Jedi Knight: Dark Forces II
Thanks, thought it was going to be a Java Key Derivation Function
LOL yeah, I was also thinking in terms of HKDF, PBKDF2 etc
Wow, this brings back memories! This game had such a fun online community. My secret weapon was my trackball. The minute I entered a duel I'd spin it rapidly and mow down whoever I was fighting.
There’s a fork of this by one LadyEebs that adds a whole bunch of modern touches like ragdoll physics, advanced lighting, fog, and she’s even been tastefully modding the single player maps with more detail. I don’t have the repo handy because I am on my phone, but a lot of the dev discussion takes place on the Discord of The Massassi Temple (https://www.massassi.net/). I do run that site but am not involved in openjkdf2 or Eeb’s fork. There is also another JK reimplementation project by BAH_Strike that is also impressive.
Looks like the fork is:
This is the only game I can remember the had "IPX" as a connection option when searching for multiplayer games (maybe Quake II as well)? Pretty much everything after that was TCP/IP.
Age of Empires 2 had IPX as far as I remember.
> also contains the original versions of byacc and flex used for COG script parsing.
Interesting. As far as I can tell, the actual cog scripts aren't in the repo? I assume they need to be extracted from a copy of the game?
Would be nice to see an example of what the cog script language looks like if anyone has a link?
This seems like a big achievement but I’m not too familiar with this programming niche. I have existential questions about its purpose.
On the surface it appears to be on the way to becoming a cross-platform game engine that in theory could be general purpose, but focuses on one game and still requires you to purchase a copy of the game for its image and sound assets if you want to play the game itself.
Is the ultimate outcome meant to be a clone of the game with open source assets provided by artists or what?
I think it's more about game preservation.
Don’t know the ultimate goal but this project makes it very easy to install and play the game on modern windows and Linux computers. Getting the original game to work right can be a pain.
Took me a while to realize this wasn't a reimplementation of the Java VM.
How have I never heard of this game before? And why does Jedi Knight: Dark Forces 1 use so many guns?
Waiting so long for DF2 got me into modding Quake with models and animation. I'm planning on revisiting it with this project once I'm done with another RE project: TheForceEngine (DF1).
It is interesting how much effort we as fans have put into some of these properties, and how efforts coalesced around a relatively small number of games.
There's also a reimplementation of the original Dark Forces [1].
kewl!
Does a vulkan3D backend make any sense at all for this engine?