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System Shock 2 takes place on the star ship named ...:

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Topic Summary

Posted by: voodoo47
« on: 28. March 2016, 06:18:45 »

spawn them in Shocked, set them to researched?
Posted by: RocketMan
« on: 28. March 2016, 03:50:48 »

Right... forgot about that.
Posted by: Olfred
« on: 28. March 2016, 01:39:17 »

I usually just use the level selector mod to test out weapons and stuff.
Posted by: RocketMan
« on: 28. March 2016, 01:20:44 »

Is there a way to quickly cheat to get all weapons equipped?  I had to ubermensch, spawn a bunch of chemicals and do research just to equip the exotic guns. 
Posted by: voodoo47
« on: 26. March 2016, 22:51:06 »

try to run the game on just one card.
Posted by: RocketMan
« on: 26. March 2016, 22:49:51 »

Maybe it happens only for a split second.  The game always freezes when I hit the screenshot button before going back to normal.
Posted by: ZylonBane
« on: 26. March 2016, 22:27:37 »

Strange that the game would render fine but graphical corruption would only appear in screenshots. I'd think the render path would be the same.
Posted by: RocketMan
« on: 26. March 2016, 22:12:48 »

XFire mode would do that?
Posted by: voodoo47
« on: 26. March 2016, 22:06:49 »

must be the dual gpu then.
Posted by: RocketMan
« on: 26. March 2016, 22:03:28 »

Dual ATI R9 270X... sorry

I dunno.  All the screenshots look like Qbert shit pixels all over them. 
[dump201603261154190.png expired]
Posted by: voodoo47
« on: 26. March 2016, 17:48:24 »

my bet is on an intel gpu.
Posted by: ZylonBane
« on: 26. March 2016, 17:45:36 »

Corrupted screenshots? How does that even happen?
Posted by: RocketMan
« on: 26. March 2016, 16:01:39 »

Thanks. 

I just wasted 30 minutes cheating so I could get screenshots of all the weapons and then every single screenshot had graphical corruption... goddamnit!
Posted by: voodoo47
« on: 26. March 2016, 15:22:43 »

updated the dl counts, set expiry to infinity (and beyond!), and killed the dead img links.
Posted by: RocketMan
« on: 26. March 2016, 15:09:08 »

Finally got around to changing the file extensions to .zip so they are recognized by the latest mod managers.  Seems there's no unlimited expiry date anymore though... I guess I'll have to come back in 3 yrs and re-upload them :P

Here are the download counts:

Complete Pack: 1382
Fusion: 1133
AnnelidLauncher: 2434
Shard: 2633
Amp: 1974
Wrench: 1424
SFG: 2277
Viral: 2608
Posted by: RocketMan
« on: 14. March 2016, 15:17:02 »

Might be a good idea for the entire forum to batch change everything and it's more error proof but if it's just mine, I can do it when I get home.
Posted by: voodoo47
« on: 14. March 2016, 14:58:56 »

I think I was asking K whether it would be possible to run a script or something that would simply rename all .ss2mods into .zips some time ago, but don't remember what the conclusion was.
Posted by: RocketMan
« on: 14. March 2016, 14:49:10 »

I suppose I should just re-upload the files in zip format...  Kinda my bad.
Posted by: Quindorrian
« on: 12. March 2016, 22:29:00 »

As it says in the newbie guide you can just rename them to zip files and unpack them.

Ah I see.  Got it working.  Thanks!
Posted by: Kolya
« on: 12. March 2016, 22:14:53 »

As it says in the newbie guide you can just rename them to zip files and unpack them.
Posted by: Quindorrian
« on: 12. March 2016, 22:13:16 »

should work as any other mod as far as I'm aware.

They are .ss2mod files though.  Mod Manager doesn't recognize them even if I put them in a folder.  I'm sure I'm doing something wrong?
Posted by: voodoo47
« on: 12. March 2016, 21:44:11 »

should work as any other mod as far as I'm aware.
Posted by: Quindorrian
« on: 12. March 2016, 21:39:56 »

Is there a way to use this with the Blue Mod Manager?  Unsure of how to install these to give them a try.  Just looking for some alternative models for some of this other weaponry. :)
Posted by: System Shocked
« on: 25. October 2014, 12:23:16 »

Great news !
Posted by: RocketMan
« on: 11. October 2014, 02:00:46 »

