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Topic Summary

Posted by: voodoo47
« on: Today at 22:43:48 »

just rolls off your tongue.
Posted by: sarge945
« on: Today at 22:25:43 »

Electric Boogaloo
Posted by: WhyHelloThere
« on: Today at 15:47:35 »

Don't forget the "& Knuckles"
Posted by: ZylonBane
« on: Yesterday at 04:24:12 »

"System Shock 2 HD: Ultimate Enhanced 25th Anniversary Championship Remaster Platinum Edition Pro Alpha Plus Turbo DX: Nah Memories"
Posted by: Xkilljoy98
« on: Yesterday at 04:01:29 »

While I do prefer "Enhanced Edition" over "25th Anniversary Remaster" I am at least happy it seems to be releasing this year. Apparently it's going to have the date announced next month. March 20th at GDC from what I've read. Also there is now a switch port coming out.

Besides 25 years after 1999 is 2024 right?
Posted by: JDoran
« on: 15. February 2025, 16:54:05 »

Is there a recent preview video of the new System Shock 2, please?
Posted by: eldrone
« on: 15. February 2025, 11:21:45 »

Anyway, bold of them to officially call it a remaster now when most of the "remastered" graphics come from community mods.

Also I guess we should refer to it as SS225AR now.

It relies a ton on the community mods included and it wouldn't be possible without them.

But right now the new character and weapon models are just a small fraction of the work that has gone into the remaster.
Posted by: Livo
« on: 15. February 2025, 03:02:45 »

I "think" the article was very badly citing the official Nightdive press release notes, which state that for Kex games, their console specific releases can run up to 4K 120fps. Happy to be corrected, but I believe some of the latest Kex releases have PC versions that can run faster than 120fps, but their console counterparts are limited to either 60 or 120fps, depending on if they're Switch, Xbox or PS4/5.
Posted by: ZylonBane
« on: 14. February 2025, 22:25:15 »

Maybe Kex DOESN'T support over 120 FPS.
Posted by: vrubayka
« on: 14. February 2025, 20:19:23 »

Up to 4K 120FPS performance with ultra-widescreen support and...
NewDark supports any frame rate, so long as you set the physics tickrate to 60 it works with no issues. Why the 120fps cap?
Posted by: ZylonBane
« on: 14. February 2025, 15:31:34 »

Why on earth would you link to a Reddit post instead of the article linked to by the Reddit post?

https://nintendoeverything.com/system-shock-2-25th-anniversary-remaster-announced-for-nintendo-switch/

Anyway, bold of them to officially call it a remaster now when most of the "remastered" graphics come from community mods.

Also I guess we should refer to it as SS225AR now.
Posted by: tiphares4
« on: 14. February 2025, 14:58:11 »

Posted by: sarge945
« on: 21. January 2025, 02:38:56 »

Something actually useful would be the ability for scripts to trigger autosaves. Would allow mods that save at regular intervals, or that save at significant progress points.

Yeah I suggested the same thing. A saferoom/save point mod would require a script function to disable saving altogether (which would also disable autosaving), and a function to trigger an autosave.

A function to create a custom named save would be nice, but SS2 uses a save slot system, so I'm not sure that would be a good idea, given it might clobber important existing saves.
Posted by: ZylonBane
« on: 20. January 2025, 22:00:31 »

Something actually useful would be the ability for scripts to trigger autosaves. Would allow mods that save at regular intervals, or that save at significant progress points.
Posted by: sarge945
« on: 20. January 2025, 11:54:13 »


You know what, there's some new save and post save messages right now and while I haven't tested it, it should add the ability to essentially "break" a save unless script conditions are met.

This should theoretically enable ironman mode.

This is a good step in the right direction, but for a mod like this to be really viable, it needs to disable saving in a clean way. Simply breaking people's savegames is a really obnoxious and janky way to approach the problem, and while it might be fine for a personal mod, I wouldn't be comfortable releasing a mod that does this.
Posted by: eldrone
« on: 20. January 2025, 09:57:53 »

Just gonna leave a reminder here about the ss2ee contributor beta test:

https://www.systemshock.org/index.php?topic=12971.0
Posted by: eldrone
« on: 20. January 2025, 06:14:48 »

System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.

It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.

On that note

I would be eternally grateful if the squirrel services were updated to add functions to enable and disable manually saving the game with both the menu and quick save keys, disable or enable autosaves, and a function was added to create a quick save or autosave via script. Finally my "QBRs are actually gave points" mod idea can come to fruition


You know what, there's some new save and post save messages right now and while I haven't tested it, it should add the ability to essentially "break" a save unless script conditions are met.

