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.
This is the console port of the MS-DOS original, minus the arcade mode or multiplayer.
Sub-Pages#
Arcade Mode Leftovers#
M70.MDL is the main script file for the Arcade Mode. Despite that the file is loaded by the game's executable, the absence of the mode in this port essentially makes it unused. Within the data, more files relating to the Arcade Mode can be found, labeled as M71.MDL, M72.MDL, M73.MDL and M74.MDL, but they're never referenced by the game's files, and neither by the executable. Text data also exists within the "mission briefing" repository (e.g. MISBR_EN.TXT for English).
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(Source: tikal.)
Unused Text#
Fallback Clear/Fail Text#
Each of the game's "mission clear" and "mission fail" text repositories (e.g. MISOK_EN.TXT and MISNG_EN.TXT for English text) contain "default" messages that are never used.
Clear#
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Fail#
English |
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Credits#
CREDITS.TXT seems to contain text strings for a staff roll. However, these are never used, since the game instead opts to use a video.
position
0 0 0
0 0 0
"CREDITS"
end
position
-1000 -5000 10000
0 0 0
"PROGRAMERS"
""
"ALAN WEBB"
"TONY POMF"
"JOHN MAC"
end
position
5000 0 5000
0 0 45
"ART WORK"
""
"SIMON STREET"
"JOHN J"
"ANDY J"
"IAN R"
end
position
1000 0 15000
0 30 245
"MANAGEMENT"
""
"GROVER"
end
(Source: tikal.)
Unused Code#
Early Map Scripts - PlayStation only#
The wonderfully named FUCK.MDL, inside folder SCRIPTS, is a slightly different version of M20.MDL. The only difference comes from a missing stubbed out line of code in the former.
In the same folder, there also exists a file named TEST2.MDL, which is an early version of M46.MDL. However, the differences here are more noticeable; many lines of code are missing. Comparing the code that exists in both files, however, reveals only one difference.
TEST2.MDL |
M46.MDL |
|---|---|
line 58 |
line 72 |
Other Files#
SARCADE.MDL, ARCADE01.MDL, ARCADE02.MDL, ARCADE03.MDL, ARCADE04.MDL, and ARCADE05.MDL seem to be early versions of the Arcade mode files. They are never referenced by the game's executable.
Likewise, DOCKTEST.MDL seems to be a very early version of one of the game's missions, and is also not referenced by the executable.
There are also testing files that are referenced by the executable, such TESTMISS.MDL and WINGHYPE.MDL.
(Source: tikal.)
Debugging Text#
tty debug console (PS1 Only)#
The tty debug console displays a lot of chatter while playing the game. This is not visible to the user.
cbdataready: CdlDataEnd (track=0,time=835)
cbdataready: CdlDataEnd (track=0,time=837)
cbdataready: CdlDataEnd (track=0,time=839)
cbdataready: CdlDataEnd (track=0,time=840)
cbdataready: CdlDataEnd (track=0,time=842)
cbdataready: CdlDataEnd (track=0,time=844)
cbdataready: CdlDataEnd (track=0,time=846)
cbdataready: CdlDataEnd (track=0,time=848)
cbdataready: CdlDataEnd (track=0,time=850)
cbdataready: CdlDataEnd (track=0,time=851)
cbdataready: CdlDataEnd (track=0,time=853)
cbdataready: CdlDataEnd (track=0,time=855)
cbdataready: CdlDataEnd (track=0,time=857)
cbdataready: CdlDataEnd (track=0,time=859)
cbdataready: CdlDataEnd (track=0,time=860)
cbdataready: CdlDataEnd (track=0,time=862)
cbdataready: CdlDataEnd (track=0,time=864)
cbdataready: CdlDataEnd (track=0,time=866)
cbdataready: CdlDataEnd (track=0,time=868)
cbdataready: CdlDataEnd (track=0,time=869)
cbdataready: CdlDataEnd (track=0,time=871)
cbdataready: CdlDataEnd (track=0,time=873)
cbdataready: CdlDataEnd (track=0,time=875)
cbdataready: CdlDataEnd (track=0,time=877)
cbdataready: CdlDataEnd (track=0,time=879)
cbdataready: CdlDataEnd (track=0,time=880)
cbdataready: CdlDataEnd (track=0,time=882)
cbdataready: CdlDataEnd (track=0,time=884)
cbdataready: CdlDataEnd (track=0,time=886)
cbdataready: CdlDataEnd (track=0,time=888)
cbdataready: CdlDataEnd (track=0,time=889)
cbdataready: CdlDataEnd (track=0,time=891)
cbdataready: CdlDataEnd (track=0,time=893)
cbdataready: CdlDataEnd (track=0,time=895)
cbdataready: CdlDataEnd (track=0,time=897)
cbdataready: CdlDataEnd (track=0,time=898)
cbdataready: CdlDataEnd (track=0,time=900)
cbdataready: CdlDataEnd (track=0,time=902)
cbdataready: CdlDataEnd (track=0,time=904)
cbdataready: CdlDataEnd (track=0,time=906)
cbdataready: CdlDataEnd (track=0,time=907)
cbdataready: CdlDataEnd (track=0,time=909)
cbdataready: CdlDataEnd (track=0,time=911)
cbdataready: CdlDataEnd (track=0,time=913)
cbdataready: CdlDataEnd (track=0,time=915)
cbdataready: CdlDataEnd (track=0,time=917)
cbdataready: CdlDataEnd (track=0,time=918)
cbdataready: CdlDataEnd (track=0,time=920)
cbdataready: CdlDataEnd (track=0,time=922)
cbdataready: CdlDataEnd (track=0,time=924)
cbdataready: CdlDataEnd (track=0,time=1541)
cbdataready: CdlDataEnd (track=0,time=1543)
cbdataready: CdlDataEnd (track=0,time=1545)
cbdataready: CdlDataEnd (track=0,time=1547)
cbdataready: CdlDataEnd (track=0,time=1549)
...
