741 lines
33 KiB
Plaintext
741 lines
33 KiB
Plaintext
|
_______ ___ ______ ___ __
|
||
|
/ _____ \ / _ \ | __ \/\ \ / /
|
||
|
/ /####/ /\/ / | |#| |##| |#\ \ / /
|
||
|
/ /#/ / /#/ /__| |#| |#_| |\#\ \
|
||
|
/ /#/ / /#/ __ |#| _ / \#\ \\ \
|
||
|
/ /#/ / /#/ /##| |#| |#\ \ \#\ \#\ \
|
||
|
/ /#/__/ /#/ /#/ | |#| |##\ \ \#\ \##\ \
|
||
|
/________/#/__/#/ |__|#|__|#\#\__\ \#\__\\##\__\
|
||
|
\##############/ \######### \#### \###/ \####/
|
||
|
__________ ________ ________ _______ ________ _______
|
||
|
/ _______/\/ ______ \ | _____ \ / _____ \/\ _____\ / _____\
|
||
|
/ /########/ /#####/ /\ | |####| | | |####\_\#\ \####/ /\ \#####/
|
||
|
/ _____/#// /#/ / /#/ | |____| | | | \##/\#\ \____ \#\ \______
|
||
|
/ /######// /#/ / /#/ | ____ / | | \#\ __\ \#\_____ \
|
||
|
/ /#/ / /#/ / /#/ | |####| \ | | __ \#\ \#/ \#####\ \
|
||
|
/ /#/ / /#/_/ /#/ | | | || |_____/ / \#\ \____ ___\#\ \
|
||
|
/___/#/ \________/#/ |__| |__|\_________// \#\______\/\_______/
|
||
|
\####/ \########/ |##| |##||#########/ \#######/########/
|
||
|
|
||
|
_____________ _____________ ______________
|
||
|
/ /\ / \ / \
|
||
|
/ _________/#// _________ \/\ ________ \
|
||
|
/ /##########// /#########\ \#\ \#######\ \
|
||
|
/ /#/___ | |#_______#| |#\ \ \#\ \
|
||
|
/ /\ | |\#\ \ \#\ \
|
||
|
/ ______/#/ | _________ | \#\ \ \#\ \
|
||
|
/ /#######/ | /#########\ | \#\ \ \#\ \
|
||
|
/ /#/ | |#| |#| | \#\ \___/\ \
|
||
|
/ /#/ | |#| |#| | \#\ \_
|
||
|
/____/#/ |_____|#| |#|_____| \# \__________ \
|
||
|
\#####/ |#######| |#######| \############\______\
|
||
|
\#######/
|
||
|
|
||
|
----------------------------------------------------------------------------
|
||
|
STAR WARS:
|
||
|
DARK FORCES
|
||
|
FAQList
|
||
|
"The dark side of the force
|
||
|
Just got darker."
|
||
|
|
||
|
Version 1.10
|
||
|
Last updated: February 10, 1995
|
||
|
|
||
|
compiled and maintained by
|
||
|
Karsten A. Loepelmann
|
||
|
kloepelm@gpu.srv.ualberta.ca
|
||
|
kloepel@psych.ualberta.ca
|
||
|
|
||
|
This FAQList is copyright 1995 by Karsten A. Loepelmann. All rights reserved.
|
||
|
Permission is granted for reproduction, distribution, transmission, or storage
|
||
|
for noncommercial purposes only, on the condition that the contents are not
|
||
|
changed in any way. Permission for any other use or distribution of this
|
||
|
FAQList must be obtained from the rights holder, Karsten A. Loepelmann. All
|
||
|
trademarks herein are acknowledged as the property of their respective owners.
|
||
|
Star Wars is a registered trademark of Lucasfilm Ltd. Dark Forces is a
|
||
|
trademark of LucasArts Entertainment Company. Header created by Bren Lynne
|
||
|
(bren@gold.interlog.com).
|
||
|
|
||
|
Preferred forum for discussion is:
|
||
|
news:alt.games.dark-forces
|
||
|
|
||
|
Due to low propagation of the above newsgroup, an alternate forum is:
|
||
|
news:comp.sys.ibm.pc.games.action
|
||
|
|
||
|
Abbreviations used:
|
||
|
DF = Dark Forces
|
||
|
LA = LucasArts
|
||
|
TD = Thermal Detonator
|
||
|
DT = Dark Trooper
|
||
|
|
||
|
Contents:
|
||
|
* indicates a section changed since the last release of this FAQ
|
||
|
+ indicates a new section added since the last release of this FAQ
|
||
|
|
||
|
+ 0.0 Dark Forces FAQList
|
||
|
1.0 Introduction
|
||
|
* 1.1 What is "Dark Forces"?
|
||
|
* 1.2 When will DF be released, already!?
|
||
|
* 1.3 What media format is DF offered on?
|
||
|
* 1.4 What is required to run DF?
|
||
|
+ 1.4.1 What kind of sound support does DF have?
|
||
|
+ 1.4.1.1 Sound card tips
|
||
|
1.5 Why no modem play?
|
||
|
1.6 How much will DF cost?
|
||
|
1.7 Is DF canon?
|
||
|
+ 1.8 Will there be any sequels to DF?
|
||
|
+ 1.8.1 Will any sequels offer a multiplayer option?