This should theoretically enable ironman mode.
Posted by: ZylonBane
« on: 23. December 2024, 17:59:14 »

That won't work because some rapiers can be the default blue ones and I need to know if they are blue because they rolled blue or because they haven't been updated yet.
Just use Property.PossessedSimple() to check for non-inherited properties.
Posted by: Xkilljoy98
« on: 17. December 2024, 01:07:47 »

Are there any updates on this game btw? Not sure what would be keeping it or why they hadn't really said much. I guess if nothing else then "when it's done" is better than constantly moving the release window like they did with the SS1 Remake.
Posted by: sarge945
« on: 13. December 2024, 16:38:46 »

Isn't the color already "stored" in the object model and icon properties? Why store it again?

That won't work because some rapiers can be the default blue ones and I need to know if they are blue because they rolled blue or because they haven't been updated yet.

I could probably get away with not storing it, using some other method like sticking a metaprop on it, but it seemed like the least hacky option at the time.
Posted by: ZylonBane
« on: 13. December 2024, 16:00:14 »

Currently, in the Coloured Laser Rapiers mod, I have to store the colour variable in the DoorCloseSound property
Isn't the color already "stored" in the object model and icon properties? Why store it again?
Posted by: eldrone
« on: 13. December 2024, 08:06:29 »

I have to check these things, because I know that during the reverse engineering a bunch of things got fixed by default.


As a default archetype additions can never be saved during gameplay, but as a default the archetype edits in squirrel gets applied at the start of every mission load.

Applying property edits to live objects should always be permanent and saved.
Posted by: sarge945
« on: 13. December 2024, 06:12:12 »

Do mention any dbmod issues, if there's any I want to make sure we fix them, including better ways to add or change scripts and args.

I've linked it before, but you should try to implement as much as you can from my DML Wishlist to really make modders lives as easy as possible. It outlines a lot of issues that currently exist with DML.

Probably the most important ones to me are a squirrel API for creating brand new properties on objects, which will be properly kept on saving, transitioning maps, etc, and proper support for physics objects.

Currently, in the Coloured Laser Rapiers mod, I have to store the colour variable in the DoorCloseSound property because squirrel's GetData/SetData don't work through map transitions. This is hacky and awful and I wish I could use a custom property, something like RapierColour.
Posted by: ZylonBane
« on: 12. December 2024, 14:46:02 »

It would be nice if a script API existed for accessing gamesys variables, like OS upgrade multipliers, main elevator destinations, etc.
Posted by: eldrone
« on: 12. December 2024, 07:25:06 »

oh and, going along with squirrel tools, here's a work in progress debug mode property inspector:

(and yes, every faint dot there in the background is an object)


I'm also going to see if I can add some ability to modify/add/remove properties in realtime for testing purposes.
[prop_inspector.jpg expired]
Posted by: eldrone
« on: 12. December 2024, 05:44:40 »

Does it have the ability to block vanilla event handlers?

So for instance, if casting a PSI power sends a message to the player to, say, increase their armour, would we be able to intercept this and say "ACKCHAULLY, don't do that at all"

Defining new archetypes in Squirrel could be interesting, but DML should still be good enough for most purposes (except for creating objects with physics - so I hope that's fixed)

That's an interesting scenario, I'll look at this, but I believe it should be.

Do mention any dbmod issues, if there's any I want to make sure we fix them, including better ways to add or change scripts and args.

Dml's are still preferable for directly altering vanilla game stuff or mission content.


I have brought up the possibility of having dml's only apply to the gamesys below it in priority order, just to stop that thing where vanilla dml patches has to be told to not apply to scp, so want to check what people's opinion is on that one.
Posted by: sarge945
« on: 12. December 2024, 02:20:01 »

Does it have the ability to block vanilla event handlers?

So for instance, if casting a PSI power sends a message to the player to, say, increase their armour, would we be able to intercept this and say "ACKCHAULLY, don't do that at all"

Defining new archetypes in Squirrel could be interesting, but DML should still be good enough for most purposes (except for creating objects with physics - so I hope that's fixed)
Posted by: eldrone
« on: 11. December 2024, 08:34:57 »

So, I've been working a bit on various squirrel side tools and systems:

There will be a new general player script where you can register handlers, essentially eliminating the need for future player scripts:

You essentially create a handler class, register it with the player, and it can grab any information it needs as well as subscribe to all kinds of messages related to the player, including frame updated, and a more solid way to know when the game is actually ready.

As an experiment I've made a simple debug handler that parses the entire pool of objects every frame and just draws information about them on screen at their location and any link connections and it just works.


