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Topic Summary

Posted by: ZylonBane
« on: 01. January 2024, 04:54:09 »

Updated to V21U.
Posted by: ZylonBane
« on: 08. August 2023, 16:39:27 »

George Carling
Sigh.
Posted by: JDoran
« on: 08. August 2023, 13:41:19 »

What dark timeline am I living in where you have to explicitly tell people, "Uninstall the old version. Install the new version."

To be fair, there are a lot of idiots about (i.e. me), and also many careless people too (that demographic includes me too), so it never hurts to issue a brief reminder of common sense things, just in case.




ZylonBane
Imagine how stupid the average person is. Then realise half of them are stupider than that.
That's a George Carling quote, isn't it? He was brilliant, one of the very few genius comedians with the twin gifts of being able to (a) point out something that you've known about and taken for granted all of your life but he makes you realize how stupid it really is, and (b) being able to make his explanation somehow sound hilarious.
Posted by: sarge945
« on: 08. August 2023, 05:54:27 »

ZylonBane
Imagine how stupid the average person is. Then realise half of them are stupider than that.
Posted by: voodoo47
« on: 07. August 2023, 23:58:04 »

just making sure, because I know people sometimes do that.
Posted by: ZylonBane
« on: 07. August 2023, 23:04:11 »

What dark timeline am I living in where you have to explicitly tell people, "Uninstall the old version. Install the new version."
Posted by: JDoran
« on: 07. August 2023, 21:46:39 »

shouldn't really matter, but why not. make sure to update properly, disable/remove the old 400 modfolder and create a new one for the latest build - do not pour the new files into the old 400 folder and overwrite (this is a general recommendation, not exclusive to the 400 mod).

That's good advice, thanks.
Posted by: voodoo47
« on: 07. August 2023, 08:52:02 »

shouldn't really matter, but why not. make sure to update properly, disable/remove the old 400 modfolder and create a new one for the latest build - do not pour the new files into the old 400 folder and overwrite (this is a general recommendation, not exclusive to the 400 mod).
Posted by: JDoran
« on: 07. August 2023, 01:13:59 »

AccFam_20 is this mod, just an older version AFAIK

So replace it with the new version

Will do, thanks mate. I should place the new version in the same list position as before, I take it?
Posted by: sarge945
« on: 05. August 2023, 01:05:40 »

AccFam_20 is this mod, just an older version AFAIK

So replace it with the new version
Posted by: JDoran
« on: 04. August 2023, 23:59:17 »

I'm surprised to see that I don't seem to have this mod in my SS2 set up. My recent setup is here:



I've since added a few mods that were recommended in that thread, but not the 'Four Hundred (400)' mod. Where should I place this mode, please?
Posted by: sarge945
« on: 04. August 2023, 15:46:39 »

Why are you still running the old version of 400? It was updated two years ago.

Old screenshot. It was just the first one I found in my screenshots folder that was a good enough "neutral" screenshot of Four Hundred, SHTUP and unfiltered textures.
Posted by: Deu sex
« on: 04. August 2023, 14:37:06 »

sarge945
Exactly this :) unflitered textures with supersampling is my preferred look for those kind of games, even though I must admit the 400 mod makes a good case for re-enabling the filtering.
If you like unflitered textures as well, I highly recommend doing Vulkan supersampling. Use the d3d9.dll from the 32 bit folder of the DXVK project (currently version 2.2) and place it next to the game's exe, and then create a file near the exe too named dxvk.conf, and add inside:

d3d9.forceSampleRateShading = True

It will transform the "multisampletype" variable of the cam_ext.cfg file into super sampling anti aliasing for the entire image, not just for transparency, if you set multisampletype 4 for example it will do SSAAx4 instead (sort of), of course it is heavy on the GPU but that goes without saying.

