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Crunch Time Ending March 2, 2011

Posted by luciusdxl in Uncategorized.

My deadline for my current work is coming up this week at which point I’ll finally be able to resume normal working hours. This means that DarkXL and DaggerXL will resume active development next week. πŸ™‚

For DarkXL – I will finish the UI script system, which is mostly complete and then fix some bugs for the Beta. The Beta will include the Pure Renderer, all the weapons including secondary fire, all the enemies with proper AI, all levels fully playable, the ending working correctly, cut-scene bugs fixed and potentially an OS X client (if this doesn’t make it in the first Beta build, it will follow shortly afterwards). Oh and I almost forgot, the voxel support among a bunch of other things I’m forgetting too… Β In addition all of the source code will be available on the CodePlex site once the Beta is released, some of it is already up there. Once Beta is released DarkXL should be a complete replacement for Dark Forces in Dos Box for vanilla game play.

In addition, the Beta build will be more helpful to people setting it up for the first time. There are multiple ways it will do this: when you run it will try and determine if it can load all the necessary files. If not a dialog will pop up where you can select paths to the Dark Forces game data. This means that you won’t set the path in the text file anymore and it means that the game can tell you what’s missing right away and let you look for those files on your system.

In addition, the first time you run the program, a dialog will popup where you can put in your general preferences for how you want DarkXL to behave. This will setup all the options as outlined below, but at anytime you can still bring up the Configuration dialog in-game to tweak individual settings. This is done so people will have a positive initial experience with DarkXL that (hopefully) closely matches what they want to get out of the program without having to mess with a bunch of options – unless they want to of course.

Original controls: key board turning, key board look up and down, auto-aim

Modern Controls: full mouse look, no auto-aim by default (for most weapons)

Options will include:

Visuals Β  Β  (Controls – either Original or Modern for all visual options.)


(Default “Pure Renderer”)Β Emulated 320×200, emulated palette support, no texture filtering, forced perspective (i.e. the original skewed perspective when looking up and down), palette based effects.


Very similar to the Dos-like mode, but with the Pure Renderer running in emulated 640×400/480 mode.

Hi-res, minimal FX

Full resolution, color depth and texture filtering. Note that texture filtering can be disabled and other tweaks can be made through the Configuration menu (modes are just initial settings that can be tweaked at anytime).

Hi-res, modern FX

Full resolution, color depth and high quality texture filtering. Additional, modern effects, are enabled by default. These include dynamic lighting and bloom/glow.

Thank you for your patience everyone, hopefully people will consider the Beta (and future support for Outlaws and Blood) to be worth the wait. πŸ˜€



1. Ravo - March 2, 2011

Wow, you are really cherrying out the next version. I would easily settle for mouse look + working weapons + AI. Everything else is a bonus. Can’t wait πŸ™‚

2. Binarynova - March 2, 2011

Looking forward to this as well as DaggerXL. You’re doing amazing work! πŸ™‚

3. Adamant Consternation - March 2, 2011

Freakin’ sweet! Also could we also see some options for brightness? I found the overall brightness in the alpha to be really dark. And it is a bit of a pain to readjust my display every time I want to play DarkXL.

If there are brightness options in the current alpha just ignore the above and point me in the right direction, please!

luciusdxl - March 2, 2011

Yes contrast and brightness controls will be in the new video options menu.

4. Pinkertonius - March 2, 2011

I’m just (almost) speechless…much respect to you!

5. Zaratul - March 3, 2011

Very good progress so far.Can`t wait. πŸ™‚
btw in this beta Blood and Outlaws are supported or only Dark Forces?

luciusdxl - March 3, 2011

In this Beta only Dark Forces is supported. However once this Beta is out, you’ll start seeing builds incorporating Blood and Outlaws support. A lot of the work – such as UI scripts, weapon scripts, multi-platform support and so on – will help make working on Outlaws and Blood easier and quicker then Dark Forces originally was. πŸ™‚

6. videogames - March 4, 2011

What types of graphics will the beta support? OpenGL? DirectX? I believe my (ATI) video card had problems with “bloom” last time… (black boxes around objects instead of the glow).

luciusdxl - March 4, 2011

DirectX and OpenGL (needed for the OS X port). This doesn’t guarantee that bloom will work for you though, but you can disable it if it does not.

7. TNoyce - March 4, 2011

Lucius, this is just awesome news.

I’m glad to see that the pressure at work is easing up for you, and that you’ll now have time for your ‘other job’.. πŸ™‚

8. VGA - March 20, 2011

I’m checking daily, waiting for a new release


9. Dixie_Flatline - March 21, 2011

Is there any possibility of an Arm Linux port? Being able to play DF on the Pandora would be mind alteringly amazing.

luciusdxl - March 21, 2011

I am planning on a Linux port and will be releasing the source code. So when that happens it should be possible to port to any platform at that point (at least any platform with appropriate performance capabilities of course).

10. RobertG - March 21, 2011

I can’t wait for the beta release. This game brings back many memories. (I would play the alpha version, but I want to play with all functionality. Still, this looks like it’s made a ton of progress and I am thankful.) When should I expect it’s release anyhow? Sorry sorry, just my anticipation brewing again.. This is very nice.

11. DukeNever - March 22, 2011

Please release this before Duke Nukem Forever! πŸ˜‰

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