I just found something interesting! I've been dealing with a problem where the some of the lights on doors would glitch out and flicker. When I turned off SHTUP in bmm, the vanilla textures on the door didn't flicker. But, when I turned SHTUP back on, the flickering comes back. I was initially told it was just Aliasing, but considering that this doesn't happen when SHTUP is disabled, it must be a problem with the mod.
It's low-key bugged me for years that the PDA and keycard buttons on the HUD are in a different style from all the other buttons. Well no more!
Been lurking for a while and decided to give SHTUP-ND beta 2 a whirl. It is looking great and I noticed that on my side the UI doesn't look like your change above. Was this reverted in the latest version, or is this just a classic PEBKAC error? https://imgur.com/a/7x9QKJ1
Tiny hotfix posted to Beta 2. I accidentally made the metagame cursor the same color as the in-game cursor. Should be blue in the former, green in the latter.
If you'd like to patch your install to correct this instead of re-downloading the entire thing, just extract the contents of the attached archive into SHTUP's "intrface" folder.
SHTUP-ND updated to Beta 2. - Up-rezzed some previously un-up-rezzed textures. - Up-rezzed versions of new SCP Beta 5 textures. - Up-rezzed and increased frame rate of all explosion bitmap animations, using the original explosion footage. - Upgraded resolution of many previously upgraded textures. - Increased frame rate of many animated textures. - Reflective surfaces (screens mostly) now have environment maps. - Improved small anti-aliased text font. - Incorporates latest fixed models from Olfred's Fixed Objects v14.
Forgive me if this is the wrong place to ask, but I'm curious what the sources are for the images used for the magazines used in the SHTUP mod, specifically the old man one.
Unrelated, but for the sake of consistency, is the magazine shown on the far left of the attached image going to receive an update in the next update (assuming one is planned at some point)
Cheers!
The plant on the left there could use a facelift. Or maybe it's just something you leave to Vurt perhaps.
Playing around with making all the wall screens in the Citadel part of "Where Am I?" fullbright:
Original SS1:
SS2 + SHTUP:
I'll admit it looks nice in the above shot, but in larger areas with lots of wall surfaces that are supposed to be mostly dark, it makes Citadel look more like a disco than a research station.
I suppose to people with the aesthetic sensibilities of a teenager this all looks super-kewl, but Looking Glass clearly designed these wall panels with the intention that they'd only have a selective few blinkenlights twinkling here and there, so I'll be respecting that.
There is always more people turning up deserving of Macintosh credit then we hear about in the mainstream associations. I have heard of Wozniak but this is the first I have heard of Raskin.
Forgive me if this is the wrong place to ask, but I'm curious what the sources are for the images used for the magazines used in the SHTUP mod, specifically the old man one.
Unrelated, but for the sake of consistency, is the magazine shown on the far left of the attached image going to receive an update in the next update (assuming one is planned at some point)
Fun Fact: The HUD icons for nanites, cybermods, the PDA, and keys are set by the gamesys instead of being baked into the interface graphics. The controlling gamesys objects are FakeNanites, FakeCookie, PDA Soft, and FakeKeys, respectively.
EV-9D9: "You're a feisty little one, but you'll soon learn some respect. I have need for you on the master's sail barge, and I think you'll fill in nicely."
Fun Fact: The HUD icons for nanites, cybermods, the PDA, and keys are set by the gamesys instead of being baked into the interface graphics. The controlling gamesys objects are FakeNanites, FakeCookie, PDA Soft, and FakeKeys, respectively.
A little story on wasted time. I've recently upgraded the frame rates of the spinning TriOp and Med/Sci logos (again), and as a result I now have 68 256x256 textures to deal with. So I've been looking into saving them as DDS to save video card memory. The advantage of DDS files is that they support DXT compression. DXT for opaque textures yields a fixed compression ratio of 8:1, and it can be decoded directly on the video card in realtime, which saves a ton of the aforementioned VRAM.
However...
As it turns out, the difference between 68 textures saved as PNG vs DDS is 23 megabytes of VRAM. That may sound like a lot, but if you have, for example, a bargain-basement 4GB video card, 23 MB is barely half of one percent of that. SS2 as a whole, with SHTUP and 400 enabled, barely breaks 700MB total VRAM usage.
So in the end, not worth the hassle. All that VRAM exists to be used, after all. And it's a small price to pay for not having to deal with compression artifact nonsense like this: https://www.youtube.com/watch?v=0TtH4ldEzXA
For those wondering what they're looking at here, DXT compression works by dividing the image into 4x4 blocks, then within each block directly encoding the TWO most prominent colors, then deriving two more colors interpolated between those colors. It works great for photographic images, but it absolutely sucks for images with fine multicolored detail. Like for example, an image where green, orange, and black might all be present within the same 4x4 block.
ZylonBaneIronic, Vert actually has unfinished mods for both texturing the turrets (just the slug ones) and adding updated explosions. I tested both cause why not ; the turret one works but looks out of place without corresponding laser and rocket turret textures. The explosions one displays wrong animations likely due to outdated dml (I think it was last updated ~2016). Anyways, I just thought that was a bit funny given the context of not only what you're complaining about but also that your most recent updates were about turret textures and explosions.
Yep I jumped the gun a bit early I should have read the post history better sorry about that. However the texture mapping thing is very subjective, a lot of textures in the game preserves more detail by not having the filtering applied to them (example being most environment textures, desks, and especially 3D models of enemies). Some of them do look worse though I give you that, like reflections and transparent ones.
Do you think, even in theory, that texture filtering could use a slightly less lossy/blurry method?
What I'm seeing here is a positive correlation between an inability to read post dates, and a fetishistic obsession with making SS2's texture mapping look worse. And pokémodding. And scraping unfinished mods from the dev topic. And having mutually exclusive mods active at the same time.
not everything is included in the last public build (first post Last Edit: 19. June 2021, 23:03:45, so it's very safe to say everything posted after that date is not available yet).
anyway, SCP, then obj fixes, then SHTUP, then everything else, would you kindly.
Looking at the latest posts (except explosions of course) I think I must have messed something in my mod order, I don't have the sexy blue turrets, nor the smooth psi wall animation, it looks like this right now: https://i.ibb.co/X3DrSXC/mod-order.jpg
also about the texture filtering disabled, I just re-enabled it, I prefer it without, but it has a few issues here and there, and supersampling the renderer SSAAx16 to eliminate texture aliasing is slightly too brutal for my GPU (I can target 60 FPS but 120 is harder), which is understandable I mean we're talking SSAAx16 after all
It's been so long since I've looked at the vanilla explosions instead of SCP, I'd forgotten how slowly the vanilla animations run. No idea why Irrational did that, they look so much better sped up. So yeah, the actual SHTUP explosions will animate faster than in this video. I just speed-matched here for comparison.
most likely done because they did not want to model the insides to save polys, and anything but pitch black would make it obvious the gun is actually rising from a solid block of steel.
ZylonBane Regarding blue turret: hack suggestion alert! Assuming remodeling is not an option, how about spawning a textured flat mesh where the turret opens up, so that its guts have detail instead of black nothingness? And of course destroy the mesh when the turret is destroyed.
Perhaps only do this for the bottom half of the turret for performance reasons. Since the top half (underside) will be seen far less. And the top half is also the part that moves which complicates things.
I bet there is a simple explanation, like time travelling, infiltrating IG headquarters (we know the code, right?) and sneaking a peek at the original resources.
HikariI can't guess anything from those old textures. Either it's cleary visible, or just random pixels. I think ZB did a good job interpreting these pixels into something plausible.