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Star Wars Dark Forces remaster from Nightdive Studios

mkultra

Augur
Joined
Feb 27, 2012
Messages
469
mkultra that's cool and all, but some of those aren't very faithful to the original style.

if you want some feedback on areas to improve on:
Thanks! yes i'm aware of these. But the neon sign is absolutely still a neon sign, its animated so depending on the frame you capture it will look different.

The water i think just think looks better in that color, i tried both.. but yes it's not faithful to the original (neither is the cliff texture really, but i'll still prefer if both blends in a bit more nicely). i also added a bit of transparency to the water (not visible in that image though, its outdated), it's also not like how the original is, but an improvement, imo...

Here's a bit of a preview of some of the levels in-game https://www.youtube.com/watch?v=Rw2LC6PFDmc
it does look good, good to know about the neon sign.

did you consider uprezzing the menu background images? also, I think a few decals got missed like this tapestry hanging on the wall

View attachment 43125
No idea where those are located, but yes it's kind of annoying how low-res those are. same with the text in the game that comes up on the screen sometimes.. it looks so low-res that it looks broken.

yeah might redo a few of those, sometimes i can't generate it exactly like how it was drawn or photographed though. The mod was made in just 20 days (~8-12h of work/day) so not every single texture could be given a ton of attention i'm afraid, that would likely take me many months. Some of my bigger mods i've worked on for a year(daily). While i do like DF2 i'm not sure I have that amount of dedication here lol. But i'll work on it from time to time, i've already made a few more textures for it actually, and i've improved a few too.
 

Glop_dweller

Prophet
Joined
Sep 29, 2007
Messages
1,167
I was never able to play DF in earnest, due to it causing nasty sim-sickness for me. Hopefully this remaster will not have that flaw.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
mkultra that's cool and all, but some of those aren't very faithful to the original style.

if you want some feedback on areas to improve on:
Thanks! yes i'm aware of these. But the neon sign is absolutely still a neon sign, its animated so depending on the frame you capture it will look different.

The water i think just think looks better in that color, i tried both.. but yes it's not faithful to the original (neither is the cliff texture really, but i'll still prefer if both blends in a bit more nicely). i also added a bit of transparency to the water (not visible in that image though, its outdated), it's also not like how the original is, but an improvement, imo...

Here's a bit of a preview of some of the levels in-game https://www.youtube.com/watch?v=Rw2LC6PFDmc
it does look good, good to know about the neon sign.

did you consider uprezzing the menu background images? also, I think a few decals got missed like this tapestry hanging on the wall

View attachment 43125
No idea where those are located, but yes it's kind of annoying how low-res those are. same with the text in the game that comes up on the screen sometimes.. it looks so low-res that it looks broken.

yeah might redo a few of those, sometimes i can't generate it exactly like how it was drawn or photographed though. The mod was made in just 20 days (~8-12h of work/day) so not every single texture could be given a ton of attention i'm afraid, that would likely take me many months. Some of my bigger mods i've worked on for a year(daily). While i do like DF2 i'm not sure I have that amount of dedication here lol. But i'll work on it from time to time, i've already made a few more textures for it actually, and i've improved a few too.
are you Vurt of the many Vurt's vegetation mods?
 

mkultra

Augur
Joined
Feb 27, 2012
Messages
469
mkultra that's cool and all, but some of those aren't very faithful to the original style.

if you want some feedback on areas to improve on:
Thanks! yes i'm aware of these. But the neon sign is absolutely still a neon sign, its animated so depending on the frame you capture it will look different.

The water i think just think looks better in that color, i tried both.. but yes it's not faithful to the original (neither is the cliff texture really, but i'll still prefer if both blends in a bit more nicely). i also added a bit of transparency to the water (not visible in that image though, its outdated), it's also not like how the original is, but an improvement, imo...

Here's a bit of a preview of some of the levels in-game https://www.youtube.com/watch?v=Rw2LC6PFDmc
it does look good, good to know about the neon sign.

did you consider uprezzing the menu background images? also, I think a few decals got missed like this tapestry hanging on the wall

View attachment 43125
No idea where those are located, but yes it's kind of annoying how low-res those are. same with the text in the game that comes up on the screen sometimes.. it looks so low-res that it looks broken.

yeah might redo a few of those, sometimes i can't generate it exactly like how it was drawn or photographed though. The mod was made in just 20 days (~8-12h of work/day) so not every single texture could be given a ton of attention i'm afraid, that would likely take me many months. Some of my bigger mods i've worked on for a year(daily). While i do like DF2 i'm not sure I have that amount of dedication here lol. But i'll work on it from time to time, i've already made a few more textures for it actually, and i've improved a few too.
are you Vurt of the many Vurt's vegetation mods?
yup.
 

