67426f3610af2

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic ____ of meat and bone!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: xXFacelessXx
« on: 03. November 2023, 23:30:13 »

xXFacelessXx
Nevermind. I am silly. I don't think it works for the steam EE anymore. :<
Posted by: xXFacelessXx
« on: 03. November 2023, 23:01:51 »

Hello,

How do I install/initiate this after downloading .zip?

Thank you,
Posted by: Valet2
« on: 22. November 2022, 09:47:27 »

Finally, I've managed to play this FM (yeah, a proper vacation since 2018). And I had a blast! It felt like a SS1, but ultra-compacted to 3 levels. But thought it would be longer. Found two rapiers and three scorpions, secret tunnel on S-W and 0-floor on level 1. New audiologs were cool (funny shodan voice though), great music, and a very carefully crafted level design and scripting. Thank you for the awesome FM, I've literally spent two days playing it :D
Posted by: Xkilljoy98
« on: 12. September 2022, 01:34:21 »

Apparently Rewired 2 (a planned sequel) is on Hiatus, kinda sucks since it had promise but maybe we'll see it someday, who knows.
Posted by: unn_atropos
« on: 18. January 2020, 21:55:21 »

Nah, no sarcasm.

My impression of 3RDplayer is one of a genuine guy.
Posted by: Number two
« on: 18. January 2020, 21:46:53 »

Wow, you are the first human being that actually took the shortcut! NOBODY! And I repeat nobody that played it for the first time ever found out about it!

Thank you so much for playing my mod! You are awesome!  :thumb:
Now that was a lot of sarcasm.
BTW is Tractor Beam fully functional in the game or you had to work on it?
Posted by: 3RDplayer
« on: 06. January 2020, 12:30:54 »

Never mind, I'm an idiot. I was playing the mod when it was really late. The healing suite path is meant to be a shortcut and I found out where the card for the maintenance tunnels is.

Wow, you are the first human being that actually took the shortcut! NOBODY! And I repeat nobody that played it for the first time ever found out about it!

Thank you so much for playing my mod! You are awesome!  :thumb:
Posted by: Kat
« on: 28. December 2019, 12:30:30 »

Never mind, I'm an idiot. I was playing the mod when it was really late. The healing suite path is meant to be a shortcut and I found out where the card for the maintenance tunnels is.
Posted by: Kat
« on: 28. December 2019, 12:22:06 »

So I finished the mod, but I didn't get to see half of the engineering level, I couldn't find a way into the maintenance tunnels at all, and never got to go into cyber space on that level either due to the security level. I thought going through the hidden entrance in the healing suite was the way to progress and unlock all of that back on the engineering level, but it turned out to be the end with the SHODAN fight. 
While I enjoyed the mod, I'm a little confused, what's the point of the maintenance tunnels if the path is just to get the healing suite key and go through the hidden elevator path to SHODAN? 
Also how does one even get into the maintenance tunnels in the first place? I'd love to replay it and explore that area soon.
Posted by: 3RDplayer
« on: 11. December 2018, 03:52:13 »

Sorry for the late reply. Thank you so much for that upload! Some of them dont seem to work tho and give an error message.

Anyway, the reason why I'm posting here is because ReWired made it into the top100 of the mods of the year on moddb. It would be dope if everyone that is interessted would give it its vote so it might land on a high spot! This is exciting! Thanks everyone!

