If you appreciate the work done within the wiki, please consider supporting The Cutting Room Floor on Patreon. Thanks for all your support!

Darklight Conflict (DOS)

From The Cutting Room Floor
Jump to navigation Jump to search

Title Screen

Darklight Conflict

Developer: Rage Software
Publisher: Electronic Arts
Platform: DOS
Released in US: March 28, 1997
Released in EU: 1997


CodeIcon.png This game has unused code.
DevTextIcon.png This game has hidden development-related text.
GraphicsIcon.png This game has unused graphics.
ModelsIcon.png This game has unused models.
DebugIcon.png This game has debugging material.


Elementary, my dear Cactus.
This needs some investigation.
Discuss ideas and findings on the talk page.
Specifically: A proper debug menu, as well as cheats, are referenced in the game's text strings. Is there a way to access them?

In Darklight Conflict, you're a human who has been kidnapped and genetically modified by the Repton aliens, in order to make you fight on their side in a war against the evil Ovon race.

The game would later be ported to the PlayStation and the Sega Saturn a couple months after the original release.

Unused Graphics

HUD

The folder DATA\HUD contains the sprites for the game's gameplay interface. It also contains earlier renditions for several sprites, such as _BACKUP_.PCX and SPRITES.PCX being early versions of the file HI-SPRIT.PCX, as well as TRANS.PCX being a more dated version of HI-TRANS.PCX.

_BACKUP_.PCX SPRITES.PCX HI-SPRIT.PCX (Final)
Date: January 31, 1997
DarklightconflictDOS-hispritEARLY2.png
Date: February 8, 1997
DarklightconflictDOS-hispritEARLY1.png
Date: March 5, 1997
DarklightconflictDOS-hispritFINAL.png
TRANS.PCX HI-TRANS.PCX (Final)
Date: January 21, 1997
DarklightconflictDOS-hitransEARLY.png
Date: March 3, 1997
DarklightconflictDOS-hitransFINAL.png

Menu Background

The folder DATA\FRONT contains the graphics seen in the game's menus. It also contains a slightly earlier version of HISCORE.PCX (also) titled _BACKUP_.PCX, dated only two days prior to the final.

_BACKUP_.PCX HISCORE.PCX (Final)
Date: February 18, 1997
DarklightconflictDOS-hiscoreEARLY.png
Date: February 20, 1997
DarklightconflictDOS-hiscoreFINAL.png

Images

The folder DATA\IMAGES contains, well, assorted images, as well as the game's title screen. In it, there are three files that are unused; OLDEXP1.PCX, EX1A.PCX and _BACKUP_.PCX, all of which are earlier versions of EXPLODE1.PCX. However, the latter unused file doesn't seem to have any differences compared to the final, despite being dated slightly earlier (January 27, 1997, 07:33:32).

OLDEXP1.PCX EX1A.PCX HISCORE.PCX (Final)
Date: January 11, 1997
DarklightconflictDOS-explode1EARLY3.png
Date: January 27, 1997, 06:08:40
DarklightconflictDOS-explode1EARLY2.png
Date: January 27, 1997, 07:39:04
DarklightconflictDOS-explode1FINAL.png

Early Menu Graphics

The folder DATA\IMAGES\MENUS contains even earlier renditions for the game's menu backgrounds and sprites.

DIAL_SPR.BIN DIALOGUE.PCX (Final)
Date: July 26, 1996 Date: August 14, 1996
DarklightconflictDOS-dialogue1EARLY.png DarklightconflictDOS-dialogue1FINAL.png
DIAL_SPR.BIN DIALOGUE.BIN FRONT\FPALSPR.PCX (Final)
Date: July 26, 1996 Date: August 9, 1996 Date: February 6, 1997
DarklightconflictDOS-dialogue2EARLY2.png DarklightconflictDOS-dialogue2EARLY1.png DarklightconflictDOS-dialogue2FINAL.png
MENEW.PCX MBG.PCX FRONT\BG0.PCX (Final)
Date: February 7, 1996
DarklightconflictDOS-bg0EARLY2.png
Date: February 18, 1996
DarklightconflictDOS-bg0EARLY1.png
Date: November 17, 1996
DarklightconflictDOS-bg0FINAL.png
SUBMEN.PCX FRONT\ENCMAIN.PCX (Final)
Date: September 29, 1996
DarklightconflictDOS-submenuEARLY.png
Date: December 19, 1996
DarklightconflictDOS-submenuFINAL.png
LOGO.BIN FRONT\LOGO.BIN (Final)
Date: June 25, 1996 Date: January 29, 1997
DarklightconflictDOS-logoEARLY.png DarklightconflictDOS-logoFINAL.png
PTR.BIN FRONT\FPALSPR.BIN (Final)
Date: July 19, 1996 Date: February 6, 1997
DarklightconflictDOS-cursorEARLY.png DarklightconflictDOS-cursorFINAL.png

Textures

The folder TEXTURES contains textures for the game's models. Inside it, there's two unused files: _BACKUP_.PCX, which is an earlier version of 040.PCX, and TEMPLATE.PCX, which is, well, a template.