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,829
mkultra that's cool and all, but some of those aren't very faithful to the original style.

if you want some feedback on areas to improve on:
Thanks! yes i'm aware of these. But the neon sign is absolutely still a neon sign, its animated so depending on the frame you capture it will look different.

The water i think just think looks better in that color, i tried both.. but yes it's not faithful to the original (neither is the cliff texture really, but i'll still prefer if both blends in a bit more nicely). i also added a bit of transparency to the water (not visible in that image though, its outdated), it's also not like how the original is, but an improvement, imo...

Here's a bit of a preview of some of the levels in-game https://www.youtube.com/watch?v=Rw2LC6PFDmc
it does look good, good to know about the neon sign.

did you consider uprezzing the menu background images? also, I think a few decals got missed like this tapestry hanging on the wall

View attachment 43125
No idea where those are located, but yes it's kind of annoying how low-res those are. same with the text in the game that comes up on the screen sometimes.. it looks so low-res that it looks broken.

yeah might redo a few of those, sometimes i can't generate it exactly like how it was drawn or photographed though. The mod was made in just 20 days (~8-12h of work/day) so not every single texture could be given a ton of attention i'm afraid, that would likely take me many months. Some of my bigger mods i've worked on for a year(daily). While i do like DF2 i'm not sure I have that amount of dedication here lol. But i'll work on it from time to time, i've already made a few more textures for it actually, and i've improved a few too.
are you Vurt of the many Vurt's vegetation mods?
yup.
Hell yeah man, you’ve been making quality vegetation mods for a long time.

I always wondered who Vurt was because you would make mods for fairly old / obscure games, but makes total sense since you hang out here.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,502
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://www.pcgamer.com/nightdive-s...lti-threading-years-before-it-became-popular/

Nightdive says Dark Forces has been 'difficult to change' because LucasArts created its own version of multi-threading years before it became popular​

"It is very heavily over-designed".

Star Wars: Dark Forces
is the latest nineties' PC gaming classic to receive an overhaul from remastering maestros Nightdive Studios. But as this month's PC Gamer magazine reveals, LucasArts' shooter has proved unusually challenging from a technical perspective. Speaking to PCG's print editor Robert Jones, Nightdive's project lead on Dark Forces explains the game features a homebrew equivalent to modern multi-threading that was years ahead of its time.

"Dark Forces has been difficult to change, from the technical end of things, because it is very heavily over-designed," says Max Waine. "There were a lot of small details in how LucasArts did things at the time that made stuff particularly difficult." One of these things was the aforementioned multi-threading solution. "They managed to do multi-threading effectively, using a task system in the mid-1990s. We had to use sophisticated modern techniques to be able to get it to work nicely, while keeping the same basic idea."

Nightdive was able to make this work, Waine says, because "unlike other projects, we managed to get the source code from the start." Yet even with immediate access to the source code, it wasn't easy. "We had to modernise all these concepts that worked for programming in DOS for your 486 or Pentium, but do not fly on your 16-core, infinite gigahertz modern processor."

While reckoning with Dark Forces' bespoke multithreading approach was the biggest challenge Nightdive faced on Dark Forces, Waine says it wasn't the only one. "The other thing that's been difficult to appropriately modernise is the user interface that they had, in terms of menus and such, because the menus are all mouse driven in the original," he says. "Finding an appropriate balance that feels faithful to how the original menus are, while being able to work while you're on a controller, was quite difficult."

You can read the full interview with Nightdive in this month's 30th anniversary special, which also includes words from System Shock's original creators, and reflections from the writers and editors of PC Gamer over the last three decades. If you want to know more about Nightdive's own remake of System Shock, check out Joshua's review, and our chat with Nightdive's System Shock team from earlier in the year.
 
Joined
Feb 28, 2011
Messages
4,122
Location
Chicago, IL, Kwa
I don’t have a problem with remasters, per se, but we do sure get a lot of games getting remastered that work fine on modern systems via dos emulation or other very easy workarounds. Dark Forces certainly hasn’t been crying out for a remaster, I played it start to finish a couple years ago and the experience was basically the same as it was when I played it back in 1995.
 

catfood

AGAIN
Joined
Aug 28, 2008
Messages
9,350
Location
Nirvana for mice
That pricing makes sense. Star Wars is still a big franchise with a massive fanbase so there will undoubtedly be plenty of idiots willing to fork out $30 for a 30 year old game.
 