VOTE FOR SS:REWIED AS MOD OF THE YEAR 2018
Posted by: unn_atropos
« on: 07. October 2018, 19:17:50 »

Posted by: 3RDplayer
« on: 24. September 2018, 10:14:17 »

There is a single tile that when the player stands in it he wont get radiation damage. That is minor and doesnt require patching. If there would be a giant game breaking bug, then fixing is necessary. Also, its a good trait to know WHEN TO STOP updating stuff, otherwise you won't be able to move on ;)

Regarding abandoning compatibillity for the sake of evolition. I totally agree. I would make fanmissions for the sourceport only. But using the old enhanced edition is quicker and easier. It's neat that the editor allows saving resources in a way that just patch over existing ones while omitting original ones. But I rather have a full resourcefile with changed and original resources than a resource file with only changed resources. And the side effect is that backward compatibillity will stay intact until the SP allows total control over everything, even code changes per ini file.
Posted by: Kolya
« on: 24. September 2018, 06:37:29 »

That is how we usually go about it, yes. And I'm sure 3rdplayer understands the advantages. But if he thinks the issue is too minor to break backwards compatibility, that is his prerogative to decide. Let's not get too pushy about this. :)
Posted by: voodoo47
« on: 22. September 2018, 14:02:42 »

same goes for compatibility with older incarnations of the game engine - it's ok to have it, as long as it does not interfere with fixes, enhancements and the general evolution of the mod/FM. if it does, then abandoning the compatibility for the sake of evolution is preferable - for example, all SS2 mods released or updated after 2012 are considered as requiring NewDark to work properly, and oldDark compatibility is not tested or maintained.
Posted by: ludo1800
« on: 22. September 2018, 13:16:19 »

this is expected behavior (SCP, TFix etc), and would be quite odd to take old saves into consideration. fixed stuff > compatibility with old stuff, always.

Agree  8)

On the other hand, that ramp makes some kind of a safe zone for get some rest !
Posted by: voodoo47
« on: 17. September 2018, 07:13:11 »

Updating the mod to fix such a small issue is a problem. Because doing so would make your old savegames incompatible.
this is expected behavior (SCP, TFix etc), and would be quite odd to take old saves into consideration. fixed stuff > compatibility with old stuff, always.
Posted by: 3RDplayer
« on: 16. September 2018, 22:50:37 »

Just finished the Mod, I think...

But on a bug, I will try later once more to confirm : Not any SHODAN to kill !  :cyborg: Just two mobs, loss of nearly control, screen starting to fade on Shodan's face, even if I exit the Cyberspace LOL...
Anyway, not so a big deal, hoping it is some kind of the same ending in the original game...


Thanks for the feedback.

If you would've read the install_instructions.txt that comes with rewired. it Says:

//KNOWN BUGS
////////////
It might happen that the SHODAN critter sprite becomes invisible but she will still sit on her throne, so keep shooting if that happens.

Difficulty is OK, areas are huge, even too much some times, the maze aspect is cool ! Even in Cyperspace, really, really good job. And thanks to the maze aspect, I presume there are some "replaying" possibilities...

^ There is two ways to level 3. One of them lets you skip all cyberspace terminals except for the final one. And yes, when you get kicked out or killed by SHODANs guards and land outside in the realworld. She will still pixelate your screen and kill you. That's intentional.


Oh, and i found a glitch/bug, I think : in the Throne room, the "ramp" to the windows just facing the long ramp to the cyber port, between the entrance and the Cortex Reaver, is radiations/poisonning free... Maybe it's on purpose, maybe not  :lulu:...

^ That is correct. Updating the mod to fix such a small issue is a problem. Because doing so would make your old savegames incompatible. So it will stay in the mod. I'm sorry.

Thanks you so much again for your feedback! And who knows, maybe one day someone will make a french translation of my mod. The files to do so are here.
Posted by: ludo1800
« on: 15. September 2018, 12:01:19 »

Just finished the Mod, I think...

But on a bug, I will try later once more to confirm : Not any SHODAN to kill !  :cyborg: Just two mobs, loss of nearly control, screen starting to fade on Shodan's face, even if I exit the Cyberspace LOL...
Anyway, not so a big deal, hoping it is some kind of the same ending in the original game...

First of all : CONGRATULATION ! Really good job, and, I must say : I want more ! Please  :aii: !

Difficulty is OK, areas are huge, even too much some times, the maze aspect is cool ! Even in Cyperspace, really, really good job. And thanks to the maze aspect, I presume there are some "replaying" possibilities...

