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Topic Summary

Posted by: Xkilljoy98
« on: 16. July 2023, 16:05:53 »

Posted by: Deu sex
« on: 18. June 2023, 11:20:50 »

I don't have the remake yet, I just have OG/SSP and EE.
I just listened to the new OST which is here on bandcamp: https://nightdivestudios.bandcamp.com/album/system-shock-original-video-game-soundtrack
Maybe some of them are worth keeping, because for example while I really love the OG, I was always a bit disappointed at the fact that not every level has it's original track. This would require choices I guess.
Posted by: Nameless Voice
« on: 17. June 2023, 17:18:57 »

So no one has actually tried the mod, since it didn't replace the into, elevator, or ending music.

(Did replace cyberspace, because even though the replacement wasn't bad, it was missing half of the track.)
Posted by: Xkilljoy98
« on: 16. June 2023, 21:58:10 »

Deu sexI think a version that simply turns up music volume and play rate would be good too, so you could hear tracks better and more often.
Posted by: Deu sex
« on: 16. June 2023, 21:16:19 »

I'm thinking, maybe it's a bit too soon to think about that, but a variant of this mod which doesn't replace everything would be great too, for example the new intro/outro music are really great I think, same with the new cyberspace music and the elevator theme.
Pretty much all the rest could be replaced though.
Posted by: Xkilljoy98
« on: 16. June 2023, 18:06:14 »

JosiahJackThanks, still figuring out how to swap out tracks, I wanna make music mods for the classic, cut, and and updated version.
Still figuring out how to do that. There have been a few music mods, I tried to study that to see how it could be done but not luck so far.
Posted by: JosiahJack
« on: 13. June 2023, 05:13:03 »

Here is all the music files from Citadel which should be 1 to 1 with the original DOS CD midi markers segments (as extracted from my personal CD of course).  I forget the soundfont I used.  I'll have to look later and add the info for my conversion process and tools.
 
https://github.com/JosiahJack/Citadel/tree/master/Assets/Sound/music

Anyone is of course welcome to use them if they like. I assume SSR has dynamic music system similar to the original from what I've read, where it randomly plays different snippets as part of calm and action and the original layers in the mutant or cyborg warning snippets which interestingly can be used as a sort of metal detector for nearby enemies if you knew what those bloopy whiny sounds meant, heh.
Posted by: Xkilljoy98
« on: 11. June 2023, 17:53:04 »

Deu sexHmm ok

I converted some songs to UAsset but I am unsure of how set them up to play
Posted by: Deu sex
« on: 11. June 2023, 16:44:38 »

Xkilljoy98 Apparently they used Chromium Rev A... which unmodified is completely out of place volume wise.
Posted by: Xkilljoy98
« on: 10. June 2023, 02:24:51 »

So, someone else has made and released a mod to do this.

https://www.nexusmods.com/systemshock2023/mods/37?tab=description

Damn, I wonder what version they used or how it sounds?

I still think we should try and figure out it as we might be able to do it better or offer another version of the OST

I like Chicajo's music, but I think I would also wanna try other versions too as there are some of Chicajo's tracks I think sound better from other covers/remixes

We could even study that mod and see what it does
Posted by: Nameless Voice
« on: 09. June 2023, 15:40:14 »

So, someone else has made and released a mod to do this.

https://www.nexusmods.com/systemshock2023/mods/37?tab=description
Posted by: JoshuaFireseed
« on: 08. June 2023, 08:48:38 »

-Cyberspace has some audio overlap
-Storage has around 17 seconds of silence before the song loops again
-Flight Deck had overlap when the dynamic combat track kicked in

Havent gotten around to Engineering and above yet but hopefully this helps.
Posted by: Nameless Voice
« on: 07. June 2023, 22:35:31 »

Attempt #3.

Adjusted the timings for Research and Executive so that they don't start playing again on top of themselves.

Also greatly lowered the volume of music while playing voice overs, from 70% to 33%. (That does actually seem to work?)