-M-

Educated
Joined
Jul 2, 2022
Messages
136
So worse music and sound.
Judder issue they didn't even try to resolve.
And graphics that look like the Force Engine with a sharpening filter in place.

All for $30.

Can't believe the Force Engine guy helped Nightdive with this and didn't even get paid.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
8,916
Location
Southeastern Yurop
So worse music and sound.
Judder issue they didn't even try to resolve.
And graphics that look like the Force Engine with a sharpening filter in place.

All for $30.

Can't believe the Force Engine guy helped Nightdive with this and didn't even get paid.
Seriously?
Still don't give a shit about it. I'm playing the original and enjoying it. That's the way to do it.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,502
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth

https://www.eurogamer.net/digitalfo...-forces-remaster-is-another-nightdive-triumph

Star Wars: Dark Forces Remaster is another Nightdive triumph​

Tested on PC, Switch, PS5, Xbox Series X/S and last-gen consoles.

The release of Doom in 1993 changed the industry forever - and in its wake, developers scrambled to bring their own visions to life in first-person. Star Wars: Dark Forces is one such game, created in a genre completely different to nearly every other product developer LucasArts would release, but it nonetheless became one of the most interesting and inspired Doom-adjacent shooters of its day. Now, thanks to Nightdive Studios, Dark Forces has emerged from its DOS prison with a new remastered version for all modern platforms, complete with new high-res assets and a host of other improvements.

This makes it a good time to take a deep dive on what made Dark Forces an important release back in 1995 - and how it improved on the epoch-making Doom. From there, it's onto the work of Nightdive itself in meticulously remastering the game for PC, Switch, PS4, PS5, Xbox One and Xbox Series X/S.

When Dark Forces was released in early 1995, it occupied an unusual place in LucasArts lineup - having mostly focused its efforts on point and click adventures, action games were still a rare breed for the company. In fact, despite their associate with Lucas Film, as of 1995, the studio had produced very few Star Wars related games.

In that sense, Dark Forces feels like a departure in several senses, combining both first-person shooting and the Star Wars setting into a game that really works - the Star Wars arsenal feels amazing in first-person, while the series' setting matches up nicely with the technical limitations of the nascent FPS genre.

While the basic combination makes sense, it's the surrounding package that truly elevates it. Most FPS titles released between Doom and Dark Forces focused purely on action: run through a level, kill everything, exit. Dark Forces succeeds by fusing solid first-person action with the story telling and visual design prowess you expect from LucasArts.

Specifically, Dark Forces features beautifully designed, fully voiced cutscenes between missions introducing characters and motivations for the player to follow, in addition to focusing on real mission objectives. It wasn't just about reaching the end, as the player is asked to perform specific tasks and, in most cases, get back to an extraction point. It had a sense of place that barely existed in mid-90s shooters and these elements worked in tandem to provide something truly special.

star wars dark forces (original version) screenshot showing a mission briefingstar wars dark forces (original version) screenshot showing a captured person in front of an imperial officer and darth vader
The original Dark Forces evolved the emergent FPS genre with fully-voiced and (somewhat) animated cutscenes between missions. | Image credit: LucasArts

Despite its success and popularity - including multiple excellent sequels - Dark Forces has remained somewhat confined to its roots. Until now, it existed exclusively for DOS, macOS and the original PlayStation. Now, thanks to Nightdive, Dark Forces is playable on PlayStation, Xbox and Switch consoles plus modern PCs, including the Steam Deck.

Nightdive has crafted this new version of Dark Forces in the KEX engine using the original game's source code. In that original form, Dark Forces was built using an in-house sector-based engine known as Jedi. This engine began development in July 1993, months before Doom would ship, and the development team had little idea where it would lead them. Upon release, however, it was widely praised for its gameplay, visual direction, and storytelling.

The Jedi Engine was capable of things that few others could match as of early 1995 when the game shipped. While it was still sector based, like Doom, Jedi was capable of a few tricks that elevated its capabilities. For starters, it was possible to create overlapping structures - rooms above rooms, bridges and complex multi-level structures were all possible in Dark Forces. This enabled the level designers to be much less constrained than they would have been in the Doom engine. The one limitation was that these two spaces could not appear simultaneously - so you couldn't stand in one sector and look into another, for example.

You can experience the kind of architecturally feasible level design right from the start of the game. To retrieve the Death Star plans, you'll visit a level with a large silver cylinder on your starting floor that's visible from the floor above, visited later, and is revealed to be an elevator when you visit the basement. Enter the elevator on your way to finishing the level, and you're taken right to the landing pad on the roof of the building - and from here you can even drop back down to the starting area to collect an extra life.