There are also many other benefits to running the game under Vulkan, like making it much easier to capture the game with VRR displays.
Posted by: ZylonBane
« on: 04. August 2023, 14:16:00 »

unfiltered.png
Why are you still running the old version of 400? It was updated two years ago.
Posted by: ZylonBane
« on: 04. August 2023, 14:05:27 »

Are radioactive barrels a 400 thing?
F​our Hundred is a mod for System Shock 2 that replaces the original terrain textures
Literally the second sentence of the first post. Barrels are not terrain. Barrels are objects.
Posted by: bombum
« on: 04. August 2023, 11:56:34 »

ZylonBane
I don't see the point of doing it with SHTUP/400 on but with vanilla graphics it looks really cool, well, it makes them look better than how they do with texture filtering on. Blurry mess transforms into nice crispy almost-pixel-art
Posted by: bombum
« on: 04. August 2023, 11:54:28 »

ZylonBane
Are radioactive barrels a 400 thing?
Posted by: voodoo47
« on: 04. August 2023, 10:41:53 »

no.
Posted by: sarge945
« on: 04. August 2023, 10:32:32 »

I can't speak for Deu Sex, but I would wager it's probably because Four-Hundred and SHTUP with texture filtering disabled looks quite sharp and nice with the old-school software look, rather than being a blurry mess?


[unfiltered.png expired]
Posted by: ZylonBane
« on: 04. August 2023, 06:43:14 »

I found 2 instances of textures that could be updated:
Why do you have texture filtering disabled. Just why.
Posted by: voodoo47
« on: 04. August 2023, 05:49:12 »

correct.
Posted by: sarge945
« on: 04. August 2023, 02:16:39 »

I'm no expert, but AFAIK signs are more SHTUP's domain.
Posted by: Deu sex
« on: 04. August 2023, 00:02:11 »

I found 2 instances of textures that could be updated:




There's also the environmental regulator machine, didn't take a screenshot of that one though.
Posted by: Deu sex
« on: 03. August 2023, 22:29:39 »

I'm redoing a playthrough with the randomizer, could you wait on purpose for some time so we can collect our thoughts? I can't think of a texture that would need any sort of improvement out of my mind like that, except maybe the turrets texture and the psi wall animated texture, but I recall seeing you working on those already :)
Posted by: ZylonBane
« on: 03. August 2023, 18:14:45 »

I'm about to do a minor update to 400. If anyone thinks there are any textures that could use improvement, now's the time to speak up.
Posted by: voodoo47
« on: 06. April 2021, 09:45:21 »

yeah, the SCP DNF release - "when it's done".
Posted by: Lightwave
« on: 06. April 2021, 06:24:06 »

SCP beta 5? What year is now? Am I missing something?
Posted by: ZylonBane
« on: 11. March 2021, 19:29:53 »

The "outdated" texture is actually pure white, so I'm guessing this is a texture scale issue between the stripped and unstripped version of that map. I'll check this evening.
Posted by: GuyFawkesGaming
« on: 11. March 2021, 19:28:49 »

SCP beta 4, the op mentions a beta 5 though.
Posted by: voodoo47
« on: 11. March 2021, 19:02:38 »

SCP or vanilla?
Posted by: GuyFawkesGaming
« on: 11. March 2021, 18:21:10 »

I found that the snow texture in the ops deck storage is still using the outdated texture. For comparison, the snow on the Hydro deck. Speaking of which, those metal pipes in the Hydro deck pic cause the wrench swing sound to cutoff when struck; not for the scope of this mod but still worth noting.
[ops1.png expired]
[ops2.png expired]
[hydro1.png expired]
[hydro2.png expired]
[hydro3.png expired]
Posted by: ZylonBane
« on: 18. February 2021, 04:03:15 »

400 has been updated.
Posted by: ZylonBane
« on: 21. October 2020, 06:21:41 »

There's a typo in the file Fam/_ACC/MW0004.INC. This line:
Code: [Select]
texture FAM\_ACC\MW004Should read:
Code: [Select]
texture FAM\_ACC\MW0004Not a huge problem since it's for an unused texture, but should be fixed eventually.
Posted by: ZylonBane
« on: 11. January 2020, 15:21:21 »

Thanks. Apparently I've messed something up in my 400 install.
Posted by: voodoo47
« on: 11. January 2020, 14:55:34 »

400 top, vanilla bottom.
[deep_purple.jpg expired]
Posted by: ZylonBane
« on: 11. January 2020, 02:41:34 »