...
...
cbdataready: CdlDataEnd (track=0,time=2543)
cbdataready: CdlDataEnd (track=0,time=2544)
cbdataready: CdlDataEnd (track=0,time=2546)
...
...
...
Executables#
Each version's executable contains debugging symbols. The ones presented below are from the PlayStation version, though most strings should be the same between both versions.
M70.MDL TESTMISS.MDL WINGHYPE.MDL ANDY3.MDL ANDY2.MDL M50.MDL M49.MDL M48.MDL M47.MDL M46.MDL
M45.MDL M44.MDL M43.MDL M42.MDL M41.MDL M40.MDL M39.MDL M38.MDL M37.MDL M36.MDL M35.MDL M34.MDL M33.MDL
M32.MDL M31.MDL M30.MDL M29.MDL M28.MDL M27.MDL M26.MDL M25.MDL M24.MDL M23.MDL M22.MDL M21.MDL M20.MDL
M19.MDL M18.MDL M17.MDL M16.MDL M15.MDL M14.MDL M13.MDL M12.MDL M11.MDL M10.MDL M09.MDL M08.MDL M07.MDL
M06.MDL M05.MDL M04.MDL M03.MDL M02.MDL M01.MDL VAGS
[front] [game]
%02d:%02d:%02d
STILS
%d.TIM
M\MIS_MODS.TMD
TMD Header ERROR TOD contains a camera!
XS elements %s
TodSetPacket
Invalid poly type %X in object %d
cloaking device widow maker virus bomb tractor beam screamer rocket rector bomb recon pod mine
judgement cube escort missile drive seeker darklight drive fragment cannon laser cannon
torpedo plasma cannon standard cannon no weapon
task data overflow
VIEWER.PSX sun tim [game] model viewer: unknown type DA PLAYING DA
SEEKING DA PAUSING DA SETMODE DA IDLE DA NOTINIT CSFX64.VAG CSFX67B.VAG CSFX35.VAG
CSFX58C.VAG VIRUSLP.VAG CSFX56C2.VAG CSFX46D.VAG CSFX53B.VAG CSFX57B.VAG CSFX39.VAG CSFX55B.VAG
SFX49.VAG CSFX44.VAG CSFX48.VAG SFX39.VAG CSFX38.VAG SFX40.VAG SFX42.VAG SFX41.VAG
CSFX83.VAG CSFX02.VAG CSFX01.VAG CSFX86C.VAG CSFX85C.VAG ENG_MED.VAG ENG_BIG.VAG ENG_WARD.VAG
ENG_HANG.VAG ENG_GUNP.VAG CSFX73B.VAG CSFX03B.VAG SFX19.VAG SFX83.VAG CSFX16.VAG ACCEL.VAG
CSFX04D.VAG CSFX79.VAG CSFX82.VAG CSFX80.VAG CSFX78.VAG SFX37C.VAG HYPER.VAG CSFX87.VAG
CSFX84.VAG SPEECH_F SPEECH_D SPEECH_E %d.VAG MISSIONS.SFX VAGS
[%02d] \RAGE.STR;1 \DCRED.STR;1 \DOUTRO.STR;1 \DINTRO.STR;1 SOUND\ MISSIONS\
ANDYMODS\TIMS\ ANDYMODS\TODS\ ANDYMODS\ TIMS\ \ ;1 .INF .WAD repton ovftr01 human
vulftr01 reppod02 repftr02 vulftr01 repbomb
flag ids must be in the range 0-31
flag %d label was previously defined
no flag named to true false expected true or false but fail if from sample speech sector
not listed in regions create track create generate sfx hyperspace not listed in regions
wait until go to enter portal patrol path home in on hunt defend attack cloak decloak
orbit spin drop pause fly with set flag jump race remove expected task hero
master gunpost slave gunpost element of unknown type position heading launch tractorable
allow jump label hero is automatically labelled mission critical hero is automatically mission
critical armed with no collision with task then pulse cannon portal sector number out of
range . portal number out of range pointing at up left right down expected left
,right, up or down expected a weapon name at too many weapon positions from sector number out of
range from portal number out of range to sector number out of range to portal number out of range
via via hyperspace number out of range MAX_PROCS(32) exceeded
terminate if procedure name not found forever times cannon only on off
ore4 ore3 ore2 ore1 astk astj asti asth astg astf aste astd astc
astb asta M\ASTEROID.TMD killer asta asteroids about between and attached to dolly
trackseg sequence end of sequence too many segments in track bad transform type in track
procedure name previously defined
end procedure clear sector in sector in hyperspace link portal unlink portal pause wait
until fail if message set waypoint to cancel waypoint label flag set flag illegal procedure
instruction until for sector number out of range . portal number out of range end of path
Too may waypoints in path need at least one waypoint can't find from offset radius heading up
start angle speed orbit never completes spin never completes " no flag named flag ids must
