Beyond Build 9 February 3, 2010
Posted by luciusdxl in Uncategorized.add a comment
The DarkXL BETA
Now that Build 9.0 is out the door, I’ll talk about what’s coming in the next few weeks. The next immediate build will feature the Launcher, which was missing from this build. The launcher will detect incorrect drivers, bad Dark Forces path and other issues. In addition it will allow you to set all the settings in an easy to use Windows application, including setting the data path. This should make using DarkXL much easier, and resolve path issues to make DarkXL fully compatible with the Steam version without requiring any additional work for the end user (other then setting up the path using a simple Windows dialog and downloading drivers if necessary).
The renderer isn’t complete so I will be working on that so I can enable the additional fixes and features that come with it – including more performance enhancements – especially on larger maps. The main focus, however, will be on completing the gameplay experience and getting the project to Beta. This will start with incremental additions of all the missing logics and weapons – including secondary fire. Then any missing INF features will be implemented as well as any corrections being made. I expect to reach a fully playable state in a relatively short period of time.
I will also be implementing a “pure renderer” designed to capture the look – and speed – of the original game. This means that those that want to play Dark Forces, with modern OS and mod support and multiple platforms that maintains the classic look, it will be possible. This will also allow me to get DarkXL running on very low end systems, though at lower visual quality – including old fixed function hardware and mobile devices.
New Platforms
There has been a change in plans as far as multi-platform support. I have recently had the need to acquire and use Mac platforms as well as PC. This means that I will be porting DarkXL to Mac OS X, Linux and potentially other Apple based platforms in the near future.
The Editor
Once DarkXL gets closer to Beta, I will spend time on the editor again. The editor will allow for very easy and fast custom mission creation as well as enabling all the DarkXL extended features for those that want to use them. Stay tuned for more in the near future…
Outlaws
I almost forgot to mention this… I plan on implementing full support for Outlaws in DarkXL – including multi-player. Outlaws is the only other game to use the Jedi Engine, it is a FPS set in the old West. LucasArts added many new features to the Jedi Engine, such as slopes, dual adjoins, deep water and so on that I plan on adding to DarkXL anyway. With the multi-player plans for DarkXL, it seems that supporting Outlaws is a natural extension for the project. For editing, you get all the features of both games (that make sense anyway) – allowing for richer modding possibilities.
(Don’t forget to try the build).
Build 9.0 Released! February 3, 2010
Posted by luciusdxl in Uncategorized.add a comment
The long overdue Build 9.0 has finally been released. Please go to the download page to get it. You can see all the new features and issues on the download page. I’ll go ahead and do a quick run down of some of the new features here and make a larger post later about the future.
- Click on the images to see them in full size.
More texture filtering modes:
Lowest setting – no filtering:

