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Description
I've compiled the latest (master) in Arch Linux, and can launch DarkXL. (I had to rename a few files due to the case-sensitivity issue there's currently a pending PR for). However at the Agent Menu, I see no agents in the list and no missions available, and none of the buttons work except for the "DOS" button to quit.
In case it's useful, stdout gives the following output while I'm launching and in the menu:
cut=26, 4cut=26, 3cut=27, 4cut=26, 3cut=3, 3cut=3, 3
On a more general note, looking through the code and scripts in the git depot, I don't see any code or scripts that seem like it would handle the bulk of what I'd expect to see in a fully working DarkXL, eg code/script for weapons, enemies, etc. As I understand the Jedi Engine is Doom-like in that the game logic is still in the EXE; ie the only things in the game's resource files are graphics, sounds, level data, etc. Do the current depot contents contain a fully working DarkXL (ie analogous to the DarkXL Alpha version 9.08 build from long ago) or will that need to be totally reimplemented?