I'm going to put together a proper showcase of the weapons for the first page at some point so there are no more disparate image links floating around.  Mean time I've been thinking about taking another swing at all these weapons.  There are little things I'd like to do.  Reducing the size of the cannon was one of those things.  As I recall, I did make an attempt before but it failed for some unknown reason.  Every time I shrunk the model, the bin file was exactly the same.  In any case, I haven't forgotten about this.
Posted by: Kolya
« on: 10. October 2014, 23:18:01 »

All of the imageshack screenshots in the first post seem to be lost. :/
Posted by: Yankee Clipper
« on: 10. October 2014, 21:58:48 »

@RocketMan
Where did you end up regarding size of your Fusion Cannon? I like the look and style of your mod, but damn!, that thing is huge. Did you ever come up with a fix for it?
Posted by: RocketMan
« on: 28. September 2013, 14:53:03 »

Please try this and let me know if it's BETTER or WORSE.  Thanks guys.


[txt16.rar expired]
Posted by: RocketMan
« on: 04. August 2013, 22:27:16 »

Have you tried not using the wrench from my mod (just the default wrench) and see if it still crashes?
Posted by: Futher
« on: 04. August 2013, 22:24:35 »

Using this and Eld's PsiAmp.  I'm using newest Steam version.

I'm crashing when switching from PsiAmp to wrench :(
Posted by: RocketMan
« on: 18. December 2012, 20:18:24 »

Any suggestions on how to fix this?  The original weapon had a camo texture as well.  It just had lower contrast and similar colours.  This one is admittedly brighter but in fact it's been dulled considerably since the first draft of the texture to make it less offensive to the eye.
Posted by: Briareos H
« on: 18. December 2012, 20:11:58 »

Maybe it's due to its size, but I don't think it looks particularly better than the original. The camo texture is the main culprit IMO.
Posted by: voodoo47
« on: 18. December 2012, 18:59:07 »

it's pretty big, but it does not look like it should be shoulder mounted. looks more like a big and heavy assault rifle.
Posted by: RocketMan
« on: 18. December 2012, 18:50:25 »

Lol I never played mech warrior but I'm getting a sense of it anyway.

I think I'll shrink it to 80% (from 85%), translate down and tilt up a bit... if that's possible.  When I was playing with 3dstobin, none of those parameters had any effect for some reason.

I have to wonder though, how exactly are you supposed to hold this thing?  Do you hold it like a sub-machine gun or like a rocket launcher?  It's pretty big so I'd think shoulder mounted makes more sense but the original model doesn't confirm this at all.  I'll just stick with matching the original.
Posted by: voodoo47
« on: 18. December 2012, 18:33:28 »

it sits way too high, if you ask me. but quite fun, in a way - first time I've equipped it, I was like look mum, I'm a warmech.
Posted by: RocketMan
« on: 18. December 2012, 17:58:41 »

Hmmm... something's going on there.  Maybe mine is too close to the reticule.  Wtf though I mean in my modelling program the proportions are identical and I reduced the hand model by 15%.  Maybe the original was also artificially reduced.  Maybe I'll shrink it some more.
Posted by: voodoo47
« on: 18. December 2012, 17:39:18 »

it's always been on the larger side, but definitely not as much, see for yourself:
Posted by: RocketMan
« on: 18. December 2012, 17:27:34 »

Agreed on bmp but didn't this gun always take up the whole screen?
Posted by: voodoo47
« on: 18. December 2012, 06:55:31 »

just one note - bmp is a slightly impractical texture format, I would suggest pngs. apart from that, it's quite nice, although it takes up maybe 40% of the screen when equipped, and I must say I would prefer it to be somewhat closer to the original.
Posted by: RocketMan
« on: 18. December 2012, 00:14:12 »

Update 1.1

I thought I was never going to finish the fusion gun but what can I say, I'm tenacious... so it's done now.  I didn't do the texture work in case you didn't figure that out but the source of the work has decided not to credit itself so I'll just say I was lucky enough to employ some fine talent.  I'll also disclose that the model is mine but has been very lightly edited by said "talent" and I've also edited the textures after the fact so everything's a bit of a mishmash.

The gun requires the new patch because the textures are bigger than 256^2.  Theoretically this mod could be compatible with old shock by scaling the textures down below 256 but that would lower the quality enough to make the text illegible.

The gun is still pretty massive when equipped and I've shrunk the hand model just enough to make gameplay reasonable but I firmly believe that it should remain fairly huge because it's a big powerful gun and so it should have big powerful presence.