The Next Build, the path to beta and source code… January 13, 2010
Posted by luciusdxl in Uncategorized.8 comments
I uploaded a video showing many of the new Build 9 features such as dynamic lights, bloom, WIP approximate color map support, reticle support and optional textured minimap support running on the new renderer.
Download the high resolution version
(If you read the forums, some of this information will be redundant)
It’s been a long time in coming due to various issues, distractions and delays but I’m “over the hump” with Build 9 and I’m on the down hill slope toward release. Build 9 marks the end of an era, the final set of major internal refactoring and rewriting tasks – the rendering engine has basically been completely rewritten since Build 8.05 with major changes to other systems like collision. What this means is that all builds can be much smaller and more incremental. I’m hoping to get on a release schedule until the project reaches “release,” maybe 1 build a week. What this also means is that the path toward beta will be relatively smooth and clear. There will be issues and bugs of course but the major hurdles are past.
Build 9
Here is the feature list for the upcoming build (may be incomplete but the important stuff is here):
- Much improved renderer. Improved performance, improved culling, no more overlapping sector issues, no more complex-sector tessellation issues. Much better batching and data management. This is the “final” renderer (i.e. just bug fixes and enhances from here on out).
- Improved collision detection using the improved sector data format. This should fix getting stuck on adjoins, seeing black when at an adjoin, falling through rotating sectors.
- Extended feature – dynamic lighting.
- Extended feature – glow/bloom of fullbright / emissive pixels.
- Extended feature – reticle support. Reticles can be recolored, opacity can be adjusted and reticle image can be selected.
- iMuse modified to just play the basic track and not switch to “combat” music until I fix it properly. In addition hopefully the hanging notes will be gone as well.
- Proper sprite/flat sorting – no more dark edges around sprites.
- Various rendering fixes – such as walls being able to display sky.
- All levels can be selected, though not necessarily completable (see next part of the post for a timetable for that).
- Launcher.
The Path to Beta and Release
Once this build finally gets out, the plan is to implement the remaining logics and weapons (and fix bugs of course). I’m going to do this incrementally. For example, whenever a new weapon is implemented – as well as the logics necessary to acquire the weapon and it’s ammo – a new build will be released. If a new enemy is implemented, a build will be released. And so on. I will do this until all the logics and weapons are implemented (including secondary fire).
Once that is finished, I will proceed to fix/finish all the INF features – incrementally.
At that point I’ll fix/finish anything that remains that does not allow the game to be completed from start to finish. This will mark the “beta.” Once at beta, I will then finish/fix anything remaining that needs to be there to complete the experience. This includes finishing/fixing iMuse, fixing any cutscene issues and whatever issues may remain at that time. I will also spend the time to make sure that any problems with user levels are addressed as well. During the beta phase I will also be working on the level editor again.
Once the level editor and other editing tools are functional and the game is “complete” I will consider the “core DarkXL” project to be finished. At this point I’ll move on to features such as multiplayer and other extended features. Of course I’ll be fixing bugs as well. Anyway multiplayer will have it’s own alpha and beta period – allowing users to be able to download a stable, tested release version or the current multiplayer beta until that is complete. There’s not much point planning beyond that phase.
Source Code Release
If you look at the FAQ or read the forums, you’ll see that I promised to release the source code at some point. That point will be shortly after DarkXL reaches BETA and I have time to clean up and document the code. From then onward, every release will also have up to date source code made available. At that point I will probably start to coordinate with some volunteers about getting some ports to other platforms, such as Mac OS X. The DarkXL engine will also serve as a base for future ports/remakes that use similar types of engines, whatever they may be.
Fixing Rendering Issues Using the Editor August 31, 2009
Posted by luciusdxl in Uncategorized.5 comments
Even though the editor won’t be released in the next build as originally planned, it is still very useful to me when it comes to fixing the remaining rendering issues in DarkXL. There was already a quick shortcut to go from 2D mode to 3D mode and vice versa. Now I’m putting in a similar shortcut that saves the level to temporary files, builds the appropriate GOB, launches Dark Forces using DosBox and immediately launches your level. In addition the start point is moved to the current camera location, so you instantly show up in the same view and location in Dark Forces. This allows me to quickly test sector/wall flags and other situations and verify the rendering is correct.
As I’m verifying and fixing rendering issues, I’m doing some of my testing in some of the more complex user made levels. While Dark Tide 4 loaded before, this is the first time that it actually looked correct. The main reason is that I somehow neglected to support compressed BM’s, which I’ve fixed. Sector tessellation was also an issue in the past, though it is no longer. I’ve also fixed various other problems, such as when VUE’s cause objects to pass through many sectors (causing problems with Harkov’s Defection).
Here’s some screenshots of user levels that I’ve been using to test. The goal is to have these levels look completely correct for the next release, as well as the 14 original levels. The idea is that if the most complex user made levels render correctly, then most likely most of them will. If any do not, they will hopefully be found in testing. There are still some issues to fix, however.
Screenshots from DarkTide 2


Screenshots from DarkTide 4




Screenshots from Harkov’s Defection





Welcome to the New DarkXL Website. August 27, 2009
Posted by luciusdxl in Uncategorized.4 comments
DarkXL is a project that has been going for a while but I decided to change over to a new website. I found that I never updated the original site, it just too much time to make changes and upload them. I’ve had great success with my DaggerXL blog, wordpress makes it really easy to update and maintain the sites. There are many reasons for this: faster iteration times – with online editing you make a few changes and the site is instantly updated, easy content creation, easy media uploading and display and more. If you want to learn more about DarkXL, visit the About page or the forums. Within the next couple of days, I’ll be putting this site together – getting the download section up, and then begin blogging my progress.