Being able to design levels that actually made sense in this way just wasn't possible in Doom; the level of sophistication in the Jedi engine was very rare in 1995. Something like Descent, with its true 3D engine, could accomplish similar map design feats, but it had its own limitations as well. LucasArts did an amazing job here.

Then we come to effects. While Dark Forces is capable of the diminished lighting and other tricks we see in Doom, the engine also allows for other nifty effects such as exhibiting a thick red fog in a mining stage, or changing light levels on the fly to simulate dynamic lighting - for example, firing a blaster in a darkened tavern momentarily illuminates the scene to striking effect.

dark forces remaster showing blaster fire illuminating a roomdark forces remaster screenshot in original graphics mode showing red fog in a mining level
The Jedi engine used in Dark Forces allowed for some neat graphical effects, such as a red fog in the mining level and simulated dynamic lighting, with blaster fire illuminating dark areas - all replicated in the Remaster. | Image credit: Nightdive

Dark Forces also allows player to look up and down, which hadn't really been seen in sector-based engines, and even allows for simplistic 3D objects such as turrets and Kyle's ship, which you can see swooping in between missions.

On top of this, Dark Forces could run at a full 70fps using DOS Mode X. Doom in comparison was capped at 35fps, meaning on a powerful 486 processor, Dark Forces felt significantly smoother. Beyond that, Dark Forces was also imbued with LucasArts' proprietary iMuse system, allowing fully dynamic music that adjusts to your actions as you play.

The thing is that while the Doom engine was already ahead of most of the competition during this era - there were still games being made using the Wolfenstein Engine or its derivatives - for Dark Forces to swoop in with such capabilities says a lot about Lucas Art's stellar work on this project. Only with the arrival of the Build Engine did we see a further evolution of sector-based rendering in first-person shooters.

screenshot comparing dark forces remaster with the force engineImage credit: Digital Foundrydark forces screenshot for ps1
Image credit: LucasArts

Dark Forces wasn't a DOS exclusive before now - it was officially ported to PS1 and the Force Engine project runs the original code on modern systems - but it's clear the new Remaster goes significantly further than these earlier efforts.

Years later, Dark Forces was ported to the Sony PlayStation and seems to use this original Jedi Engine. However, it likely must run entirely on the CPU, leading to sluggish performance. At least this means no real issues with texture warping, unlike most other PlayStation titles. This was the only official console version of Dark Forces - at least until now.

Coming now to this year's Remaster, it's important to note that this isn't the first attempt at reverse engineering Dark Forces - the Force Engine already exists and has its own slew of impressive features. What separates the Nightdive version is the addition of new assets and a litany of other improvements to the game.

Every inch of the game's artwork has received a complete revamp. Whether we're talking about weapon sprites, enemy characters, world textures or cutscenes, everything has been recreated in higher resolution. The artwork retains the pixel art aesthetic, but sees a dramatic increase in resolution that better fits modern displays. I think it looks gorgeous and is among the best work Nightdive has done in this space. When you gaze upon the new skyboxes, for instance, you'll instantly recognise each one from its original design, yet each is also so much richer in detail. It's a true love letter to the original art design.

dark forces remaster vs ms-dos original screenshots outside showing a skyboxdark forces remaster vs ms-dos original screenshots inside showing walls mostly
The new Remaster includes higher-res textures that look great - and better fit modern displays. Even the skyboxes look fantastic, with a recognisable design but much richer detgail. | Image credit: Digital Foundry

The team has also remade all the game's cutscenes in high resolution, including re-rendering out the 3D sequences entirely. This isn't just a case of AI upscaling everything and calling it a day - they went the extra mile to create new assets while duplicating that original look. It's truly remarkable. I still love those original cutscenes but the new ones are a perfect fit for the Remaster.

Thankfully, if you do prefer the look and feel of the original release, they've also included the option to toggle between the enhanced hardware accelerated visuals and the original low-resolution graphics. This feels very accurate to playing the game on a real MS-DOS PC in terms of visual presentation.