Please provide feedback as usual because I didn't have the benefit of developing this gun with the community as I did with my other guns.  I "may" or may not be able to fix whatever you find but let me know anyway. 

One more thing.  I've been playing with the gamesys for this gun and I'm going to release a DML soon to modify its behaviour slightly.  It will be an optional download but I recommend it if you want a slightly more realistic experience.

Have fun.
Posted by: voodoo47
« on: 17. December 2012, 20:40:09 »

1) mtls, probably
2) no idea
3) nothing special should be required, I think

yeah, just release it, so we can check whether everything works ok.
Posted by: RocketMan
« on: 17. December 2012, 20:30:51 »

I take it by the silence that the gun is good enough as is?  Guess I'll pack it up for download then :)
Posted by: RocketMan
« on: 13. December 2012, 03:48:49 »

I wonder if some kind soul who's had a chance to work with the new patch could help me with some details so I can release this:

Image: http://img.photobucket.com/albums/v483/planetmie/goodfusion.png
Image: http://img.photobucket.com/albums/v483/planetmie/goodfusion2.png

I need the following:

1. How to increase texture anim rate for individual textures
2. If light sources can be added inside a model so that a part of the gun can glow and not the whole thing.
3. If I need to do anything special since the patch to make the gun work that otherwise I wouldn't have to worry about.  I'm thinking of those material things or maybe DMLs? 

I dunno really.  Since the patch I don't know what I'm doing anymore.  All I know is, I'm done with this thing and I want it off my hard drive :P
Posted by: RocketMan
« on: 21. June 2010, 02:35:08 »

Due to some complications I no longer have the means to finish this gun in a timely manner....so I'm wondering if anyone out there with demonstrated texturing skills would like to take a stab at texturing this gun.  The modelling is finished and may only need minor tweaking if at all so the task at hand would be either to UV map and texture the gun from the 3ds file or to let me UV map the gun and then make textures to fit that mapping.  It's not clear to me which option would be easier for the texturer but I'm willing to help however I can.  Please let me know who would like to help get this gun out to the community.

Please see the screenshot 2 posts above for the work in progress.
Posted by: Kolya
« on: 17. February 2010, 21:37:32 »

I attached the pic to R-Man's post now.

So what would I like to see... A glass cylinder that fills up with green glowing free floating plasma and as the pressure grows it condenses until bursting from the rifle's muzzle. Make it shiny. :)
Posted by: RocketMan
« on: 17. February 2010, 21:37:08 »

Posted by: Marvin
« on: 17. February 2010, 20:37:26 »

Why not upload it to a normal image service? The link doesn't work at all.
Posted by: RocketMan
« on: 17. February 2010, 20:32:53 »

I guess I should have stated my plans for the features, etc.  I definately want to light up the fusion cannon so don't worry about that.  The transparent outer cylinder is a cool idea and wouldn't be hard to do at all. 

The comment about the hole in the front...are you saying there should just be a hole were currently there's a small embossed cylinder or is the point to make the hole big and detailed like a focal point?  On an unrelated model I once made hollow cannons and someone pointed out it was a waste of polygons so I'm just checking to see what your idea is for this feature.

By green film-sprocket things I assume you're talking about the green sheath or w/e that's wrapped around the black cylinder front part of the gun?

I want to have an animated info screen on the side, that blue part is supposed to be a transparent window through which you can see a loaded prism, the front part of the gun will be lit, there may be some blinking light details slightly aft of that on the gun body and there's a plate on the other side where the prism goes to indicate that that's where you insert it.  The side visible to the player merely has a window in it to see that it's there.
Posted by: ZylonBane
« on: 17. February 2010, 20:07:30 »

Regarding the green film-sprocket things, I think that would best be left as texture detail. How about having an outer transparent cylinder though?

One definite area for improvement over the original model would be to have an actual hole in the front for the shots to come out.  :thumbwink:

In the final version, it would be great if we could get some self-illumination effects, like Assidragon did with his fusion cannon model.
Posted by: RocketMan
« on: 17. February 2010, 18:56:19 »

I was going to wait until this was done to post a picture but based on the development history of this mod it seems that most of my success has been a direct result of user input during the development phase so I'd like to ask for your feedback on the GEOMETRY now before I consider that part done.  Textures will come later and are not the focus right now.  Thanks everyone.


http://h1.ripway.com/RRRocketMan/system%20shock%20stuff/fus_w.JPG


(the server sucks so if the link doesn't work try a couple of times)
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