|
||
|
2.0 Is there a DF demo available?
|
||
|
* 2.1 Where is the demo available from?
|
||
|
* 2.2 Is there a demo editor?
|
||
|
+ 2.3 Will the demo level be in the full game release?
|
||
|
* 3.0 DF vs. DOOM
|
||
|
3.1 Isn't DF just a ripoff of iD Software's DOOM?
|
||
|
3.2 Does DF kick DOOM's butt?
|
||
|
3.3 Is DF easier than DOOM?
|
||
|
4.0 What are some DF command-line options and undocumented features?
|
||
|
5.0 What are the secret areas in the Prologue Mission 1 demo?
|
||
|
5.1 Red Key Door
|
||
|
5.2 A New Area
|
||
|
5.3 Thermal Detonator/Shield Unit Storage
|
||
|
5.4 Ground Floor Zero
|
||
|
* 5.5 Outer Ledge and Caves
|
||
|
5.6 The Big One
|
||
|
5.6.1.1 Method 1: Troublesome Windows
|
||
|
5.6.1.2 Method 2: A Leap of Faith
|
||
|
* 5.6.2 To the Outer Wall
|
||
|
5.7 The Death Star Plans
|
||
|
5.8 A Revolution
|
||
|
5.9 A Diversion and a Grate Finish
|
||
|
6.0 Weapons, shields, and objects
|
||
|
6.1 What weapons are there?
|
||
|
6.1.1 Fists
|
||
|
6.1.2 Modified Bryar Rifle ("blaster")
|
||
|
* 6.1.3 Stormtrooper Rifle
|
||
|
6.1.4 Thermal Detonators
|
||
|
6.1.5 Imperial Repeater Rifle ("autogun")
|
||
|
6.1.6 Jeron Fusion Cutter
|
||
|
6.1.7 IM Claymore Mine
|
||
|
6.1.8 Packered Mortar Gun
|
||
|
+ 6.1.9 Weapon Supercharge
|
||
|
6.2 How is aiming/targeting accomplished?
|
||
|
+ 6.3 How do the shields work?
|
||
|
* 6.4 What do those little black robots that run on the ground do?
|
||
|
6.4.1 How do you shoot them?
|
||
|
6.5 What does the 'Spider-Gem' do?
|
||
|
* 6.6 What does the red switch behind the hidden panel in the 'Emperor's
|
||
|
Lounge' do?
|
||
|
7.0 Misc questions
|
||
|
7.1 Who are the people behind DF?
|
||
|
+ 7.2 Has George Lucas provided any input to DF?
|
||
|
+ 7.3 What are .GOB files?
|
||
|
* 7.3.1 What software was used to create the .GOB files?
|
||
|
+ 7.3.2 How should a custom .GOB file be loaded?
|
||
|
* 8.0 Problems running DF?
|
||
|
8.1 How can I contact LA?
|
||
|
9.0 References
|
||
|
|
||
|
|
||
|
============================================================================
|
||
|
0.0 Dark Forces FAQList
|
||
|
|
||
|
This file is a list of Frequently-Asked Questions about the MS-DOS game "Dark
|
||
|
Forces." It's also a file of answers to those questions ;-) I welcome any
|
||
|
feedback, questions, answers, and suggestions. You can send email to either of
|
||
|
my addresses. I also scan the Usenet newsgroups comp.sys.ibm.pc.games.action
|
||
|
and alt.games.dark-forces semi-regularly. This file is available in the AOL
|
||
|
Star Wars Software Library, the Action Games forum on CompuServe, as well as
|
||
|
the wpi.wpi.edu Star Wars FTP archive. (With that kind of distribution, I
|
||
|
don't intend on establishing a mailing list.)
|
||
|
|
||
|
What I'd like to have is more info on solving problems running DF, especially
|
||
|
with regard to sound cards. I'd also like to have Dark Forces snugly spinning
|
||
|
in my NEC 3Xi as soon as possible :-)
|
||
|
|
||
|
Dark Forces fans are fortunate that DF project leader Daron Stinnett has
|
||
|
agreed to provide me with inside info on DF. Many of the questions below were
|
||
|
answered with info provided to me by Daron (thanks!). In fact, he's even
|
||
|
outlined the contents of the .GOB files (see section 7.3)! Send your questions
|
||
|
to me; I will relay them to Daron and include them in the FAQ.
|
||
|
-KAL
|
||
|
(hate to say it, but...)
|
||
|
May the Force be with You
|
||
|
|
||
|
|
||
|
|
||
|
1.0 Introduction
|
||
|
1.1 What is "Dark Forces"?
|
||
|
[*** Warning: Spoilers in paragraphs below! ***]
|
||
|
|
||
|
Dark Forces ("DF") is LucasArts' ("LA") new first-person perspective game. It
|
||
|
is based on a LA-developed 'Jedi Engine', which according to the company
|
||
|
supports "full 3D objects, a realistic lighting model, atmospheric effects
|
||
|
(haze, fog, etc.), Gouroud shading, animating textures, 3D viewing angles and
|
||
|
more."
|
||
|
|
||
|
Missions encompass 14 different worlds, each with a unique look and feel.
|
||
|
This is not a static environment, according to project leader Daron Stinnett:
|
||
|
"the worlds extend out in all directions. There are elevators to take you to
|
||
|
multiple floors, bridges over flowing water, catwalks, air shafts and other
|
||
|
architectural features. We wanted an active environment, so ships come and
|
||
|
go at the flight decks, rivers sweep along, platforms and conveyor belts
|
||
|
move, and much of the machinery functions."