On top of that there will be archetype creation available straight in squirrel so one could unify an entire new object in one single .nut

With those archetype tools templates can also easily be created so you can have very simple archetype creation.


But also: reaching the script instances of various objects should be fairly easy now.
Posted by: icemann
« on: 02. December 2024, 07:19:26 »

Ba dum dush.
Posted by: voodoo47
« on: 01. December 2024, 16:00:10 »

not gonna run on a Voodoo3 though.
Posted by: eldrone
« on: 01. December 2024, 15:38:21 »

Does Night Dive have an official stance yet on fans taking upgraded SS2EE assets and making them available for use in vanilla SS2?

Quite a bit not my area so can't really say anything about that, it's legal-zone. But I'd guess it's the distributing the files that'll be the problem.

But disregarding that, half of the stuff will be problematic to get to work in newdark, but absolutely possible, but once someone has this new version of the game there's really no big reason to move back to newdark, it's a much more optimized thing that supports anything newdark.
Posted by: ZylonBane
« on: 30. November 2024, 18:40:27 »

Does Night Dive have an official stance yet on fans taking upgraded SS2EE assets and making them available for use in vanilla SS2?
Posted by: eldrone
« on: 27. November 2024, 20:17:46 »

...
Posted by: eldrone
« on: 27. November 2024, 20:14:31 »

eldrone
Are you going to make a Blender plugin for making animations? Like exporting .nut file with animation coordinates? Also would it be possible to edit interpolations between frames?
Can absolutely be done, but not sure if I'll have enough time for that.
Posted by: eldrone
« on: 27. November 2024, 20:14:01 »

I am somewhat concerned about the performance impact of invoking a scripting language to perform real-time animation effects, especially things like reloading that are likely to happen in the middle of combat. Yes SCP uses scripting for animation too, but since it's an optional mod we can get away with just warning people that it has higher system requirements than the base game.

Essentially a non issue,

And it's way more things behind the scenes, there's an entire rig system there, calculating the rotations of interconnected points every frame and some raytests as well. So it's not just when an animation happens, but it's all the time, it's every frame for every single idle movement and camera based lerping going on with the viewmodel.
But out of every performance related thing that's come up, squirrel has never been brought up, squirrel is fast enough.

We're even implementing some per-frame entry points instead of having to rely on high-speed timers.

It's such a small part of the picture these days, there's a ton of overhead.


If anything I want to encourage the community to go more crazy with squirrel, there's a ton of space to do more system like scripts instead of just small things on stuff, and you can do much of the very same things that are done in the actual sourcecode of dark engine.
Posted by: ZylonBane
« on: 27. November 2024, 16:59:34 »

I am somewhat concerned about the performance impact of invoking a scripting language to perform real-time animation effects, especially things like reloading that are likely to happen in the middle of combat. Yes SCP uses scripting for animation too, but since it's an optional mod we can get away with just warning people that it has higher system requirements than the base game.
Posted by: dp_flint_4
« on: 27. November 2024, 15:46:33 »

eldrone
Are you going to make a Blender plugin for making animations? Like exporting .nut file with animation coordinates? Also would it be possible to edit interpolations between frames?
Posted by: eldrone
« on: 27. November 2024, 10:26:17 »

And essentially the setup for making animations as it is now would be adding a .nut with this in it:

Code: [Select]
// Add the 'Shotgun' category
g_weaponAnimations["Shotgun"] <- {};

//============================================================================================================
// shoot
//============================================================================================================
g_weaponAnimations["Shotgun"]["shoot"] <- NDPointRigAnimation("shoot", 30, 100, {
   // Weapon
   "weaponModel" : [
      { "frame":0, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":2, "pos":[-1.5, 0.0, 0.0], "rot":[0.0, -4.0, 0.0] },
      { "frame":16, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":22, "pos":[-0.3, 0.3, 0.0], "rot":[20.0, -15.0, -30.0] },
      { "frame":28, "pos":[-0.3, 0.3, 0.0], "rot":[18.0, -15.0, -30.0] },
      { "frame":48, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
   ],

   // shotgun pump
   "joint1" : [
      { "frame":0, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":20, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":23, "pos":[-0.6, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":26, "pos":[-0.6, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":29, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
      { "frame":99, "pos":[0.0, 0.0, 0.0], "rot":[0.0, 0.0, 0.0] },
   ],   
});
Posted by: eldrone
« on: 27. November 2024, 10:17:18 »

Another little extra made possible now via the new viewmodel scripts:
Posted by: icemann
« on: 22. November 2024, 03:14:17 »

And something other games cover more a broad range of range of. Like in OG Silent Hill 2, upping the difficulty not only increases enemy counts + damage you receive but only also increases puzzle difficulty and how many of them you encounter. Some like Thief have additional objectives at higher difficulties.
Posted by: ZylonBane
« on: 22. November 2024, 02:22:00 »

And there is no reason why, if this hasn't been done before, that it can't be done in this new version.
Such a feature would technically be very easy. The reason games don't do this is because games are supposed to present a balanced out-of-the-box experience. That's why the sort of OCD tweakery you seem to be unironically requesting is usually hidden in debug menus or left to mods.

