Dark Forces
#1 Posted 14 July 2018 - 10:39 PM
#3 Posted 15 July 2018 - 12:40 AM
I am also sad that DarkXL is dead and its author didn't even bother to say a word about what's going on.
#4 Posted 16 July 2018 - 07:05 AM
This post has been edited by NightFright: 16 July 2018 - 07:07 AM
#6 Posted 16 July 2018 - 09:00 AM
Unfortunately the feauture is still incomplete so it suffer of two many problems:
*The majority of sectors logics are not reinterpreted during the conversion, so then you have to use Mapster32 or your favourite map editor and replicate in Build Engine way what the buttons, the platforms, the doors, eventually triggers ecc. should do.
*It is more intended to convert the original levels than custom levels and you can encounting glitches. Fortunately this problem could be bypassed editing the convertion script involved in sprite/textures assignment, it's practically what it's allowing me to readapt and test the Dark Forces maps under Duke Forces (but I can't continue this if Duke Forces itself does not progress further, always if TD accept to add almost the sprite and textures Dark Forces has).
If only we could extrapolate that part of code and then improve it...
On the question of a possible Java porting or any other form of autonomous porting, I don't think it's strictly necessary for Dark Forces or Outlaws, they run quite well on dosbox with the right parameters.
This post has been edited by Fantinaikos: 16 July 2018 - 09:21 AM
#7 Posted 16 July 2018 - 04:30 PM
There's no next/previous weapon key in Outlaws (can't remember Dark Forces)
and then there's the matter of classic vs OpenGL rendering...
#8 Posted 18 July 2018 - 04:56 PM
Phredreeke, on 16 July 2018 - 04:30 PM, said:
There's no next/previous weapon key in Outlaws (can't remember Dark Forces)
and then there's the matter of classic vs OpenGL rendering...
DarkForces DOS version is limited to 320x200 which crippled the game's potential, but the mac version would go up to 640x400 or 640x480, which is clearly the way it was meant to be played.
#9 Posted 18 July 2018 - 07:43 PM
Dzierzan, on 15 July 2018 - 12:40 AM, said:
What, you don't think teasing something for a decade and then deleting half the site without a word is a good way to do things?
#10 Posted 18 July 2018 - 08:25 PM
TerminX, on 18 July 2018 - 07:43 PM, said:
the xl engine hasn't been updated in 3 years, so it shouldn't be a surprise that it would just fade away.
#11 Posted 18 July 2018 - 09:29 PM
#12 Posted 19 July 2018 - 02:23 AM
BTW did the author of XLEngine release any of his sources?
#13 Posted 19 July 2018 - 05:07 AM
Three years is a long time to stay silent.
I thought he did have sources available, but I don't know if they're on his github repository or not. I'm not up for sifting through it
https://github.com/luciusDXL/XL-Engine
I'm not sure if this is authentic:
https://forum.openmw...opic.php?t=5073
Lunick or MrFlibble would know and might have it if there was a release
This post has been edited by Forge: 19 July 2018 - 05:14 AM
#14 Posted 19 July 2018 - 05:19 AM
#15 Posted 19 July 2018 - 06:01 AM
sephirothOWA, on 19 July 2018 - 05:19 AM, said:
I believe that's only the source for the DarkXL patch that's in that post.
This post has been edited by Forge: 19 July 2018 - 06:01 AM
#16 Posted 19 July 2018 - 06:06 AM
http://glampert.com/...asarts-outlaws/
https://github.com/g...neering-outlaws
#17 Posted 19 July 2018 - 06:33 AM
Forge, on 19 July 2018 - 05:07 AM, said:
If you follow this thread, these people were 'fixing' the source. Apparently they got it to compile (on mac, linux, & windows) and run some stuff (I don't know how well it worked)
They have their own branch, and it appears to get occasional activity :
https://github.com/M...ine/tree/master
This post has been edited by Forge: 19 July 2018 - 06:33 AM
#18 Posted 19 July 2018 - 07:05 AM
TerminX, on 18 July 2018 - 09:29 PM, said:
Some people don't. There was a man named Brian Provinciano who made a program called SCI Studio which takes Sierra's EGA P&C/parser adventure interpreter "SCI" and allows you to make your own adventure games with it via art, scripting, and sound tools. He was working on the VGA P&C-only version for quite a while and promised it would happen before disappearing for years, coming back to release the unfinished source (at least he did this, though there was nobody around who knew enough to pick up the pieces), and then disappearing again. Years later still he released Retro City Rampage and is now working on Shakedown Hawaii. He refuses to interact with the adventure community in any capacity to this day and pretends SCI Studio never existed. All his old resources and projects and source code for his various SCI/AGI-related projects....gone. Luckily, fans preserved it and uploaded most of them elsewhere.
Some people just give up and disassociate themselves entirely with their projects and old communities because they just lose interest.
Luckily, another man came along and created a little program called SCI Companion which he wrote from scratch which accomplished what Brian never did.
This post has been edited by MusicallyInspired: 19 July 2018 - 07:10 AM
#19 Posted 23 July 2018 - 04:29 AM
BTW, the XL engine forums are particularly embarrassing, it's a party for spambots and porn ads there. Maybe that was lucius' plan all along.
This post has been edited by NightFright: 23 July 2018 - 04:32 AM
#20 Posted 24 July 2018 - 01:29 AM
Quote
On the plus side, with the code out there, DarkXL in particular has a shot at finally being completed. And of course, for everyone who believed this was bogus code release, April Fools!
AFAIK this contains the code for DarkXL that should correspond to the "almost complete" build for this game available from the XLEngine website.
filipetolhuizen, on 18 July 2018 - 04:56 PM, said:
320x200x256 was the default VGA mode for DOS games, there's no evidence the DOS version was developed with a higher resolution in mind.
Doom also uses the same resolution, but that didn't cripple its potential because the release of the source code allowed the community to create ports that have higher resolution modes. Thanks John Carmack!
#21 Posted 24 July 2018 - 02:02 AM
#22 Posted 24 July 2018 - 02:36 AM
#23 Posted 24 July 2018 - 05:52 AM
MrFlibble, on 24 July 2018 - 01:29 AM, said:
AFAIK this contains the code for DarkXL that should correspond to the "almost complete" build for this game available from the XLEngine website.
mirrors the same thing I posted earlier
Forge, on 19 July 2018 - 05:07 AM, said:
Forge, on 19 July 2018 - 06:33 AM, said:
They have their own branch, and it appears to get occasional activity :
https://github.com/M...ine/tree/master
This post has been edited by Forge: 24 July 2018 - 05:53 AM
#24 Posted 24 July 2018 - 09:35 AM
Forge, on 19 July 2018 - 06:33 AM, said:
I just quickly skimmed through, apparently the code drop was from a version before the latest binaries of the XLEngine, and they haven't gotten DarkXL to work beyond the main menu. Apparently the code for a more or less functional Dark Forces implementation is there, but it needs work to get it running, and the guys over at OpenMW haven't done that (yet), and maybe won't.
I understand though why Dark Forces may not be a high priority for developers, the game works near flawlessly in DOSBox, doesn't have major bugs, and a high-resolution mode is pretty much an optional thing.
I still hope that this game gets a proper engine recreation at some point.
#25 Posted 18 May 2020 - 11:34 AM
(Didn't knew a better place to make this post)
This post has been edited by ReaperAA: 18 May 2020 - 11:36 AM
#26 Posted 20 May 2020 - 10:13 PM
It seems like Aspyr is handling most of the LucasArts modern console ports and updates, though.