|
||
|
|
||
|
In this game, you play Kyle Katarn, a mercenary once employed by the Empire,
|
||
|
now working for the Rebel Alliance. Kyle's first mission is to steal the plans
|
||
|
for the Death Star. However, Kyle stumbles upon the Imperial Admiral Mon Mohc's
|
||
|
plans to create battalions of mechanized "Dark Troopers" -- specially enhanced
|
||
|
stormtroopers which could spell the end of the rebellion. In Dark Forces, the
|
||
|
player, as Katarn, must travel to varied locations -- such as the rebel base on
|
||
|
the planet Agamar and the Gromas Mines, a Star Destroyer, the Imperial City on
|
||
|
Coruscant, and the spaceport moon of Nar Shadda -- to stop the Empire from
|
||
|
unleashing the Dark Troopers...
|
||
|
|
||
|
The characters inhabiting the game are familiar ones from the Star Wars
|
||
|
universe, and include Imperial Stormtroopers and officers, Gamorreans,
|
||
|
interrogation droids, the monster from the trash compactor, and Boba Fett
|
||
|
(and maybe even Princess Leia, Darth Vader, and Jabba the Hutt). You will be
|
||
|
able to use nine different weapons; among them fists, blaster, blaster rifle,
|
||
|
thermal detonators, autogun, mortar gun, fusion cutter, Claymore mines, and
|
||
|
an assault cannon. (For more, see section 6.1. No, there are no lightsabres.
|
||
|
Why not? Because the protagonist, Kyle Katarn, is *not* a Jedi. Yet. ;-)
|
||
|
|
||
|
In your DF directory, you will find the file TXT.MSG, which is the source for
|
||
|
the messages displayed on-screen during the game. This file lists some
|
||
|
interesting objects -- such as ice cleats and gas mask -- not found in the
|
||
|
demo. Scott H. Novack (scottn@csfcorp.com) hacked this file:
|
||
|
So, in the spirit of the recent Star Wars commercial on TV, I've changed,
|
||
|
among other things, the message "1 Battery Pack" to "1 Energizer". :-)
|
||
|
|
||
|
|
||
|
1.2 When will DF be released, already!?
|
||
|
|
||
|
Hold your horses. Do you want it good, or do you want it now? (Yeah, I know:
|
||
|
you want both!) Note that LA doesn't provide an exact shipping or release
|
||
|
date. Also, the estimated release date apparently depends on which customer
|
||
|
service representative you speak with!
|
||
|
|
||
|
Bottom line (as of 2/1/95):
|
||
|
Late February/early March, 1995
|
||
|
|
||
|
|
||
|
1.3 What media format is DF offered on?
|
||
|
|
||
|
Right now, DF is being offered on MPC CD-ROM *only*. Although it has been
|
||
|
rumoured, there are apparently *no* plans to offer DF on floppies later.
|
||
|
Daron Stinnett notes:
|
||
|
I don't think so. We considered it, but it doesn't look like the
|
||
|
retailers want a floppy version.
|
||
|
LA has not announced that there will be a version of DF for the Apple
|
||
|
Macintosh computers, which is not a denial ;-)
|
||
|
|
||
|
|
||
|
1.4 What is required to run DF?
|
||
|
|
||
|
COMPUTER: IBM and 100% compatibles
|
||
|
OPERATING SYS: MS-DOS 5.0 or higher
|
||
|
CPU: 386/33 DX Minimum (486 strongly recommended)
|
||
|
MEMORY: 8 megabytes system memory (6.5 megabytes EMS free)
|
||
|
INPUT DEVICE: Mouse required, joystick supported
|
||
|
VIDEO: VGA (Local Bus, or PCI Recommended)
|
||
|
SOUND CARD: Various popular sound cards supported; see section 1.4.1.
|
||
|
|
||
|
The full release of DF requires a CD-ROM drive. The drive need not adhere to
|
||
|
the MPC2 standard of a 300kb/s transfer rate, but the faster your drive, the
|
||
|
faster you'll load the levels. DF actually exceeds certain MPC2 requirements
|
||
|
(i.e., you *must* have 8 Mb RAM). Yes, you need at least 8 (eight) megabytes
|
||
|
of RAM -- no, this is *not* a typo. Time to upgrade that PC XT! (There are
|
||
|
rumours of people running the DF demo with <8 megs of RAM, but they're
|
||
|
probably also running Widget-DOS v.23.01 plugged into a gerbil running
|
||
|
wheel...;-)
|
||
|
|
||
|
The README.TXT file accompanying the DF demo states that DF requires a
|
||
|
Microsoft-compatible mouse, but will also support the Flightstick Pro and
|
||
|
ThrustMaster Flight Control Systems, as well as regular joysticks.