Voice acting is cool, but a little cold, a little too impersonnal, too scolar maybe... Shodan needs more stuttering and fuzzy effects...

As I said just above, maybe a little too "mazy", but that's OK...

Oh, and i found a glitch/bug, I think : in the Throne room, the "ramp" to the windows just facing the long ramp to the cyber port, between the entrance and the Cortex Reaver, is radiations/poisonning free... Maybe it's on purpose, maybe not  :lulu:...

Once again, THANKS and CONGRATS !  :heart:
Best regards from France !
Posted by: voodoo47
« on: 13. September 2018, 20:57:45 »

yeah, not too happy about that particular change, never was a fan of games spreading their files all over the hard drive, and it definitely is going to make mod/FM install more annoying.
Posted by: 3RDplayer
« on: 13. September 2018, 20:53:51 »

Changed installation instructions due to update to System Shock Enhanced Edition by Nightdive Studios.

////////////////////////
//PACKAGE B INSTALLATION
////////////////////////
This package can be played with:
- System Shock Enhanced Edition

1. Open a Windows-Explorer window and type the following into the location bar:

%APPDATA%\Nightdive Studios\System Shock EE\mods

2. Drag and drop the "rewired"-folder of the just downloaded .zip-file into the in step 1 opened directory.

3. Start the game and activate the Mission under Modifications of the title screen.
Posted by: 3RDplayer
« on: 07. September 2018, 10:36:58 »

I updated the topic with version 1.30.
There was already a hotfix that removed the custom reactor soundtrack due to problems with the sourceport fixing the original reactor track. This caused error messages to popup the player would require to click on "Close" everyime a robot shot on level R. This track will be put back in once this problem is resolved.
Posted by: 3RDplayer
« on: 11. July 2018, 02:52:34 »

I've heard that there is software that can learn to 'copy' a person's voice, so that you run a few pre-recorded files of speech through the program (or just get the person to speak into the PC's microphone whilst the program is monitoring the microphone), and then the program can 'speak' in a good approximation of the person's voice.
Well, I could also just take the Hatsune Miku vocoder and let her speak my SHODAN? ;) Miku talking down on Hacker: "You have listened to my songs for the last time, baka!"

any interesting source port related fixes?

I added empty strings to some logs and texts so they dont crash anymore. Axemeleon already fixed the bug gamecode wise, but there might be other sourceports in the future that might not be so lucky. So by default I decided to always add empty strings by editing the .res file directly with the tool he send me after I changed them with schocked/hacked.

Some screens refering to surveilance cameras the player interacts with crash the game when he exits them. Axemeleon also did change this in the game code. And I also figured out that no alternative picture source is needed to display them. So whenever you have a surveilance camera set up in your mod, make sure to set "alternative sources" to 0 in the editor for screens in question.
Posted by: JosiahJack
« on: 11. July 2018, 00:39:14 »

Amd assuming you could feed it enough pure unaltered files of Terri talking, err, normally as SHODAN without the distortion effects layered on yet.
Posted by: voodoo47
« on: 10. July 2018, 18:14:28 »

wasn't aware of such a thing - I'm thinking that while it probably won't be good enough to emulate Garrett for example, it could be sufficient for Shodan, as the added distortion would mask the flaws quite efficiently, I'd imagine. basically, if you can generate a voice that sounds somewhat like Terri, and Shodanify it well, you could get a pretty believable Shodan voice, one that doesn't make you cringe.

assuming the mentioned software is available for free/as trial.
Posted by: JDoran
« on: 10. July 2018, 17:59:08 »

Sorry to be the mandatory idiot who makes a stupid point (every good thread has one  :/), but I've heard that there is software that can learn to 'copy' a person's voice, so that you run a few pre-recorded files of speech through the program (or just get the person to speak into the PC's microphone whilst the program is monitoring the microphone), and then the program can 'speak' in a good approximation of the person's voice.