_BACKUP_.PCX 040.PCX (Final)
Date: March 27, 1996
DarklightconflictDOS-040EARLY.png
Date: November 20, 1996
DarklightconflictDOS-040FINAL.png

TEMPLATE.PCX
Date: November 9, 1995
DarklightconflictDOS-template.png

(Source: tikal.)

Unused Object Data (Partial)

The folder SCRIPTS contains the game's level data, as well as definitions for the objects. The latter, which can be found in the files OBJECTS.ODL and OBJECTS1.ODL, contain stubbed out strings, most of which relate to the game's Encyclopaedia mode.

Reptonian Craft

type "human vulftr01"
Note: data only present in OBJECTS.ODL

#	viewer
#		#title "Human Vulture Fighter"
#		distance 40
#		section 0
#		blueprint "vulftr.pcx"

type "combat trainer"

#	viewer
#		#title "Repton Bombing Trainer"
#		distance 40
#		section 0
#		blueprint "reptrain.pcx"

type "reptran"

#	viewer
#		#title "Repton Transport with Container"
#		distance 180
#		section 0

type "fourmum" (Repton Mothership)

##					"reptons\fourmum\door\inner\md" < 4000


#		normal "welder"
#			strength 50
#			collision test vertex margin 5
#			shape
#				"reptons\repman01\hi" < 1000


#		"cntainr"
#			position -65 0 -195
#			heading 0 0 -1
#			up 0 1 0
#			non-critical


#		"welder"
#			position 0 80 -360
#			non-critical

type "repsupply" (Repton Supply Base)

##					"reptons\fourmum\door\inner\md" < 4000

type "campus" (Repton Campus)

##					"reptons\fourmum\door\inner\md" < 4000

Ovon Craft

type "neutral ovftr01"

#	viewer
#		#title "Ovon Fighter"
#		distance 70
#		section 1
#		blueprint "ovfight.pcx"

type "repton ovftr01"

#	viewer
#		#title "Ovon Fighter"
#		distance 70
#		section 1
#		blueprint "ovfight.pcx"

type "ovgsdel" (Ovon Gunship Deluxe)

# was ovftr05

type "ovfragpod"

#	viewer
#		#title "Ovon Gun Pod with fragmentation cannon"
#		distance 45
#		section 1
#		blueprint "ovgpod.pcx"

type "ovhen2"

#	viewer
#		#title "Ovon Mothership"
#		distance 400
#		section 1
#		blueprint "ovmum.pcx"

type "ovracer" (Ovon Race Craft)

# was "repracer"

type "ovyard" (Ovon Ship Yard)

#	flak field

Others

type "killer asta"
Note: data only present in OBJECTS.ODL

# big


#	viewer
#		#title "Killer Asteroid For M47"
#		distance 300
#		section 2

type "asta" (Asteroid A)

#very big 1

type "astb"

#big 1


#	viewer
#		#title "Asteroid B"
#		distance 300
#		section 3

type "astc"

#small 1


#	viewer
#		#title "Asteroid C"
#		distance 300
#		section 3

type "astd"

#small 2


#	viewer
#		#title "Asteroid D"
#		distance 300
#		section 3

type "aste"

#small 3
#	viewer
#		#title "Asteroid E"
#		distance 300
#		section 3

type "astf"

#tiny 1


#	viewer
#		#title "Asteroid F"
#		distance 300
#		section 3

type "astg"

#big 2


#	viewer
#		#title "Asteroid G"
#		distance 300
#		section 3

type "asth"

#big 3
#	viewer
#		#title "Asteroid H"
#		distance 300
#		section 3

type "asti"

#small 4


#	viewer
#		#title "Asteroid I"
#		distance 300
#		section 3

type "astj"

#tiny 2


#	viewer
#		#title "Asteroid J"
#		distance 300
#		section 3

type "astk"

#tiny 3


#	viewer
#		#title "Asteroid K"
#		distance 300
#		section 3

type "ore2"

#	viewer
#		#title "Ore 2"
#		distance 100
#		section 3

type "ore3"

#	viewer
#		#title "Ore 3"
#		distance 100
#		section 3

type "ore4"

#	viewer
#		#title "Ore 4"
#		distance 100
#		section 3

Weapons

type "cloaking device device" (Cloaking Device)

# oh yes!

Tracks

This group cannot be seen in the Encyclopaedia Mode, and, therefore, none of its objects' "viewer" strings can be considered as "used".