|
||
|
|
||
|
|
||
|
1.4.1 What kind of sound support does DF have?
|
||
|
|
||
|
Among supported sound cards in the demo are the SoundBlaster, SoundBlaster
|
||
|
2.0, SoundBlaster Pro, SoundBlaster 16, AWE 32, AdLib, Roland MT 32/LAPC-1,
|
||
|
ProAudioSpectrum 16; General MIDI and compatibles supported. Note that
|
||
|
although there is no official support for General MIDI daughtercards in the
|
||
|
demo (as stated in the README.TXT file), some people have apparently had some
|
||
|
success with them (see section 1.4.1.1). The final version is expected to iron
|
||
|
out any bugs, as well as have support for an extensive list of sound cards,
|
||
|
including -- yes -- the Gravis UltraSound and the Ensoniq. (I have a PAS16,
|
||
|
and can attest that the stereo sound is flawless and fabulous.)
|
||
|
|
||
|
|
||
|
1.4.1.1 Sound card tips
|
||
|
|
||
|
- SoundBlaster16 with WaveBlaster owners will need the file SBMPU401.EXE (to
|
||
|
give the SB16 MPU-401 compatibility). This fix can be obtained from
|
||
|
Creative Labs' FTP site: ftp.creaf.com (thanks to Bart Barenbrug
|
||
|
[bartb@win.tue.nl]).
|
||
|
- SoundBlaster16 with Roland SCD-10 owners will also need this fix,
|
||
|
apparently run with the "/E" parameter (thanks to Thomas Meyer
|
||
|
[i03a@zfn.uni-bremen.de]).
|
||
|
|
||
|
|
||
|
1.5 Why no modem play?
|
||
|
|
||
|
LA made the decision not to include modem play in DF, preferring instead to
|
||
|
concentrate on producing a solid game (I'm paraphrasing).
|
||
|
|
||
|
Although it wouldn't make sense to have a 'deathmatch'-style game with two
|
||
|
rebels fighting each other, it might have been interesting to see a
|
||
|
one-on-one Dark Trooper/Kyle Katarn match. Also, a cooperative modem game
|
||
|
option could fit into the storyline.
|
||
|
|
||
|
The storyline, however, is not the decisive factor here. LA obviously
|
||
|
decided that DF would be 'popular enough' without a modem-option. Perhaps if
|
||
|
they received enough feedback from DF players, they might consider changing
|
||
|
their minds when/if DF2 is released. So stop complaining and *do* something
|
||
|
about it!
|
||
|
|
||
|
|
||
|
1.6 How much will DF cost?
|
||
|
|
||
|
DF is listed at US$54.95 when ordered directly from LA (CA residents add
|
||
|
7.25%). Shipping and handling is another US$5 per order within the US; US$6 to
|
||
|
Canada. Yes, LA is taking advance orders (see section 8.1).
|
||
|
|
||
|
|
||
|
1.7 Is DF canon?
|
||
|
|
||
|
DF itself is probably not canon (meaning 'in Star Wars continuity'), but
|
||
|
that's not to say it isn't tied into Star Wars continuity. Kyle Katarn's
|
||
|
first mission takes place shortly before the events of _Star Wars: A New
|
||
|
Hope_ (Episode IV).
|
||
|
|
||
|
BTW, 'katarn' (the surname of the protagonist in DF) is the name of a
|
||
|
predator on the Wookie homeworld of Kashyyyk. In the Star Wars book _Heir to
|
||
|
the Empire_, written by Timothy Zahn (the first book in his trilogy), there
|
||
|
is a Lieutenant Page who heads a New Republic group called the 'Katarn
|
||
|
Commandos.' It is unknown whether the LA design team consciously named the
|
||
|
protagonist of DF after either the commandos or the animal.
|
||
|
|
||
|
|
||
|
1.8 Will there be any sequels to DF?
|
||
|
|
||
|
It's not policy for LA to speculate on unannounced products; however, it is
|
||
|
very likely that the DF design team will use the 'Jedi Engine' to create
|
||
|
sequels to DF, perhaps with a Jedi knight in the central role.
|
||
|
|
||
|
|
||
|
1.8.1 Will any sequels offer a multiplayer option?
|
||
|
|
||
|
LA is reportedly "exploring multiplayer technology for use in future games."
|
||
|
|
||
|
|
||
|
|
||
|
2.0 Is there a DF demo available?
|
||
|
|
||
|
Yes: "Prologue Mission 1: The Death Star Plans, Operation Skyhook: Phase 2"
|
||
|
(Kyle infiltrates an Imperial base on the planet Danuta) is available in a
|
||
|
package of three files:
|
||
|
DFORCES1.ZIP - This file contains the first level of Dark Forces. This is
|
||
|
the only file that is REQUIRED to play the demo.
|
||
|
FILE SIZE: 3.3 Megabytes
|
||
|
HD SPACE : 8.0 Megabytes
|
||
|
|
||
|
DFORCES2.ZIP - This file contains the opening cutscene for the demo. This
|
||
|
file is optional. The demo will work without this file,
|
||
|
however you will not see the opening cutscene.
|
||
|
FILE SIZE: 1.0 Megabytes
|
||
|
HD SPACE : 2.0 Megabytes
|
||
|
|
||
|
DFORCES3.ZIP - This file contains the trailing cutscene for the demo. This
|
||
|
file is optional. The demo will work without this file,
|
||
|
however you will not see the trailing cutscene.