be in the range 0-31
to true false expected true or false then delete time ovsuit start from " no flag named flag ids must be in the range 0-31
is true false expected true or false unknown group in sector sector not listed in regions
can't find sector hyperspace hyperspace not listed in regions expected sector or hyperspace <
= > expected relational operator of cant find object destroyed unknown group: tractored
number of flag out of expected a weapon name you stupid fuck any element distance between and
can't find object not tractored cloaked infected in not in expected a condition tractor
beam off or bad condition type new_place : buffer overflow. no object no object matches
sector number out of range . portal number out of range element of portal waypoint "
random relative to expected relative offset object relative to SCRIPTS expected
expected number too many dots in float " expected closing quotes string too long string buffer
overflow PARSING ERROR: %s "%s"
Line %hu in file %s
move_object failed, illegal object region
too many groups viewer title distance section strength turret barrel min angle max
angle left barrel port right barrel port doorid top bottom right left front back
expected an orientation
port components structure end type normal gunpost hangar door portal dockport null
expected normal,gunpost,hangar etc... component doesn't exist non-critical armed with ( armed
with ) not a barrel! expected a weapon name rotation speed label dynamics mass linear drag
yaw drag pitch drag bank drag vertical stability linear thrust angular thrust cockpit cannon
position torpedo too many torpedo positions heading engine scale tmdid type zdefs
cycleclut tmdfile misc todfile group points reptons ovons mine portals asteroids PSX.ODL
WARNING: number of type descs(%d) exceeds MAX_TYPE_DESCS(%d)
Warning: In game load of %s
[ %s ] invalid local text key: mission regions sector too many regions sector number out
of range hyperspace hyperspace number out of range factions " too many groups in faction
unknown group v end of mission clear sector in sector in hyperspace link portal unlink
portal pause wait until fail if message local message speech set waypoint to cancel waypoint
label flag set flag procedure run autorun weapon init asteroids reverse controls enemy
pointer docked cheat supercheat primary weapons camera end game unknown mission instruction
can't find U T T T T T MSGS_SW.TXT MSGS_ES.TXT MSGS_IT.TXT MSGS_FR.TXT MSGS_DE.TXT
MSGS_UK.TXT No hero defined
%d 317 is duplicated can't find label Mission_label_to_element: can't find
Mission_label_to_master: can't find Mission_element_exists_by_index: bad index
Mission_get_label_index: bad string bad hyperspace region number too many instructions Script data
overflow position heading up hyperway unknown type hue red green blue white cyan
magenta yellow black rgb intensity type sun 1 sun 2 portal Too many portals portal
number not in sequence length bright dark bolts none positive negative universe
sector too many sectors sector number not in sequence hyperspace too many hyperspaces
hyperspace number not in sequence end of universe UNIVERSE.UDL
M\3DFONT.TMD darklite pad01
Ovon Fighter Kanonkap C psula Artillera Postazione Armata Tourelle
Verteidigungssatellit Gun Pod Kanonskepp Ca onera Nave da Guerra Torpilleur Schwerer J ger
Gunship Stridsskepp Caza Caccia Chasseur J ger Fighter Bombare Bombardero Bombardiere
Bombardier Bomber MISBR%s.TXT d v MISNG%s.TXT %s
MISOK%s.TXT %s
%s
%s
%s
%s %d
%d
%s
%d/%d
%d/%d %s %d [m%d]
%s:%d
_UK
De
_UK _DE _FR _IT _ES _SW FRONT%s.TXT MIS%s.TXT DEMO.MDL TITLE.MDL < SVENSKA > < ESPA OL > <
ITALIANO > < FRANCAIS > < DEUTSCH > < ENGLISH > X M\FLAGS.TMD
TEX_FLAG.TIM %s
----
> %s <
------------ -----
%s
ALAN ELVIS JOHN MAC SHINY SCOTT ANDY IAN SHRED
GROVER M\3DFONT.TMD CAM_TEXS.TIM %d