Could someone please verify that, when using 400, the purple wall stripes on command2 are present?
Posted by: voodoo47
« on: 27. November 2019, 17:06:52 »

you mean RealSG and player shotgun muzzle flashes? don't merge that in I think, with the latest ND release, I should be able to cook up an universal RealSG build that will autodetect vanilla/SCP/Secmod/FMs/whatever and activate all the required bits accordingly (cshock2.gam.dml, lines 67-219, those are some real duct tape and chewing gum shenanigans right there, not something you want saved in your gamesys. feel free to rip the proper setup from SCP if you want proper player shotgun muzzle flashes in your fan missions). I would also omit the snippet that modifies the cig size, I was just playing with that, and didn't really like it in the end.

making the rick turrets corpse properly would be advisable though (again, check the SCP setup). the map fixes are also worthy of a look.
Posted by: Christine
« on: 27. November 2019, 16:50:44 »

I didn't found a contact adress for ACC.

ZylonBane - but it was the only animated Sky, even Thief1/Gold fM's didn't have one   :D  I set up the NewSky a few days ago...

voodoo47 - I checked the dml files, some of the changes I had already made. For the hybrid/Shotgun-thing: should I include the dml-file?


Posted by: voodoo47
« on: 27. November 2019, 16:25:17 »

also, fixing those parts of the geometry that are way, way too tall (and some objects that are placed way too high on the walls) would be great.
Posted by: ZylonBane
« on: 27. November 2019, 16:21:14 »

Yeah, a Ponterbee Station update in NewDark could get rid of that hackish animated sky on the Colony level and replace it with a proper NewSky.
Posted by: voodoo47
« on: 27. November 2019, 14:35:33 »

ACC is gone from the forums, and not sure whether it's possible to contacted him via other means (would check those links in the first post). generally, people are fine with other people reusing their resources as long as proper credit is given.

also, Ponterbee update? nice - maybe check the dml bugfixes, merging them into the new version probably wouldn't be a bad idea.
Posted by: Christine
« on: 27. November 2019, 12:03:18 »

I want to ask, if I could use some of the textures from this mod for changes.
I'm working on an update for Ponterbee Station and in the old version I'd change some of the original textures.
Posted by: voodoo47
« on: 26. March 2019, 09:03:25 »

there are a few extras, but nothing has been moved in that fashion.

anyway, lets get back on track - apart from the rad pipes, any other SCP specific textures that could potentially cause problems on vanilla maps?
Posted by: hemebond
« on: 26. March 2019, 04:43:08 »

I was thinking more along moving a gun to the other side of the level
That's what I was thinking of. I've watched a few streams where SCP was being used and, from memory, I thought there were a few weapons moved to earlier parts of the game.
Posted by: voodoo47
« on: 25. March 2019, 23:40:25 »

if you mean stuff like a bunch of nanites now not stuck in a bench half way, but placed properly next to it, then that's pretty much just a fix. I was thinking more along moving a gun to the other side of the level, and I don't believe that has been done anywhere (there have been a few additions though).
Posted by: ZylonBane
« on: 25. March 2019, 23:21:35 »

SCP changes the placement of lots of things, but (almost) never very much. Just movement within the same general area to make an object's placement more natural, or more challenging to reach, or to reward exploration.
Posted by: voodoo47
« on: 25. March 2019, 20:14:33 »

99% no (off the bat, I can remember one exception, or rather, an addition).
Posted by: hemebond
« on: 25. March 2019, 20:12:50 »

SCP (as that basically is vanilla but fixed
I was under the impression that SCP also made changes to item and weapon placements. Is that not correct?
Posted by: ZylonBane
« on: 25. March 2019, 15:53:44 »

Yah, definitely not. DMLs only work with objects, and a select few gamesys properties.
Posted by: voodoo47
« on: 25. March 2019, 15:43:00 »

there is, but I don't think we can activate a different set of textures with a dml.

anyway, if I understand correctly, the only problem here is that the already incorrect flow of the textures on vanilla maps will be incorrect in a different way? if that's the case, then again, I see no real problem - vanilla people are already getting tons of unfixed stuff as far as world textures go, one more or one less is not going to make a dent.
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