|
||
|
FILE SIZE: 5.8 Megabytes
|
||
|
HD SPACE : 8.0 Megabytes
|
||
|
|
||
|
|
||
|
2.1 Where is the demo available from?
|
||
|
|
||
|
Try the following FTP sites:
|
||
|
ftp.uwp.edu://pub/msdos/incoming/demos/
|
||
|
ftp.gatech.edu://pub/submissions/
|
||
|
ftp.leo.org://pub/comp/platforms/pc/msdos/games/
|
||
|
dge103.rh.psu.edu://pub/dos/
|
||
|
ftp.wustl.edu://pub/msdos_uploads/games/demos/DarkForces/
|
||
|
|
||
|
(If you don't know what FTP is or how to do it, pick up one of those
|
||
|
ubiquitous Internet books at a local bookstore, or contact your system
|
||
|
administrator.)
|
||
|
|
||
|
Apparently, the demo was also included on the CD-ROM coverdisk of the UK
|
||
|
magazine PC Gamer, dated February, 1995.
|
||
|
|
||
|
|
||
|
2.2 Is there an editor for the demo?
|
||
|
|
||
|
Yes there is! According to the README.DFE file accompanying DFED15.ZIP, this
|
||
|
editor will add and randomize weapons/characteristics including: energy,
|
||
|
shields, invincibility, extra life, revive, "concussion rifle" (stormtrooper
|
||
|
rifle?), fusion cutter, thermal detonators, autogun, Claymore mines, mortar
|
||
|
launcher, mortar shells, and med kits. You can also apparently add and
|
||
|
randomize enemies including: stormtroopers, officers, commandos,
|
||
|
interrogation droids, probots, seeker remotes, Gamorrean guards, "Ree Yees"
|
||
|
(Quarren?), Dark Troopers (3 kinds), Boba Fett, and Bossk. The program will
|
||
|
also allow you to back up and restore levels.
|
||
|
|
||
|
This editor can be found at the FTP site ftp.uwp.edu (? anyone know for
|
||
|
sure?).
|
||
|
|
||
|
The author of the editor is Sean Baker (srbaker@nwoca.ohio.gov). If you
|
||
|
decide to use this editor, he requests a donation of between US$2 and US$10
|
||
|
sent to his snail mail address:
|
||
|
Sean Baker
|
||
|
335 Sunset Dr.
|
||
|
Defiance, OH 43512-1762
|
||
|
USA
|
||
|
|
||
|
|
||
|
2.3 Will the demo level be in the full game release?
|
||
|
|
||
|
Yes. However, not all of the enemies, weapons, and secrets will be in that
|
||
|
level in the final game. The demo level was loaded up with goodies so that
|
||
|
people would have more fun with the demo and see more variety.
|
||
|
|
||
|
|
||
|
|
||
|
3.0 DF vs. DOOM
|
||
|
|
||
|
I've only included this section because there's a *lot* of net.advocacy (and
|
||
|
net.noise) on Usenet. *Don't flame me!* I have tried to make this section as
|
||
|
balanced and fair as possible, staying away from mere opinions in favour of
|
||
|
the facts. If my facts are wrong, let me know. Ultimately, every individual
|
||
|
must make up his or her own mind which game he or she prefers. (Me? I bought
|
||
|
DOOM, and have played it solo and over the modem, and have played a bit of
|
||
|
DOOM II -- in addition to playing the DF demo level about a thousand times, of
|
||
|
course. But I'm probably not going to "rmdir doom" anytime soon. I think I'll
|
||
|
like each game for its unique features.)
|
||
|
|
||
|
I suggest you make up your own mind -- and not try to "convert" others.
|
||
|
Download the shareware version of DOOM 1.8 and compare it with the DF Prologue
|
||
|
Mission 1 demo, available at better FTP sites everywhere (see section 2.0).
|
||
|
|
||
|
If you wish to flame me on these (quite reasonable, I think) answers, get a
|
||
|
clue. Like IDDQD. ;-)
|
||
|
|
||
|
|
||
|
3.1 Isn't DF just a ripoff of id Software's DOOM?
|
||
|
|
||
|
Strictly speaking, no: although Dark Forces is a first-person perspective
|
||
|
action/adventure game -- as is DOOM -- it has many features which make it
|
||
|
unique. Think of it this way: if DF is a ripoff of DOOM, then DOOM is a
|
||
|
ripoff of Wolfenstein 3D, which is a ripoff of Wizardry for the Apple ][...
|
||
|
|
||
|
Each one of these games has, shall we say, 'inspired' a successor. The
|
||
|
successor has made large improvements in gameplay and design. Also, advances
|
||
|
in computer hardware have allowed the latter games to be more ambitious in
|
||
|
their attempts to create a pseudo-immersive game environment.
|
||
|
|
||
|
That is not to say, however, that DF could have existed without DOOM. But I
|
||
|
will not change the answer to this particular FAQuestion unless I receive the
|
||
|
'smoking gun' internal memo from LA stating "Develop a ripoff of DOOM."
|
||
|
|
||
|
From _CD-ROM Magazine_:
|
||
|
So how much had id Software's Doom influenced the team.[sic] "When Doom
|
||
|
first came out it made us set our sights a bit higher," said Stinnet[sic].
|
||
|
"We knew we wanted to do a first-person _Star Wars_ game, but we didn't know
|
||
|
what programming technology we'd use. But it is our own engine, which we
|
||
|
developed internally." Is it better than the Doom engine? "It has quite a bit
|
||
|
more capability -- ours can look up and down and it has 3D objects."
