It's not yet completely finished, but if you have Dark Forces lying around (or just bought the Steam release) and want to make it a smoother, less pixellated and have mouse-look enabled, check out the latest build of the project that renders the game using OpenGL in a brand-new custom coded engine:
Accelerated Dark Forces Extended
Works a treat on my Vista setup, but I had to copy the game directory from the Steam default to a C:DARK directory.
Brilliant! Also if you want more Enhanced Dark Forces experiences, there's a Dark Forces mod for Jedi Academy here that recreates the first 6 levels.
Source: DarkXL
A: Right now DarkXL only supports Windows XP and Windows Vista. Support for other platforms is planned but not until later. Possible platforms include: Linux, Mac (with a volunteer since I don’t own a Mac), XBox 360 (using XNA) and a possibility of a 2.5D version on the DS if I’m feeling up to it (rendering in software similar to the original game). The DS version would be last if done at all – it’ll really depend on the demand and if I still want to do it after all the other versions. :) Also I’ll probably do the Linux version myself (and all non-Mac versions), which will make porting to the Mac pretty easy I think.
A: DarkXL is not open source at this time and the source code is not available. However the source will be opened up down the road, mainly so that others can maintain and extend the project once I’m “finished” (i.e. my goals are met and I’m not going to work on it much any more). I have reservations about standard open source projects (for reasons I really don’t want to repeat here) and really want to avoid excessive forking and fragmenting of the community (how many Doom source ports are there?). On the other hand I don’t want the project to die when I won’t/can’t continue it, which is why I’ll release the source anyway before then. So in summary the source code will eventually be released but not any time soon.
Sounds reasonable to me.