Implemented a per-texture adjustment based on texture hue shift at 50% light level when using the true color renderer.Disabled alpha blending for sprites when using the true color renderer (fixes fringing artifacts).Removed an extra multiply that was darkening alpha blended edges.Windows Build TheForceEngine-v1.09.521.zipīug-fix release, but it includes the per-texture color adjustment when using the true color renderer. Removed RTAudio and uses SDL audio instead, which fixes a number of audio issues on Linux Replaced different Windows/Linux Mutex/Thread code with SDL equivalents Improved German subtitles Improved Accessibility UI Fixed game settings text getting cutoff Improved discoloration that can occur to some textures when using the true color mode.Factored out Asset system to reduce code and data duplication.Implemented Editor Config with font/UI size and thumbnail size options.Windows Build TheForceEngine-v1.09.530.zipĪ bug-fix release, with some improvements to the Accessibility UI, slight improvements to true color texture color accuracy, more work on the TFE editor, and mostly bug fixes. Replace DeviL with SDL Image to make future Linux packages easier.This should make it easier to compile in some cases.Linux: Make RtMidi optional - this allows for OPL 3 and SF 2 synth but disables system midi.Added central error handling and modal message box functionality for errors/warnings.Added export selected - allowing for assets to be exported and PNGs to be generated where appropriate for viewing.Added the ability to force selected assets to use an alternate palette for testing.
Levels and 3DOs are listed in the Asset Browser, but functionality is somewhat limited.Escape now exits the editor, unless a modal dialog is active in which case it closes that dialog instead.Fixed a crash when returning from the Editor the menu, and then selecting editor again.Windows Build TheForceEngine-v1.09.540.zipĪnother small release that fixes some issues and releases another iteration of the editor (still early WIP). See the TFE Roadmap for more information. Outlaws support will be coming in version 2.0 and before that there will be new features, bug fixes, cross-platform support, and the built-in editors (including the level editor). The release of version 1.0 is a momentus event but it is not the end of the road. This means that you will need to check for new versions of TFE manually for now. However, optional features such as checking for the latest version, directly downloading new versions and mods, and similar features will be added later. Note that there are no automatic downloads and TFE does not currently connect to the internet in any way. When downloading a new version, simply copying over an existing install will work fine. Previous builds are mainly for archival purposes. Generally it is a good idea to download the latest available version. The documentation has information on how to legally purchase Dark Forces. The cheap trick here is that it's very backlit so it looks like he's being revealed by the muzzle flash.A purchased copy of the original game is required and is not provided by The Force Engine. Batteries inside, power switched on and off by a reed switch actuated by a magnet on the removable magazine. In this case it's infra-red triggered and the emitters are hidden in the mock sight on top of the machine pistol he's holding. This is ungraded, without the flame effect composited in. In bright lighting conditions it doesn't make much difference, but in the dark, I think it's quite effective. Some of our prop guns had electronics in them to trigger the flash via a TV-remote-style infrared communications protocol, and I built a tiny PCB with a microphone to allow things to be triggered from the soft "pop" produced by an airsoft gun, where there wasn't room to include electronics. The actual light-emitting device was a load of LED strip stuck on a bit of plastic, equivalent to about 20W of LED, which wasn't really bright enough - I've since bought a much more powerful emitter and controller board for it but I don't currently have much use for it, so it's a backburnered project right now. I built a rig for doing this using LED strip and a microcontroller board, so it could be timed to sync with the shutter and avoid flash banding on rolling-shutter cameras, as well as ensuring that the flash was actually visible.