|
||
|
However, there's no rivalry going on, just a lot of healthy American
|
||
|
mutual respect. Both teams keep in touch through E-mail and the id team has
|
||
|
played Dark Forces and (according to a Lucas PR person) loved every bit of
|
||
|
it. This is probably because Dark Forces includes some of the features which
|
||
|
id is supposedly including in its latest title, Quake. The most obvious
|
||
|
difference is that in Dark Forces, you can look up and down. To create the
|
||
|
right perspective, the programmers emplyed a clever fish-eye effect which
|
||
|
makes buildings look as if they're really looming over you.
|
||
|
|
||
|
|
||
|
3.2 Does DF kick DOOM's butt?
|
||
|
|
||
|
DF does offer several substantial improvements over the features offered in
|
||
|
DOOM. The primary one to be considered must be the fact that it is a part of
|
||
|
the Star Wars universe. As a member of the 'Star Wars Generation', I can
|
||
|
attest to the impact of the movie trilogy on the popular culture shared by
|
||
|
me and my peers. Indeed, George Lucas intended Star Wars to be no less than "a
|
||
|
fairy tale for a generation that had none of their own" or something like
|
||
|
that.
|
||
|
|
||
|
DF and DOOM have many features in common:
|
||
|
- designed as pseudo-immersive first-person shoot-'n'-move environments.
|
||
|
- use realistic lighting/shading fx (unknown whether DOOM uses Gouraud
|
||
|
shading).
|
||
|
- have the player acting as a single protagonist attempting to accomplish
|
||
|
various goals (e.g., collecting keys, destroying enemies, finding
|
||
|
exits) within each game level.
|
||
|
- have a myriad of weapons at the player's disposal.
|
||
|
|
||
|
As mentioned in section 1.1, though, DF has several unique features:
|
||
|
- has full 3D objects, whereas DOOM had planar graphics (I believe).
|
||
|
- allows multiple-layered 'levels' of play *directly* above each other, vs.
|
||
|
DOOM's multiple-tiered, but single-layer levels.
|
||
|
- many animated fx (rotating Death Star holos, etc.)
|
||
|
- atmospheric fx, like haze and fog.
|
||
|
- the ability to 'look up' and 'look down', as well as aim weapons up
|
||
|
and down at will.
|
||
|
- multi-megabytes of cutscenes.
|
||
|
|
||
|
The most significant difference between DOOM/DOOM II and DF is that id's games
|
||
|
have a modem play feature, an option that LA does not currently offer in DF
|
||
|
(see section 1.5).
|
||
|
|
||
|
|
||
|
3.3 Is DF easier than DOOM?
|
||
|
|
||
|
Did you get *all* the secrets in the DF Prologue Mission 1 demo (see section
|
||
|
5.0)? It's difficult to compare the DF demo with the DOOM shareware release,
|
||
|
because the former has one mission, compared with the latter's multiple
|
||
|
levels. Enemies not challenging enough, even on "hard"? Press a certain
|
||
|
button (see section 5.6.2), and DF becomes pretty friggin' challenging. Even
|
||
|
so, I presume that DF's later levels will be even more difficult. (Note that
|
||
|
the demo level doesn't even contain a *single* Dark Trooper!) Which one is
|
||
|
harder? Maybe I don't care. Maybe you think you're some DOOM-god. To you I
|
||
|
say: Don't underestimate the Force. Your overconfidence is your weakness. ;-)
|
||
|
|
||
|
|
||
|
|
||
|
4.0 What are some DF command-line options and undocumented features?
|
||
|
|
||
|
Thanks to pulse (pulse@mcs.net) on Usenet for this section.
|
||
|
|
||
|
At the main screen (mission objectives) press F1, then F2. This will bring up
|
||
|
a counter of some sort in the form of xxx(xx) where x equals a number (e.g.,
|
||
|
001(00)). Pressing F1, then F2 stops it. F1, then F2 re-starts it.
|
||
|
|
||
|
|
||
|
While in the DF directory, type one of the following:
|
||
|
df -testlevl
|
||
|
df -test
|
||
|
df -transform
|
||
|
df -trans
|
||
|
|
||
|
This skips the intro screen showing you mission objectives. It automatically
|
||
|
loads the level with the gates closed (you're locked in). Exits after about 5
|
||
|
seconds.
|
||
|
|
||
|
|
||
|
Type:
|
||
|
df -level
|
||
|
result:
|
||
|
|
||
|
>Dark Forces Demo Version: 0.163D
|
||
|
>....................................
|
||
|
>FILE: c:\proj\jedi\src\main\main.c, LINE: 1484, ASSERT: COULD NOT LOAD LEVEL
|
||
|
>AVAILABLE MEMORY: 4272K LARGEST BLOCK: 3135K
|
||
|
>
|
||
|
>
|
||
|
>PRESS ANY KEY TO EXIT...
|
||
|
|
||
|
|
||
|
Type:
|
||
|
df -advanced
|
||
|
result:
|
||
|
|
||
|
>Dark Forces Demo Version: 0.163D
|
||
|
>...................
|
||
|
>
|
||
|
>Dark Forces Advanced Controller Mode...
|
||
|
>
|
||
|
>Control Structure Version: 18616458.7341812
|
||
|
>Control Structure Address: 0H
|
||
|
>ERROR: Bad Control Structure Version Number
|
||
|
>ERROR: Terminating Advanced Controller Mode...