If these programs did work properly, then it would be great, not only for mod-makers who want to make mods with in-game speech that matches up with the speech by characters in the original games, but it could help too if the original actors/actresses are available for hire but their voices or performances don't match their earlier work.

But since I've not (as far as I can remember) seen these sort of programs mentioned in regard to modding, am I to take it that the results of these programs aren't (yet) good enough for this purpose? A pity, if that's the case.
Posted by: icemann
« on: 10. July 2018, 16:51:36 »

Some of the audio logs weren't bad. A few overacted. Shodan sounds quite nasal-y in that first log.

Nice to hear new audio logs after so long either way. Nice work on the audio effects.
Posted by: voodoo47
« on: 10. July 2018, 14:22:08 »

any interesting source port related fixes?
Lansing's recording equipment seems to be introducing some bad form of crackling noises, apart from that, not bad so far. but yeah, the Shodan stuff.. as mentioned, my brain just goes does not compute if it's not Terri. maybe some more tweaking that would get the voice lower down could help.
Posted by: 3RDplayer
« on: 10. July 2018, 13:57:55 »

Try your hand at SS2 FM making next 3rdPlayer :p. Thief has a zillion FMs. SS2 on the other hand has only a moderate amount.

Hey guys, uhh let's see. I want and I will finish my Thief map. No matter what. And since I am very experienced with Dromed, SS2 would be a cakewalk to mod for. But I rather would want to continue working on my 1:1 recreation of Spencer Mansion in Thief 2.

anyway, I think I have seen voiced logs/emails for ReWired mentioned somewhere (would be great, as no System Shock FM should be without voiced mails/logs) - how are you tackling the Shodan voiceovers? I did manage to achieve decent results just by using free online voice generators when creating audio for the Minstrel AI (Ariadne), but getting such a voice to sound even remotely Shodanesque would require some serious sound editing skills.

I have an actress speaking SHODAN, and she does a great job. Rest is up to my audio editing skills, which are... let's not talk about them for the time being. And I don't fear comparisons. My SHODAN is not the same SHODAN. So we can give it our own spin. Here is all logs so far

ohh and version 1.2 is out! ;)
Posted by: voodoo47
« on: 09. July 2018, 20:26:56 »

yeah, the total SS2 FM count is barely making it out of the single digit area - as mentioned elsewhere, SS2 mechanics are too complex, and assets are not generic enough to pump out new missions easily without compromising quality (a problem Thief doesn't have).

anyway, I think I have seen voiced logs/emails for ReWired mentioned somewhere (would be great, as no System Shock FM should be without voiced mails/logs) - how are you tackling the Shodan voiceovers? I did manage to achieve decent results just by using free online voice generators when creating audio for the Minstrel AI (Ariadne), but getting such a voice to sound even remotely Shodanesque would require some serious sound editing skills.

that's pretty much why my top two recommendations to anyone thinking about doing a SS2 FM are "do voiced logs/mails", and "no Shodan" - RttUNN would be a good example. almost no cringe in the audio area, especially with the latest patch.
Posted by: icemann
« on: 08. July 2018, 18:07:19 »

Try your hand at SS2 FM making next 3rdPlayer :p. Thief has a zillion FMs. SS2 on the other hand has only a moderate amount.
Posted by: voodoo47
« on: 06. July 2018, 11:22:37 »

*quickly tests stuff* it can actually be anything, so it seems like you basically tell the engine to load a resource (RestabSetBase), specify the res type (mission, alog, we don't know the rest), and a filename with its location (XYZ/xyz.res).

so as long as we know the load codes for all the res types, it will be possible to load any resource via the AS file.
Posted by: JosiahJack
« on: 06. July 2018, 11:00:57 »

Wouldn't it be xyz_alog.res?  :P
Posted by: 3RDplayer
« on: 05. July 2018, 19:55:56 »

I guess we have to wait until the sourceport is out fully, then we can ask for specifics. Didn't axemelon said he wants to have angelscript removed? hmm. I tried to setup my .as file for rewired as he instructed in discord. but he did a typo and it resulted into an error. haha. but now I could check that loading citalog really works, no original audio anymore for the logs.