Note: The data presented is as it is in OBJECTS1.ODL. The strings in OBJECTS.ODL are the same, though they have been commented out.

type "straight"

	viewer
		#title "Straight Race Section (1)"
		distance 200
		section 2

type "rhand45"

	viewer
		#title "Right 45 Race Section (4)"
		distance 200
		section 2

type "lhand45"

	viewer
		#title "Left 45 Race Section (5)"
		distance 200
		section 2

type "strt-up"

	viewer
		#title "Straight Up Race Section (12)"
		distance 200
		section 2

type "strt-dwn"

	viewer
		#title "Straight Down Race Section (13)"
		distance 200
		section 2
(Source: tikal.)

Unused Object Data (Complete)

Plenty of unused objects, labeled as "track" and "test" are also referenced, though only in OBJECTS1.ODL. All of the "track" models, as well as the one for test01, can be found in the folder DATA, though there is currently no way to view them.

Track

rhand90 wlhand90
#type "rhand90"
#	group "track"
#	viewer
#		#title "Right 90 Race Section (2)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\rhand90\hi" < 150
#				"track\rhand90\md" < 250
#				"track\rhand90\lo" < 600
#				"track\rhand90\vl" < 1200
#	structure
#		"body"
#type "lhand90"
#	group "track"
#	viewer
#		#title "Left 90 Race Section (3)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\lhand90\hi" < 150
#				"track\lhand90\md" < 250
#				"track\lhand90\lo" < 600
#				"track\lhand90\vl" < 1200
#	structure
#		"body"
strt-in narrow
#type "strt-in"
#	group "track"
#	viewer
#		#title "Straight In Race Section (6)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\strt-in\hi" < 150
#				"track\strt-in\md" < 250
#				"track\strt-in\lo" < 500
#				"track\strt-in\vl" < 1200
#	structure
#		"body"
#type "narrow"
#	group "track"
#	viewer
#		#title "Narrow Race Section (7)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\narrow\hi" < 150
#				"track\narrow\md" < 250
#				"track\narrow\lo" < 500
#				"track\narrow\vl" < 1200
#	structure
#		"body"
nrrw-out strt-out
#type "nrrw-out"
#	group "track"
#	viewer
#		#title "Narrow Out Race Section (8)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\nrrw-out\hi" < 100
#				"track\nrrw-out\md" < 200
#				"track\nrrw-out\lo" < 400
#				"track\nrrw-out\vl" < 1200
#	structure
#		"body"
#type "strt-out"
#	group "track"
#	viewer
#		#title "Straight Out Race Section (9)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\strt-out\hi" < 100
#				"track\strt-out\md" < 200
#				"track\strt-out\lo" < 400
#				"track\strt-out\vl" < 1200
#	structure
#		"body"
wide wide-in
#type "wide"
#	group "track"
#	viewer
#		#title "Wide Race Section (10)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\wide\hi" < 150
#				"track\wide\md" < 250
#				"track\wide\lo" < 500
#				"track\wide\vl" < 1200
#	structure
#		"body"
#type "wide-in"
#	group "track"
#	viewer
#		#title "Wide In Race Section (11)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\wide-in\hi" < 150
#				"track\wide-in\md" < 250
#				"track\wide-in\lo" < 500
#				"track\wide-in\vl" < 1200
#	structure
#		"body"
nrrw-up nrrw-dwn
#type "nrrw-up"
#	group "track"
#	viewer
#		#title "Narrow Up Race Section (14)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\nrrw-up\hi" < 150
#				"track\nrrw-up\md" < 400
#				"track\nrrw-up\lo" < 600
#				"track\nrrw-up\vl" < 1200
#	structure
#		"body"
#type "nrrw-dwn"
#	group "track"
#	viewer
#		#title "Narrow Down Race Section (15)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\nrrw-dwn\hi" < 100
#				"track\nrrw-dwn\md" < 200
#				"track\nrrw-dwn\lo" < 400
#				"track\nrrw-dwn\vl" < 1200
#	structure
#		"body"
wide-up wide-dwn
#type "wide-up"
#	group "track"
#	viewer
#		#title "Wide Up Race Section (16)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\wide-up\hi" < 150
#				"track\wide-up\md" < 400
#				"track\wide-up\lo" < 600
#				"track\wide-up\vl" < 1200
#	structure
#		"body"
#type "wide-dwn"
#	group "track"
#	viewer
#		#title "Wide Down Race Section (17)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\wide-dwn\hi" < 100
#				"track\wide-dwn\md" < 200
#				"track\wide-dwn\lo" < 400
#				"track\wide-dwn\vl" < 1200
#	structure
#		"body"
chic-r chic-l
#type "chic-r"
#	group "track"
#	viewer
#		#title "Chicane Right Race Section (18)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\chic-r\hi" < 150
#				"track\chic-r\md" < 300
#				"track\chic-r\lo" < 550
#				"track\chic-r\vl" < 1200
#	structure
#		"body"
#type "chic-l"
#	group "track"
#	viewer
#		#title "Chicane Left Race Section (19)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\chic-l\hi" < 150
#				"track\chic-l\md" < 300
#				"track\chic-l\lo" < 550
#				"track\chic-l\vl" < 1200
#	structure
#		"body"
ltwist90 rtwist90
#type "ltwist90"
#	group "track"
#	viewer
#		#title "Left Twist 90 Race Section (22)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\ltwist90\hi" < 150
#				"track\ltwist90\md" < 350
#				"track\ltwist90\lo" < 600
#				"track\ltwist90\vl" < 1200
#	structure
#		"body"
#type "rtwist90"
#	group "track"
#	viewer
#		#title "Right Twist 90 Race Section (23)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\rtwist90\hi" < 150
#				"track\rtwist90\md" < 350
#				"track\rtwist90\lo" < 600
#				"track\rtwist90\vl" < 1200
#	structure
#		"body"
start barrier
#type "start"
#	group "track"
#	viewer
#		#title "Start Race Section (24)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\start\hi" < 600
#				"track\start\md" < 1000
#				"track\start\lo" < 2000
#				"track\start\vl" < 8000
#	structure
#		"body"
#type "barrier"
#	group "track"
#	viewer
#		#title "Barrier Race Section (25)"
#		distance 200
#		section 2
#	components
#		normal "body"
#			strength 10000
#			collision test none
#			shape
#				"track\barrier\hi" < 150
#				"track\barrier\md" < 250
#				"track\barrier\lo" < 500
#				"track\barrier\vl" < 1200
#	structure
#		"body"