|
||
|
>
|
||
|
>
|
||
|
>Press Any Key To Continue...
|
||
|
|
||
|
|
||
|
|
||
|
5.0 What are the secret areas in the Prologue Mission 1 demo?
|
||
|
[*** Warning! Spoilers ahead! ***]
|
||
|
|
||
|
5.1 Red Key Door
|
||
|
|
||
|
To get the red key, go outside the complex to Floor 0. As you exit Floor 1,
|
||
|
there will be two doors in front of you--one to your left, one to your
|
||
|
right. Go in either one, and shoot the stormtrooper. There will be an
|
||
|
elevator which you will take up a level. Shoot any enemies; the Imperial
|
||
|
officer is the one with the red key. Run over the key and go back to Floor
|
||
|
1. Now you can go through the red door and take the elevator up a level.
|
||
|
|
||
|
|
||
|
5.2 A New Area
|
||
|
|
||
|
In the red key area, there is a round, red switch on the wall. Press the
|
||
|
switch and jump down to Floor 1. There will be a new area now open, to the
|
||
|
right of where you started the game. Kill any enemies there.
|
||
|
|
||
|
|
||
|
5.3 Thermal Detonator/Shield Unit Storage
|
||
|
|
||
|
While in the new area described in the section above, turn around as if to
|
||
|
leave this area the way you came. There will be a switch on the wall. Press
|
||
|
this and return to the red key area (Floor 2). Go to the round switch again,
|
||
|
and look across the hallway. There will be a 'closet' that has opened up. To
|
||
|
get to it, you must run fast (hold down the left [SHIFT] key and jump [X] at
|
||
|
the last moment. You will retrieve some shield packs and Thermal Detonators.
|
||
|
|
||
|
|
||
|
5.4 Ground Floor Zero
|
||
|
|
||
|
Go outside to Floor 0 again. Check your map with [TAB]. You exited Floor 1 at
|
||
|
a location of 6:00 on an analog clock; on the outside wall, between 11:00 and
|
||
|
12:00, there is a crack in the wall. (It's pretty tough to see; it looks a
|
||
|
little like an "X".) Use a TD to blow open the crack (stand back a ways!).
|
||
|
|
||
|
Enter the cave; if it's too dark, turn on your headlight with the [F5] key.
|
||
|
You will find 5 TDs and a Weapon Supercharge!
|
||
|
|
||
|
|
||
|
5.5 Outer Ledge and Caves
|
||
|
|
||
|
Go into the area opened up by pressing the round switch in the red key area.
|
||
|
(This is the area behind the walls to your right as your started the game.)
|
||
|
Take the round elevator up to Floor 2. Shoot any enemies. Go up to the
|
||
|
Northmost part of the Floor (don't fall off!). Point yourself West. You
|
||
|
should see a ledge on the outer wall that has three shield units on it. Back
|
||
|
up as far East as your can go, and take a running jump to reach the ledge.
|
||
|
Pick up the shields.
|
||
|
|
||
|
Now face the wall; if you turn to your right you should see another, very
|
||
|
narrow ledge. You will see two cracks in the wall here. Open them up with a
|
||
|
couple of TDs. Now do a tiny run and jump to this ledge. Turn on your
|
||
|
headlight to see. The left cave contains energy units and the autogun. The
|
||
|
right cave contains medkits and an extra life (the spinning red New Republic
|
||
|
insignia).
|
||
|
|
||
|
|
||
|
5.6 The Big One
|
||
|
5.6.1.1 Method 1: Troublesome Windows
|
||
|
|
||
|
Go into the red key area again. There you will see two windows to the outside.
|
||
|
You must get to the other side. Some have found it easy to get through the
|
||
|
right window by taking a crouching run and jumping at the last moment. Others
|
||
|
can only get through by doing a crouching run *backwards* and jumping (it's
|
||
|
worked for me). Go to section 5.6.2.
|
||
|
|
||
|
5.6.1.2 Method 2: A Leap of Faith
|
||
|
|
||
|
Go to Floor 2 again, as described in section 5.5. Go to the Southmost point,
|
||
|
where it forms a little 'peninsula'. There is another peninsula for the East
|
||
|
side of this Floor. You must jump across from the West side to the East side.
|
||
|
(It may help to use the Map view.) It *is* possible to run and jump almost
|
||
|
immediately and reach the other side.
|
||
|
|
||
|
5.6.2 To the Outer Wall
|
||
|
|
||
|
Go to the NorthEast corner of this Floor, and point yourself to the
|
||
|
NorthEast. You should be able to see a crack in the outer wall. Throw a TD
|
||
|
to the crack (hold down the fire control for a second or so to get some
|
||
|
distance). Back up a ways, and run and jump into the cave. Turn on your
|
||
|
headlight. You cannot open the door on your right. Go deeper into the cave
|
||
|
until you hit a wall. You can open the wall, which reveals a switch. Press
|
||
|
the switch to open the door by the cave mouth. Go through the door, and
|
||
|
press the switch on the wall. This will lower the wall. Drop down.
|
||
|
|
||
|
Now you're on Floor 0 again, but to your left will be a new area. Go through
|
||
|
the door. This area will contain a lot of neat stuff. First up will be some
|
||
|
axe-wielding Gamorrean guards who are, for some odd reason, a lot tougher
|
||
|
than stormtroopers. Be on the lookout for TD-tossing Quarren ("Squid Heads").