That's all I'm going to do for right now.  If someone feels like doing a bit of testing, it would be handy to know if the music works on Maintenance, Storage, and Flight, and also to check if the music loops correctly, or if it overlaps or has gaps (and, if so, how many seconds it's off by.)
[NVClassicMusic_P.pak expired]
Posted by: Deu sex
« on: 07. June 2023, 19:32:37 »

Good luck with that! You're our savior!
Posted by: Xkilljoy98
« on: 07. June 2023, 19:13:27 »

Huh, interesting, well hopefully it isn't long before it is figured out how the music works so people can easily swap out any music they like
Posted by: Nameless Voice
« on: 07. June 2023, 19:10:15 »

I was testing this using the Backer Beta (since I don't have handy saves for all the decks on the official release yet), so maybe the music wasn't fully set up in the beta, or there's some other incompatibility there?


There's also the other annoying thing, that the original game midi files tended to have the music in the wrong order, with some tracks having the first half of the music play before the second half.  Kind of noticeable on some decks.  Especially on Medical (which is why this still uses the Mac mix version, rather than one made from a midi.)
Posted by: Xkilljoy98
« on: 07. June 2023, 18:53:18 »

Interesting, I wonder what causes all of that?

Maybe deck music settings?
Posted by: Nameless Voice
« on: 07. June 2023, 18:44:32 »

Attempt #2.  Seems kind of buggy.
The music works fine on some decks (like Reactor and Research), doesn't seem to work at all on Maintenance (except sometimes it plays the music from Research?), seems to play the wrong music on Flight...  I don't know.  Must be some part of the system I don't understand.
[NVClassicMusic_P.pak expired]
Posted by: Deu sex
« on: 07. June 2023, 15:50:54 »

Oh I just recalled, in case you really want to use my soundfont with the arranged OST and not the in game tracks (for some reason), you're going to need the complete thing and not just the selected instruments, so here it is: https://mega.nz/file/jshBTLbZ#JZKCppCM7hC1MQVixuPFmRRgV6OCUWEJn-ocM0Qzfng

Note that volumes can be a bit over the place since even the full General MIDI set is balanced for in game play, I was mixing in real time on my second monitor when I was recording my video lol.
Posted by: Xkilljoy98
« on: 07. June 2023, 14:09:29 »

Deu sexHmm maybe, you'd have to ask if you can make segments or do any changes, though we might just have to work with what we have
Posted by: Deu sex
« on: 07. June 2023, 14:08:13 »

He has given permission to use his music for a mod

Well that's promising allright! Maybe he would be interested in doing the arrangements himself? (that would be even better)
Posted by: Deu sex
« on: 07. June 2023, 14:05:02 »

Nameless Voice
Okay then well, if you want to use a soundfont, then please by all saints use mine! I worked years on it!
Note that you would preferrably play the in game midi tracks instead of the arranged OST (even though the arranged OST still sounds really good) because some volume balance are better with the in game tracks, and also the in game tracks have the correct tempo (the arranged OST has a much faster tempo).
Posted by: Xkilljoy98
« on: 07. June 2023, 13:43:12 »

Nameless VoiceThat also works, tbh as long as a version is made then that is good, after that we can swap out the tracks and make different versions
Posted by: Xkilljoy98
« on: 07. June 2023, 13:42:07 »

Deu sexYeah, IDK if he has the source files, I am sure he does, but you would need to ask and these days that is only done via his website
https://mickey-wilson.com/

He has given permission to use his music for a mod

If we can get the source files we would have more to work with assuming they are in segments and all, but even if not I still think with the final tracks something can be made
Posted by: Nameless Voice
« on: 07. June 2023, 13:39:02 »

I think for the initial attempt, I'll just use the midi sounds rendered with a soundfont.  We can make other variants once everything is working.

I was poking about with the audio volumes.  As far as I can see, it's supposed to automatically lower the volume of the music when a voice over is playing, but it doesn't seem to actually work.
Posted by: Deu sex
« on: 07. June 2023, 13:04:14 »

Xkilljoy98
The best possible thing in the world, is if we could contact the guy and if he hopefully still has the sources, maybe going for a volume rebalance and a reduction in reverb effects (for better in game sounds distinctions), maybe adapt them for smooth loopings as well, and a tempo reduction since the actual in game tracks are slower than the arranged OST, and that would be just perfect!
So we would get his work for the remake, and I'd still use mine for the OG, the dream!
Still going to recommend mine here even though it's already on the shock forums, maybe suitable for a track or 2? https://youtu.be/hSA9MlmCr0s
Posted by: Xkilljoy98
« on: 07. June 2023, 12:52:54 »