Test

test01 test02
#type "test01"
#	group "test"
#	viewer
#		#title "Test Object 01"
#		distance 40
#		section 0
#	components
#		normal "body"
#			strength 40
#			collision test vertex margin 5
#			shape
#				"tests\test01\hi" < 150
#				"tests\test01\md" < 300
#				"tests\test01\lo" < 1200
#				"tests\test01\vl" < 2000
#	structure
#		"body"
#type "test02"
#	group "test"
#	viewer
#		#title "Test Object 02"
#		distance 40
#		section 0
#	components
#		normal "body"
#			strength 40
#			collision test vertex margin 5
#			shape
#				"tests\test02\hi" < 150
#				"tests\test02\md" < 300
#				"tests\test02\lo" < 1200
#				"tests\test02\vl" < 2000
#	structure
#		"body"
test03 test04
#type "test03"
#	group "test"
#	viewer
#		#title "Test Object 03"
#		distance 40
#		section 0
#	components
#		normal "body"
#			strength 40
#			collision test vertex margin 5
#			shape
#				"tests\test03\hi" < 150
#				"tests\test03\md" < 300
#				"tests\test03\lo" < 1200
#				"tests\test03\vl" < 2000
#	structure
#		"body"
#type "test04"
#	group "test"
#	viewer
#		#title "Test Object 04"
#		distance 40
#		section 0
#	components
#		normal "body"
#			strength 40
#			collision test vertex margin 5
#			shape
#				"tests\test04\hi" < 150
#				"tests\test04\md" < 300
#				"tests\test04\lo" < 1200
#				"tests\test04\vl" < 2000
#	structure
#		"body"
(Source: tikal.)

Unused Universe Data

UNIVERSE.UDL, which can also be found in the folder SCRIPTS, refers to the game's maps. It contains a series of stubbed out strings in the sector 31 data, which refer to some of the portals.

portal 2

#		heading 0 0 -1
#		up 0 1 0

portal 3

#		heading 10 -20 -1
#		up 0 1 0
(Source: tikal.)

Debugging Functions?

DarklightconflictDOS-encyclopaedia.png

The game's encyclopaedia mode contains a few extra functions.

  • D - View lighting/model parameters.
  • 1 to 4 - View high to low-quality models. A 5 input also exists, though pressing it always makes the model invisible.
  • F1 / F2 - Change intensity of light 1
  • F3 / F4 - Change type of light 1
  • F5 / F6 - Change intensity of light 2
  • F7 / F8 - Change type of light 2
  • , - Reverse model rotation on Y axis
  • . - Stop model rotation on Y axis
  • NumPad 8 / NumPad 2 - Rotate object on X axis
  • NumPad 4 / NumPad 6 - Rotate object on Z axis
(Source: tikal.)