|
||
|
There are also seeker remotes, which are much more lethal than the ones Luke
|
||
|
Skywalker practiced with. You will also find *lots* of goodies! Among them,
|
||
|
the Mortar Gun and mortar shells, TDs, Fusion Cutter, Claymore mines, a
|
||
|
battery cell, infrared goggles, and a 'revive' gem.
|
||
|
|
||
|
Go to the door of the central room. In the room are several dangerous
|
||
|
interrogator droids. You'll see why this room is called the "Emperor's
|
||
|
Lounge": there are a couple of pictures of Palpatine. On the wall is a
|
||
|
panel, behind which is a switch. Pressing this switch will start a few enemy
|
||
|
generators. When you leave this area, there will be a *lot* of stormtroopers
|
||
|
and floating probe droids ("probots"). Note: you don't *have* to flip the
|
||
|
'enemy generator' switch if you don't want to!
|
||
|
|
||
|
Interestingly, the probots don't appear consistently each time you play.
|
||
|
Sometimes they do, sometimes they don't. It is not clear why this occurs.
|
||
|
Also, some enemies will tend to come back to life after this switch has been
|
||
|
activated!
|
||
|
|
||
|
|
||
|
5.7 The Death Star Plans
|
||
|
|
||
|
Go to the new area described in section 5.2. Take the stairs behind the
|
||
|
round elevator. Behind the first door is a stormtrooper and a brownish
|
||
|
mechanism, which is part of the elevator mechanism. If you have followed
|
||
|
this walkthru so far, the elevator will be in the upright position, and you
|
||
|
will be able to step into the secret area behind the mechanism and pick up
|
||
|
some energy cells and shield units.
|
||
|
|
||
|
Continue down and past the holo of the Death Star, turn left down the hallway.
|
||
|
You will see an Imperial officer behind a counter. Shoot him and any others.
|
||
|
Behind the counter is a switch which will open the wall behind you . Go into
|
||
|
this new room and take the red circuit board. "This is too easy. Now to get
|
||
|
to my ship!"
|
||
|
|
||
|
|
||
|
5.8 A Revolution
|
||
|
|
||
|
Go through the door on your left, and go *past* the door of the round elevator
|
||
|
until you reach a lone stormtrooper. Blast him. Now face East. Go up to the
|
||
|
wall and open it. It will turn, and you must move ahead to enter the room.
|
||
|
Blast the stormtroopers and soldiers. Pick up the TDs, rifles, energy packs,
|
||
|
and shield units. To exit, go back up to the wall and open it again.
|
||
|
|
||
|
|
||
|
5.9 A Diversion and a Grate Finish
|
||
|
|
||
|
Now take the round elevator up. Blast any stormtroopers here. (In this
|
||
|
courtyard, you can open a grate in front of a duct leading down. If you take
|
||
|
this, you will land right where you started, which is kind of pointless. This
|
||
|
is presumably how Kyle entered the Imperial Base in the first place.)
|
||
|
|
||
|
Go out into the courtyard, where your ship is waiting. You've accomplished
|
||
|
your objectives! (Hit [ESC] to end.)
|
||
|
|
||
|
*** If I've left out any secret areas, please let me know where they are and
|
||
|
how to reach them.
|
||
|
*** If my description makes no sense, let me know and I'll attempt to
|
||
|
clarify my instructions.
|
||
|
|
||
|
|
||
|
|
||
|
6.0 Weapons, shields and objects
|
||
|
6.1 What weapons are there?
|
||
|
6.1.1 Fists
|
||
|
Good luck! ;-)
|
||
|
|
||
|
6.1.2 Modified Bryar Rifle ("Blaster")
|
||
|
Fires coherent packets of intense light energy, also called bolts.
|
||
|
|
||
|
6.1.3 Stormtrooper Rifle
|
||
|
Also fires bolts, but more rapidly. Also, each bolt takes *two* units of
|
||
|
energy, whereas the blaster uses only one. Note that it appears the player
|
||
|
is only allowed a certain number of shots at any given moment (e.g., when
|
||
|
you shoot a near wall, the rifle fires more rapidly than when firing at a
|
||
|
more distant target). Uses the same ammo as the blaster; you can carry a
|
||
|
maximum of 500 rounds.
|
||
|
|
||
|
6.1.4 Thermal Detonators
|
||
|
When activated, a TDs produce a fusion reaction which causes a small
|
||
|
explosion. Princess Leia threatened to use one in _Return of the Jedi_. The
|
||
|
longer you hold down the primary fire button (e.g., the [CTRL] key), the
|
||
|
farther you toss the TD when you release it. Hitting secondary fire (e.g.,
|
||
|
[z]) tosses the TDs with a time delay before detonation.
|
||
|
|
||
|
6.1.5 Imperial Repeater Rifle ("autogun")
|
||
|
Fires blue energy bolts. Pressing primary fire shoots off a single bolt,
|
||
|
whereas pressing secondary fire shoots off a trio of bolts simultaneously
|
||
|
in a triangular configuration.
|
||
|
|
||
|
6.1.6 Jeron Fusion Cutter
|
||
|
Fires green energy bolts. Pressing primary fire shoots bolts successively
|
||
|
from each of the four chambers. Pressing secondary fire launches all four
|
||
|
chambers simultaneously
|