Deu sexYeah IK?, we had an interview with him when it came out, one of my fav SS1 covers/remixes

Very true to the original, but enhanced as well

The security track especially is one of my favs

Now you see why I wanna use those versions for SSR as I think it would be a good fit, I just need to figure out how
Posted by: Deu sex
« on: 07. June 2023, 12:49:52 »

Xkilljoy98
Holy cow that sounds great!!
I was going to recommend my rendition but honestly that playlist blows it out of the water lol, much more suited for a pre-recorded material.

Damn that sounds good, how could I not stumble on this sooner?
(truth to be told after listnening to the entire thing, it would need some modifications, some parts sound a bit too present for an actual in game use, still a kicker though!)
Posted by: Nameless Voice
« on: 07. June 2023, 12:15:54 »

Probably stay here as it's a work-in-progress.
Posted by: Xkilljoy98
« on: 07. June 2023, 12:03:29 »

Since SSR General is now open, I wonder if this should move there, or stay here since it is in progress though it does have a file.
Posted by: Xkilljoy98
« on: 06. June 2023, 17:54:24 »

Are gameplay mods possible?

I would like to make a mod to prevent the game disabling spawning entirely when deck security is 0%. Obviously it should slow down, but not stop completely.

ALSO, for the music mod stuff, I feel like it will work better if the tracks are mixed in a way that's more ambient and dark/slow, rather than just porting over existing versions, because the remake is quite a bit darker than the original, so a more tense, scarier soundtrack makes sense.

I mean it isn't that darker, scarier, or more tense

Tho a music mod that mixes the original tracks into the existing ones could be neat

Tho in any case the final version is less darker than previous demos and plus playing the game with the original music works better than you think it would

Some are, depends on which parts of the system are written in C++ vs which ones are in Blueprints.

I don't have the skill to make remixes of the soundtrack.

Thankfully a lot of people have already made remixes and covers
Posted by: Nameless Voice
« on: 06. June 2023, 17:25:21 »

Some are, depends on which parts of the system are written in C++ vs which ones are in Blueprints.

I don't have the skill to make remixes of the soundtrack.
Posted by: sarge945
« on: 06. June 2023, 16:03:13 »

Are gameplay mods possible?

I would like to make a mod to prevent the game disabling spawning entirely when deck security is 0%. Obviously it should slow down, but not stop completely.

ALSO, for the music mod stuff, I feel like it will work better if the tracks are mixed in a way that's more ambient and dark/slow, rather than just porting over existing versions, because the remake is quite a bit darker than the original, so a more tense, scarier soundtrack makes sense.
Posted by: Xkilljoy98
« on: 06. June 2023, 03:20:18 »

So I have been messing around with this and I think I know what to do, just need to put in practice

What I wanna do with this

1. Make the Music in game sound louder
2. Make a mod with the original System Shock Music, probably gonna use the Mickey Wilson covers but could use a number of them
3. I also wanna add in the cut tracks and put them in the game somewhere

Also for ease of use, I am gonna put a message you put in another thread so the useful info doesn't get lost
For anyone interested in modding the game, I've been using three tools:

1) FModel lets you browse Unreal pak files and view or export the data inside.
2) UAssetGUI lets you edit packaged Unreal asset files.
3) A tool helpfully named "Asset Editor", which has a handy option for create patch pak files without having to do it on the command line.  While the other two are their top search results, I have no idea where you'd find this for download (I got it off @ThiefsieFool)

Also gonna link a thread I made messing around with the Demo files as an alt way to do it:

https://www.systemshock.org/index.php?topic=12206.0

I figured out how to extract files from the Remake Demo

1. Download the Unreal Engine (I used the most recent one (5.1) which seems to work but idk if it matters, 4.27.0 if you wanna use the one it was built in)

2. Open the command prompt

3. Go to the unreal files and find UnrealPak.exe (which is found at ...\Epic Games\UE_5.1\Engine\Binaries\Win64)

4. Drag and drop UnrealPak.exe to the command prompt and hit space

5. Go to the System Shock Remake Demo files and find SystemShock-Windows.pak (which is found at ....\System Shock Demo\SystemShock\Content\Paks) and copy it to another folder

