientation with '''VUE files'''. This functionality was "discovered" when the source code was reverse engineered. The camera in DF is normally called the "EYE object". The EYE (camera) is assigned to an object at level startup and is normally assigned to the PLAYER object, but this is not mandatory, and there are a few mods which exploit the possibility of separate PLAYER and EYE objects. Vanill...") Tag: Visual edit
  • 05:15, 19 November 2024Teleporter Basic (hist | edit) ‎[1,956 bytes]Jerethk (talk | contribs) (Created page with "'''Teleporter Basic''' is a working teleporter that exists in Dark Forces but was not discovered until the source code was reverse engineered. It transports objects to a designated location. ===How to use=== Like <code>teleporter chute</code>, <code>teleporter basic</code> is defined on a sector in a level's INF file. The following example demonstrates the usage. <pre> item: sector name: my-teleporter seq class: teleporter basic target: dest-sector1 move...") Tag: Visual edit: Switched
  • 05:59, 27 October 2024TFE Custom Logics (hist | edit) ‎[14,220 bytes]Jerethk (talk | contribs) (Created page with "=== JSON locations === Custom logics are defined in JSON files. TFE will search for and load logics from all logic .JSON files found in these locations * DARK\Logics * TheForceEngine\Mods\Logics where DARK is your Dark Forces game directory which TFE is pointing to. In addition, if you are running a Mod from a ZIP, TFE will look for a <code>\Logics</code> subfolder inside the ZIP and load logics from any .JSON files found there. Logics loaded from a Mod will take pre...")
  • 05:24, 9 October 2024Level creation tips (hist | edit) ‎[4,766 bytes]Purplebrollytariat (talk | contribs) (Added tips for designing a level more efficiently.) Tag: Visual edit
  • 18:34, 2 October 2024WAX File Generator (hist | edit) ‎[2,643 bytes]BenDansie (talk | contribs) (initial temp page) Tag: Visual edit
  • 18:26, 2 October 2024Df-21.net/wiki/WAX File Generator (hist | edit) ‎[79 bytes]BenDansie (talk | contribs) (Initial page creation) Tag: Visual edit
  • 10:12, 20 September 2024TFE Mod Overrides (hist | edit) ‎[16,662 bytes]Df21admin (talk | contribs) (Created page with "On this page we will discuss how to override The Force Engine (TFE) mod configurations. You can change many different aspects of your mod by placing a configuration file called '''MOD_CONF.txt''' inside your mod's ZIP folder or the GOB itself (using a tool like [https://df-21.net/downloads/utilities.php Conman] ). '''''Note:''' The Dark Forces Remaster only loads MOD_CONF from the GOB!'' The MOD_CONF.txt should look like this in your GOB. File:MOD CONF Gob.png|center|...") Tag: Visual edit