For the other lines, we have to wait how I mentioned initially.
Posted by: voodoo47
« on: 04. July 2018, 16:27:07 »

yeah, seen it, and it works. still not clear how additional resources would be loaded though - some documentation would really help.

so now we have
ResLoad("xyz_cybstrng.res", true);
for cybstrng, and
RestabSetBase("mission", "xyz.dat");
RestabSetBase("alog", "xyz_citalog.res");
for dat and citalog. so what would need to be done, if I also wanted to load custom death.res? what's up with the "true" part of ResLoad?
Posted by: 3RDplayer
« on: 04. July 2018, 14:59:04 »

seems like the latest SP beta update has resolved the rainbowy texture issue, so as soon as we'll know how to tell the AS header file how to load multiple res files, the FM should be SP beta ready after a small repack.

There is still a problem with screens that point to surveilance sources. when leaving some of them, the game crashes
Also some alternating picture sources don't work properly yet. Otherwise I wouldve repacked it already.
Axemeleon just posted his updated .as file for launching additional resources.
Posted by: voodoo47
« on: 04. July 2018, 12:18:19 »

seems like the latest SP beta update has resolved the rainbowy texture issue, so as soon as we'll know how to tell the AS header file how to load multiple res files, the FM should be SP beta ready after a small repack.
Posted by: 3RDplayer
« on: 04. July 2018, 00:31:41 »

I'm hopeful you all will figure out a good way for 3RDplayer to distribute his next fanmission ;)  :thumb:

Why me? Why not someone else? I am done. Leave me be with sshock! I have to go back to Thief. Still got until November before the Thief 20th anniversary mapping contest on ttlg is over! LOL Just kidding... I already have an idea for a sequel. But it would require some additional changes to HUD, replacing textures maybe?, That I didnt do in ReWired. Because the sequel be a more action driven corridor shooter ala doom starring an UNN soldier that cannot be manipulated and bought. At least that's the raw idea I have. Nothing concrete. Oh and outdoor areas ;)

I thought there was only red, blue, and green transparent force doors/plats.

Oh and access granted but door still locked.  What?  LGS are wizards and I think it's cool you exploited this feature that probably never existed in the original game.

I didn't even know there werent white/grey forcedoors and bridges in the original game until you told me. I guess LGS just never inserted some?
The original game doesnt use both locked parameter and access level paremeter on doors. either, or, not both.
But they use locked parameter on metal gratings, because critters try to open a metal grating that cant be opened and cause "door-open-sound-loop-chaos" how I call it.

heh, yes, the engine has quite some features and untapped potential. Even the source release uncovered a few things that I couldn't reverse engineer, as the original game didn't use it at all. I could spoil you, yet the whoa! effect would be cooler if a modder would exploit that :)


My level was entierly made with shocked, the old version, its not as bad as you think it is. It's amazing in its own right until hackED is fully blossomed. So don't downtalk on your beautiful shockED ;) Also don't have secrets for me. I wanna try! :p
Posted by: dertseha
« on: 03. July 2018, 20:29:30 »

heh, yes, the engine has quite some features and untapped potential. Even the source release uncovered a few things that I couldn't reverse engineer, as the original game didn't use it at all. I could spoil you, yet the whoa! effect would be cooler if a modder would exploit that :)
Posted by: JosiahJack
« on: 03. July 2018, 20:20:07 »

Did you guys find the hidden charge station on medical?  I like all the niches and secret areas.  Also, what?!? I had no idea shock was capable of nearly transparent windows like you have in the neurosurge office with the keypad!  I thought there was only red, blue, and green transparent force doors/plats.

