GPU Accelerated Dark Forces Extended
DevUpdate 4 - Sound Apr 01, 2008
DevUpdate 3 - Doors Mar 16, 2008
I've been working on the INF system for DarkXL. So far I'm parsing the INF file (though still not supporting everything) and supporting sectors with
the door flag. I should have enough of the INF system for the first level to be beatable within the next couple of days.
DevUpdate 2 - Logics and Collision Mar 10, 2008
I’ve been working on the Collision detection, fixing some issues. I've started added Enemy/Droid logics...
Mouse Droids now move around, including changing directions when hitting a wall and their curved trajectories. You can now attack and kill
Stormtroopers. I've also tweaked the sprite rendering so sprites no longer look too fat or wide.
DevUpdate 1 - 3D Objects Mar 05, 2008
3DO objects are loading and rendering. Solid color polygons, textured polygons and point rendering is supported. I had to cheat when viewing the
ship since I don't have VUEs working yet. Kyle's ship starts in a sector you can never get to, so I had to turn off sector rendering and fly over there
to get a screenshot.
The 2D and 3D sound system is now "finished." The player makes the jumping/landing sounds, shooting (and hitting) make sounds,
punching makes sounds (with hit and miss sounds), picking up items makes sounds, hitting/killing enemies, etc. This, of course,
DarkXL - GPU Accelerated Dark Forces Extended Mar 02, 2008
I've been working on this project for a little while, writing a Hardware Accelerated version of Dark Forces from scratch. It's still in fairly early form,
but in the near future I will be releasing an Alpha Demo, featuring the first level of the game, so I wanted to make this known before I get to that
point.
The game requires the original Dark Forces data, it will allow you to play through the complete game and I'm planning on making sure it works with
most (or all of the released levels and mods.
The point of this project is to allow people to play Dark Forces in high resolution, on Windows in either "classic" mode (no new features) or
"extended" mode. All modes will benefit from newer control methods like mouse look, and high resolutions and color depth. The extended version
will get new features such as real-time lighting, slopes, dual adjoins, vertical adjoins, better model support (md2 and/or md3) and more.
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DevUpdate 6 - Near Term Goals May 05, 2008
This post is meant to describe my near term goals for DarkXL and allow people to make comments or suggestions without
Polluting the ever increasing Alpha Demo thread - which is were testing/build information should continue to go.
View the bug list before submitting a new bug in the forums. This list is made to avoid duplicates and keep people updated as to the progress on
Each bug. Feel free to mention any bugs not on the list. In addition, each bug has a unique ID - which makes it easy for people to make sure they
Are referring to the same issue.
Bug List