Welcome to DFLev, an editing group for LucasArts' 3D action game, Dark
Forces. Here we work on addon levels for Dark Forces and post ones we've
made so far.
Please use the below links to navigate around the site. Thanks for visiting!
11/10
Finally, I'm back in business! My internet provider went nationwide (USA, if you
didn't know), so for quite some time I've been unable to get online. Finally, I can
get on again, and I'm updating this site! Don't worry, I haven't been idle in MOD
work during that time, lol. The Starfighters 4.0 (Jedi Knight) COGs have been
revamped. Most of the COGs that I used in previous version were scrapped,
except for that great death script that a friend gave me :) Thanks bud. The
homing warheads are unchanged as well. The Invasion! MOD has not been
coming very far. It's pretty much the same as I left it.
Also, I've been working on The Inferno Project once more. Finally, the leve is
starting to get more dynamic with more INF. Now the grates are blastable, the
people look more believable, and the plot is thickening. I'm trying to keep you
guessing at where to go next, but I think from the very start the puzzles are rather
difficult. TRY not to use the code "launlock", because that defeats the whole
linear purpose of the level. I'm hurrying to finish it up as fast as I can, however.
Be patient, and I'll upload some new screenshots (and replace some that now
look totally different) as soon as I can. Look forward to it! : )
7/2
In the Starfighters 4.0 arena, the final version is almost
ready to be tested and released!! The new version includes great features like
a single GOB file and no more MPCs to deal with (for those of you who actually
figured them out from my really bad directions...) Also, I'm trying to implement
damage levels, so that ure ship sparks and smokes and things stop working
and all when you're damaged. Also, fire linking has been added so that you can
fire all four cannons together on the X-wing, etc. Also, to ease everything, a
"changing room" has been implemented to the Rebs vs. Impies XE so that you
just hit a console in front of the ship you want, and you're blasted into the action
in the ship of your choice. Sound good? Well, it isn't too long before you can
enjoy it for yourself! Be ready for frequent updates!
6/26
In the Invasion! MOD Levels, we're nearing completion!
Keep on coming back for the oppertunity to beta test the level in the next week or
so! Then the level can be released in its initial alpha version!
4/8
New updates all around!!! Here are some excerpts from the news of each
updated project:
I've already made the TIE
Interceptor, X-wing, and
TIE Advanced have two modes on their laser cannons. Primary fire will now
shoot the bolts in pairs (like everyone already knows and loves about the
mod...) and secondary fire will fire a quad-burst. I'm planning on implementing
this to the dual lasered ships as well.
Well, I've been working on this for
about a week,
and I'd estimate the entire thing at about 20% done. That's accounting for the
level itself, new skins, new COGs, and the like. Actually, I'm burning through this
thing so fast because I find it all very fun and interesting to work with.
Head on over to the provided links to get more information! I know that not many
people cared, but the Cyrinnia TC has been terminated...or better yet, we'll say it
was postponed. Not enough people could be assembled to work on it, so it was
just too much while the Invasion! MOD Levels and Starfighters MOD was going.
Have a nice day!
1/25
Version 3.5 is coming along, and a new DFLev page has been put up! This new
page is for the staff of DFLev who, though few, are quite dedicated to helping out
the Jedi Knight community. Head on over to the new page, accessible from the
navbar beneath.
1/15
Be happy, people! Version 3.0 has been released! Weighing in at a whopping
10 Megabytes, it's ready to rumble! It's PACKED with new features (especially
when played on the Rebs vs. Impies 2.0 level). Being out major project as of
right now, it's definitely the reason for the larger hit count on our counter : ). Head on over to check it out!! : )
1/7
I've added the Missile Boat to the infamous upcoming 3.0 version. I've figurerd
out how to get the Overdrive system into the game, and I think it works quite
well... The only problem is that you're really slow at the start (this is how it's
supposed to be), you activate the overdrive, you speed up, soon it deactivates,
but now you're going twice as fast as I'd like you to...you're outrunning your laser
bolts and all... Any suggestions would be appreciated... : ) Look forward to the
Missile Boat and TIE Raptor (and maybe some more!) to be in v3.0!!
1/3
Well, version 2.0 is officially released! Here are some of the updates:
Added background engine sounds
Upgraded the X-wing (as promised)
Created a new BIGGER mission, one so large that it's unlikely that you'll
encounter a wall...