6. Drag SystemShock-Windows.pak to the command prompt and hit space

7. Type: -Extract and then hit space

8. Create a folder to put the extracted files in and drag the folder to the command prompt

9. Hit enter (may take a couple hits) and then it will all be extracted to that folder

Here is a video that I followed:
https://www.youtube.com/watch?v=AElxgCRXF64

To convert the files to another format, use something like umodel

I still need to view all of the stuff or figure out how to mod it, I tried to open the project folder but it said it needed C++ and the files are saved in an unreal file type so still working on looking at it but I wanted to share how to do it so others can do the same
Posted by: Toaste
« on: 02. June 2023, 22:54:25 »

Now, the real debate is which version or remix of the music should I be using for this mod?

Just some stuff I've recalled when was watching this video. Really hoped for the remake ost to be something like this:
https://www.youtube.com/watch?v=i4UGpe7nSIs

https://www.youtube.com/watch?v=9eGL-MxS4lI

https://www.youtube.com/watch?v=pHg-E1JMKiQ
Posted by: Xkilljoy98
« on: 02. June 2023, 00:25:22 »

Nameless Voice
Looks awesome, if you are looking for a version of the music to use, this is a recommendation for me

https://www.youtube.com/playlist?list=PLsUzRsxvwpYq_5nIrNt9sVgnvCUKaQwDg

It is very good, very similar to the original but updated

I would do it myself but idk if I would get it right

I know you said you use FModel and UAssetGUI
Posted by: Nameless Voice
« on: 01. June 2023, 23:11:41 »

One thing I noticed is that the music drowns out the emails/audio logs if played at 100%.

On the one hand, I'm a bit surprised that they don't automatically lower the volume of the music while logs are playing, but on the other hand the default music playback volume was 25%, so I guess they didn't see it as necessary.
Posted by: voodoo47
« on: 01. June 2023, 21:20:38 »

oh yes, I like this. almost makes me want to install the game. almost (going to wait for the first big patch).

anyway yeah, some updated version of the music would be the best, though the sound blaster awe32 gold output was pretty damn awesome, and I think it would actually be good enough for this purpose, most likely (music comparison video was somewhere on youtube).
Posted by: Nameless Voice
« on: 01. June 2023, 20:15:28 »

https://www.youtube.com/watch?v=wppG940UBUs

Yes, it's possible.
Quite a bit of hassle, but possible.

Now, the real debate is which version or remix of the music should I be using for this mod?

I don't think the original midi audio would fit (though maybe one of the soundfont-rendered versions), so perhaps some remix?  Maybe the Chicajo mixes?

This example is the Medical bonus track from the Mac CD version, but that source only has Medical and Reactor.


In theory I could make different versions, but it's a bit of fiddly work to set this up.



1) Each level has a number of different audio sequences and rules for playing them.  For this, I modified the list and removed all but one and made it play always.
2) The sequences will happily play over each other multiple times if you don't set the repeat timing correctly, and the repeat timing is in "time measures", with no real context as to what those are
3) Each level also has a "BPM" value, but it doesn't seem to relate in an obvious way to the time measure.  Medical has a BPM of 55, but the time measure seems to be a little over four seconds.
4) I then had to create a new music asset (which I made by creating a new project in UE4.27, adding the music file, packaging the project, extracting the packed music file from the new pak file, then editing the extracted file to match the parameters for SSR.
5) I then had to modify the level audio sequence to use this new music resource instead.
6) And finally package it all up in a new patch pak.
7) Edit the volume of the level's music (it was set to only play at 25% volume for Medical.)

That's a quick summary, it took a while to figure out how to do all of that, but should at least be quicker for future attempts.



In any case, I've attached a version of the mod for Medical.  I haven't done much testing, so I wouldn't be surprised if strange things happen when entering/returning from Cyberspace or other decks.

To use, go to "System Shock Remake\SystemShock\Content\Paks\", create a subdirectory named "~mods", and drop the pak in there.
[SS1ClassicMusic-Medical_P.pak expired]
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