The key here is that, in both modes, Nightdive has done a superlative job in replicating that original Dark Forces experience right down to the smallest detail. From the way the skybox warps as you turn to the strange behavior of the ice in mission eight, everything from the original has been matched.

dark forces remaster vs ms-dos original screenshots outside showing remade 2d cutscenesdark forces remaster vs ms-dos original screenshots outside showing remade 3d render cutscenes
The Remaster includes redone cutscenes, with redrawn 2D art and completely remade 3D cutscenes rather than a straightforward AI upscale. | Image credit: Digital Foundry

Crucially, this remastered version of Dark Forces is available across a wide range of platforms including Nintendo Switch, PlayStation 4, 5, Xbox One, Xbox Series S X and PC. When it comes to visuals, there is little to distinguish them - naturally, consoles such as the Switch are limited to 1080p output, but the display capabilities of each machine are fully utilised, with the exception of the Series S which tops out at 1080p.

Every version also controls like a dream - the gamepad implementation is simply superb. It feels unbelievably precise and responsive, making it a joy to play on any platform. Switch and PlayStation also receive support for gyro aiming - if you're a fan of it, you're well served here. For me, the PC version is my favorite of the bunch, with the option for ultra-high frame-rates and full access to the game's built-in console.

This access turns out to be somewhat necessary, as Dark Forces in its original DOS form has an internal tick rate of 145.65 - a value that determines the speed at which everything within the game operates. Set this too low and the game basically runs in slow motion, too fast and the game launches into fast forward. For the Remaster version, the default value was rounded off to 144, so if you're playing on PC and use a 144Hz monitor, you're golden - and on Steam Deck OLED, you can set your refresh rate to 72Hz and have a great experience too.

Unfortunately, neither of these values play nicely with common refresh rates such as 60, 120 or 240Hz, where you'll experience judder. On PC though, you can set the CL_Enginehz command line variable to 120 to enjoy the game at one of these refresh rates with zero judder. The knock-on effect is that gameplay speed is slightly reduced, but I didn't find it bothersome - and it's preferable to judder. It's one of those things that couldn't really be changed without breaking the game entirely.

Fortunately, the higher the frame-rate, the less you'll notice the judder and the more powerful consoles offer support for 120fps gameplay which does feel great. If you're limited to 60Hz on your display on PS5 or Series X/S though, you may notice the judder a little more readily. Ideally, what I'd like to see for this scenario is the option to cap the frame-rate at 72Hz, like the Steam Deck OLED, but rely on VRR to provide smooth frame delivery when using the 120fps mode.

Alas, when it comes to Switch, things are a little worse for the wear with combat-based performance dips in addition to the 60Hz judder. Nightdive has announced a patch that should solve this, but you can play in the software mode at a locked 60fps in the meantime if needed.

There's another issue with the game's music playback, which on the positive side does include both general MIDI and OPL3 options, but also exhibits note timing that's slightly off. This also is set to be fixed in the patch, but as it stands, I prefer playing with the OPL3 version of the soundtrack - it's noticeably less realistic but it feels nostalgic and its issues are less noticeable.

So while the tick rate and music timing issues in the launch code are a little disappointing, I still feel that the overall experience is solid and ultimately better than any other option for playing Dark Forces, including The Force Engine, which exhibits all the same limitations but without the remastered assets and other quality of life features. The Remaster also includes a range of bonus content for players to explore, including a pre-release demo map that was only shared at CES prior to release.

What I'll be curious about now is how new players adapt to Dark Forces. Doom is timeless, but not every shooter from this period holds up. I think Dark Forces is largely very enjoyable and playable today but the map design, with its more realistic focus, can sometimes become overwhelming or confusing. The remaster certainly helps due to its higher resolution support, but Dark Forces is not a simple game. You will need to go in there with a keen eye. Still, I'd recommend trying this one out, as this is an interesting game to experience even in the modern era and serves as a reminder of LucasArts' importance in this industry.
 

Jack Of Owls

Arcane
Joined
May 23, 2014
Messages
4,332
Location
Massachusettes
I should play the whole Star Wars FPS series from start to finish, beginning with DF, and maybe try to crank up the eye candy (such as it was in the mid-late 90s) to 4K for the 3D ones. But I probably won't. The Star Wars 1st-person shooters never really grabbed me maybe because the SW franchise itself leaves me lukewarm. My ex-brother-in-law who served 2 tours of duty in Vietnam was kind of a fan of these games and raved about Dark Forces II at the time. I remember trying to play Dark Forces on an android tablet using its DOSBox emu and was surprised at how non-linear and convoluted the maps were in the later game it seemed.
 

NecroLord

Dumbfuck!
Dumbfuck
Joined
Sep 6, 2022
Messages
8,916
Location
Southeastern Yurop
The Nar Shaddaa levels in Dark Forces 2...
Pretty cool.
Jedi Outcast also had some convoluted level design, but those games were made back in the day when gamers knew how to use their brains and were encouraged to explore and find secrets and the way to progress.
 

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