Even the original System Shock's level of customization is unusual.
Posted by: sarge945
« on: 21. November 2024, 23:14:23 »

Who cares about console gamers?

With the state of modern consoles being what they are, anyone who uses one deserves an inferior experience.

Still fighting that save scumming addiction I see.

It's an addictive and destructive drug which has destroyed countless communities.
Posted by: JDoran
« on: 21. November 2024, 23:04:12 »

Are there ANY games with such absurdly granular difficulty customization?

I don't know of any to that extent, no. But some games do have several definable skill related options, yes. And there is no reason why, if this hasn't been done before, that it can't be done in this new version. And I do think some people would like this feature.





System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.

That's not going to be option for console gamers, though, is it? And not all PC gamers are going to want to have to familiarize themselves with DML, instead of using a few easy to use sliding bars in the New Game difficulty screen, I'd say.



It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.

I'm certainly not saying that the definable skill setting should be a priority for the developers, or that it should take their attention from any other features (though since you mention multiplayer, I doubt many people would miss that), just that it's something I hope that they consider adding to the game. I would find it interesting to try.
Posted by: ZylonBane
« on: 21. November 2024, 17:34:31 »

Still fighting that save scumming addiction I see.
Posted by: sarge945
« on: 21. November 2024, 16:31:01 »

System Shock 2 already has an extensive system for modifying all of the difficulty settings you mention. It just requires a text editor and knowledge of dml.

It's probably better for them to focus their efforts on things that aren't currently fixable by the community (like the multiplayer, etc) than to implement things the community can already do.

On that note

I would be eternally grateful if the squirrel services were updated to add functions to enable and disable manually saving the game with both the menu and quick save keys, disable or enable autosaves, and a function was added to create a quick save or autosave via script. Finally my "QBRs are actually gave points" mod idea can come to fruition
Posted by: ZylonBane
« on: 21. November 2024, 15:12:11 »

Are there ANY games with such absurdly granular difficulty customization?
Posted by: JDoran
« on: 21. November 2024, 14:58:55 »

[I copied this post from another thread, in case Eldrone is more likely to see it here]


Eldrone, are there any plans to have a definable difficulty mode in System Shock EE? I mean, aside from Easy, Normal, Hard, and Impossible, then a difficulty mode where the player can choose the values for, say:

- Enemy spawning rate

- Damage done by the player to the enemy

- Damage done by the enemies to the player

- The cost of items in vending machines

- How many Cyber Modules do skills cost

- The chance of finding random desired objects

- Hacking difficulty

etc.

All of these values would individually be settable from 0 % to 1,000 %, with 100 % as a setting being equivalent to what it would be in a usual game at the Impossible difficulty level. My two all time favourite games, Goldeneye and Perfect dark, do this and it's great because it allows really skilled players to make more difficult challenges for themselves.

Although perhaps settings such as 'Damage done to by the player to the enemy' and 'Damage done by the enemies to the player' should have 1% as a minimum instead of 0%, otherwise it would be quite literally impossible.  O_o

But if some suicidal lunatic fearless, mighty warrior wants to put 'Damage done by the enemies to the player' to 1,000 %, 'Enemy spawning rate' to 1,000 %, and 'Damage done by the player to the enemy' to 5 %, so as to REALLY have a challenge, then he or she can try it.
Posted by: icemann
« on: 21. November 2024, 14:23:06 »

Dual wielding be very cool.
Posted by: eldrone
« on: 21. November 2024, 10:42:23 »

Anyway, here's another theory I tested on how far one could take custom weapon stuff, entirely funny-dumb example. (disregard some broken stuff)

Still just one static model, works with the vanilla assets too, but two of the new viewmodels existing at the same time is no problem, I just mirrored the predefined weapon offset in squirrel for the second viewmodel.

So if someone were to mod in a second equipment slot, it could absolutely be fully possible to do proper dualwielding, or possibly Psi amp + firearm combo in some way.

Posted by: eldrone
« on: 21. November 2024, 10:38:27 »

Yeah, I feel like being able to add new sound schemas, strings, and motions dynamically in mods would be sweet.

They're all being looked into, that's all I can say for now, but no promises.
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