There were a few other cool features I didn't realize you could do...oh right the custom text for doors and switches when you use them.  Also, the triple layer lift  O_o

Oh and access granted but door still locked.  What?  LGS are wizards and I think it's cool you exploited this feature that probably never existed in the original game.
Posted by: voodoo47
« on: 03. July 2018, 19:28:32 »

it's "backup and replace original files", actually.
Posted by: Marvin
« on: 03. July 2018, 19:00:26 »

I'm guessing that the number of people who would be willing to try all this weird retro stuff but are put off by all the install shenanigans isn't as negligible as one might think.
So they'd put up with SS1's "weird" interface and controls but couldn't be arsed with two shortcuts? I don't buy it.
Posted by: dertseha
« on: 03. July 2018, 17:46:11 »

I can relate with the sentiments here. The few support requests I had about the editor were mainly about how to get it running (you have to provide command line arguments). Can't blame these people for never having a terminal open. It's all "Install APP" here and "Click on Desktop Icon" there...
It's about tools meant for end-users, not enforcing archaic computer wizardry, just because we had to grew up with that. Yes, I remember optimizing autoexec.bat and config.sys just to get a few more KB (!) of memory available - but do I want to do that nowadays?

...Says the one who made the editor with the bad UI/UX - hey, it was mainly a proof of concept - the new one is underway (it even has undo!  :thumb: )
Posted by: JosiahJack
« on: 03. July 2018, 17:39:44 »

I still like installing mods by hand and don't trust automatic installers much.  Come to think of it, SS2 Tool is the only mod installer that has worked really well for me so I'm hopeful you all will figure out a good way for 3RDplayer to distribute his next fanmission ;)  :thumb:


Psst!!!  Did you guys find the light saber?  I did!
Posted by: ZylonBane
« on: 03. July 2018, 17:30:49 »

I grew up having to install mods the hard way, and I don't even have the patience for it anymore.
Posted by: voodoo47
« on: 03. July 2018, 17:20:23 »

I'm guessing that the number of people who would be willing to try all this weird retro stuff but are put off by all the install shenanigans isn't as negligible as one might think.
Posted by: Marvin
« on: 03. July 2018, 16:34:04 »

that's why I'm saying that we need to get it working with the source port in a way that would only require extracting an archive, or lose 90% of the younger audience.
Are you referring to the oh-so-large community of young adults who can't resist playing somewhat obscure PC games older than them but also don't know how to copy & paste?
Posted by: voodoo47
« on: 03. July 2018, 16:11:04 »

remember, an average Joe the (steam) Gamer usually doesn't even know where his game files are, so no wonder having to backup/replace/swap them around feels like a brain surgery.

that's why I'm saying that we need to get it working with the source port in a way that would only require extracting an archive, or lose 90% of the younger audience.
Posted by: unn_atropos
« on: 03. July 2018, 15:49:36 »

Quote by pcgamer.com
Installing the mod is a matter of "six easy steps," as creator the-3rdplayer explained, apparently without irony. It involves replacing some files, a process that isn't exactly brain surgery but that can be a little intimidating if you haven't done such things before.
Is it just me getting grumpy with old age, or is it makind? Copy and paste?? Whoaa! Complicated like brain surg* !!!



*some ReWired humour   :awesome:

Posted by: 3RDplayer
« on: 03. July 2018, 03:27:52 »

Well, I am very displeased about this. I just used the tools that were given to me by dertseha. And you guys worked countless years together on this. So I send the articles in question a mail. Nicely asking to change that bit of the article. Because I feel like its robbing the community and dertseha of their achivements if it doesnt get mentioned. The only news website that did not wrote an article yet is kotaku. And believe it or not, they send me a e-mail asking me if I would answers some questions BEFORE posting some halftruth nonsense on their website. So I take the opportunity to give credit where credit is due.
Posted by: JosiahJack
« on: 03. July 2018, 00:37:58 »

Lol, ya no hope of that for us.  8)
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
67426f3612996