Got Proton Torpedoes its own weapon number (so you don't have 250...)
Fixed TIE Interceptor and X-wing laser charging problems
Added TIE Advanced, Corusca-class Bomber, and TIE Bomber
AND MORE!!
Head on over to check out for yourself how nice it is!!
Enjoy!
12/28
Wow...alot of work is being put into this MOD. But now all of the current
starfighters are downloadale individually (yes, they will work with two people
using two different GOB files...). So far, all of the ships come up green
compatibility wise (spell check, anyone??), but the X-wing is kind of sad... I can't
make the X-wing better without forcing all of the other ships up to version 2.0, but I
DID give the X-wing flying option out there : ). I hope you enjoy it, and look
forward to the better-than-ever X-wing 2.0 coming out probably later this
week.
12/27
Just missing Christmas, we've all gotton a real treat today. Finally a project has
been completed (or the beta version anyways...). Head on
over to check out the first DFLev Jedi Knight project. Feel free to download
it, and we'd really appreciate it if you'd e-mail us with questions, comments, or to
report bugs. Thank you!
11/22
Yes, work is still progressing, and there is a new screenshot in the Inferno
Project section. Actually, I'm quite pleased with the way this level is falling
together lately...it's actually starting to look nice... Anyways, without my personal
raving comments, I think you should look forward to a decent demo of this level
in late November to mid-December, provided everything goes smoothly. There
ARE several parts of the level that are not accessible yet, and won't be for the
demo, and I'd recomment not going into those parts. It ruins the suspense from
the final version. : )
11/4
Finally, with a new computer, we're back to work on the Inferno Project. We're
expanding the level archetecture to make it more interesting for players. We're
still gunning for 2001 for the new level to be posted, the first, hopefully, in a
series. We'll probably release a demo for the level soon. Look forward to it!!
:)
6/2
We have another project started by our member Doug Gast. Head on over to
his page for more details as to release date and
storyline. The Inferno Project, located here, has been
recovered and is currently resuming progress, although the release date has
had to be bumped to next year. Sorry, but that's the way it is right now. Some of
the screenshots for Doug's project look pretty good...
5/30
Well, it's surely been awhile since I last made news! The good news is, DFLev
is back on its feet again. Our manager and project leader, Dan Gast (founder
of
the DJG Network) has had trouble with his computer and Dark Forces. He's
finally gotten a new computer and things are looking like up from here on. Chris
Landrum has inspired us all, so I think he deserves the recognition I'm giving
right now. We were prepared to just quit and give out, but he spurred us on with
e-mails lately. We're going to keep pressing forward with the Inferno Project,
because it's way to nice so far to just "give it up". Bear with us, and thank you
for
the kind e-mails we've been getting from visitors.
2/13
A new screenshot has been added to The Inferno Project. Head on over to check it out!
2/1
DFLev welcomes Chris Landrum to our editing team. Chris has sent in some
impressive works of his own, so he is going to be an excellent addition to our
editing staff. He will be working with Custom Graphics, including BMs, WAXs,
and the like. He signed on for The Inferno Project but
may even stay after!
1/20
Well, as it would seem, we made it into the year 2000 and we're proud to be
starting off at the new millenium. Well, the Shadow Syndicate has been
renamed The Inferno Project, so you might also want
to
check out the screen shot demonstrating some of the complex archetecture
involved when creating a space-station like environment with many views to
the
outside. It's been tough, but our editors are handling it. We have a new
candidate to our editing team, who may be able to suply custom BMs, WAXs,
and even FMEs, etc. We're talking with him now to see if he really wants to join.
The first level of The Inferno Project is coming smoothly along. Alot of detail is
being takin into account in the areas of archetecture and practicality of the level
as a whole. Many more reviews have been posted, including two *exclusive*
reviews, being those that are some of the first to come out about that particular
level. Check
them
out!
12/29
There are 3 new level reviews up in the Reviews section. This site is kicking
off to a rather good start. If anyone who visits this page is interested in working
as a reviewer, please feel free to contact one of our current Staff and let us
know! We're working on getting us our own DFLev e-mail address for direct
contacting. Also, please check out our first major
project, The Shadow Syndicate and see if you would like to help out. We are
glad for any assistance we can get for our team is only four members strong at
the moment.