6730f60c3bce7

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

The deck number where you shall meet Dr. Janice Polito:

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


Topic Summary

Posted by: voodoo47
« on: 21. January 2023, 09:04:44 »

it's done, grab the linked demo and load it with resources from the full game, you are good to go.
Posted by: Ford P Dent
« on: 21. January 2023, 03:03:19 »

Here I am in 2023, still using this on original hardware. Really wish somebody would finish the patch.
Posted by: voodoo47
« on: 15. September 2022, 07:47:21 »

well yes, it definitely works, but you really should be using the newest version of the wrapper, which is included the last pre-source port build from steam and GOG.

anyway, the very last version of this wrapper is included in the SS1 test demo.
Posted by: Xkilljoy98
« on: 15. September 2022, 05:09:59 »

Would it be possible to get this working on SS Classic? when I tried it, I couldn't get it working

Yes, I am aware EE exists, but I am curious to try this method out of curiosity,
Posted by: Jack
« on: 09. November 2021, 13:46:34 »

Solved it. For the record:

DOS4GW.EXE must be placed in the sshock root, so c:\sshock
Posted by: Jack
« on: 09. November 2021, 12:45:04 »

voodoo47
Dont think that will help. the change I want is in the xcyb.cfg file and I already have that. I just dont know how to get the dos version to load it.
Posted by: voodoo47
« on: 09. November 2021, 09:05:26 »

hmm, pretty sure SSP was capable of running in the pure DOS mode? anyway, I would start with SSP as a base, and try to hack that into whatever you want to make it (you'll probably have to configure it on a xp+ machine, then move it to the win9x computer).
Posted by: Jack
« on: 09. November 2021, 00:35:34 »

as a side note, I tried to run SS Portable, but that doesn't run in Dos or in Win98, which is what my build is.
Posted by: Jack
« on: 09. November 2021, 00:32:22 »

Well here I am in 2021 trying to get this patch working with the Original Enchanced CD Dos version of the game in Dos. Maybe some hacker can help?

In Dos I have installed SS from the CD and configured Sound. All good. Game is installed to c:\sshock. Running CDSHOCK works perfectly.

my install file structure looks like this:

c:\sshock-->
                  Data-->
                  Gen-->
                  Sound-->
                  CDshock.bat
                  Cyb.cfg
                  Install.exe
                  Readme.ss
                  Shockgus.bat
                  Sshock.bat

I have downloaded XCDSHOCK0206.ZIP and here I quote from the Readme:

"place XCYB.CFG in the same folder as CYB.CFG (C:\GAMES\SSHOCK\CDSHOCK, for example).
place XCDSHOCK.EXE in the same folder as CDSHOCK.EXE (C:\GAMES\SSHOCK\CDROM, for example).
place XCDSHOCK.BAT in the same folder as CDSHOCK.BAT (C:\GAMES\SSHOCK, for example).
run XCDSHOCK.BAT"

Already this doesn't match to my install folder structure so this may be part of the problem, for example the folder CDROM is actually on the cdrom, not in my install dir.

So I push on and copy the CDROM folder to my install directory, editing the cdshock.bat to point to c:\sshock\cdrom instead of d:\sshock\cdrom.

After this I copy across the patch files as stated in the readme, but as stated my file structure does differ.

So mine goes like this:

XCYB.CFG in the same folder as CYB.CFG - C:\SSHOCK
XCDSHOCK.EXE in the same folder as CDSHOCK.EXE - C:\SSHOCK\CDROM
XCDSHOCK.BAT in the same folder as CDSHOCK.BAT - C:\SSHOCK

Finally, I reboot to dos and run XCDSHOCK.BAT and get the following error:

"Stub exec failed:
\dos4gw.exe
No such file or directory"

This is strange because the ChangeList for the patch says

"no external DOS4GW.EXE required anymore."

Anyway, I download DOS4GW.EXE and place it in the C:\SSHOCK\CDROM folder where the patched exe lives.

I run XCDSHOCK.BAT again and get the same error.

Any ideas?
Posted by: Avenger
« on: 28. May 2021, 00:54:56 »

Kolya
Sadly I'm not a programmer so those reverse engineering tools don't do anything for me  😢
Posted by: Kolya
« on: 27. May 2021, 22:51:45 »

Well at least Malba left the tools he created and used: https://github.com/cunhalima/comclash
Posted by: Avenger
« on: 26. May 2021, 22:10:01 »

Kolya
Damn.

I was hoping that within an 11 year span someone would have fixed this one final major issue because other than that it's the perfect quality of life mod for those of us that still want to play on DOS.
Posted by: Kolya
« on: 22. May 2021, 07:59:45 »

In the first post the guy that created this stated he was aware of the problem and was going to fix it but I'm assuming that never transpired.
It sort of transpired, just in a commercial form. Malba (the original poster) was picked up by NightDive as a developer and their sourceport aka SS1:EE is his work for them.
Posted by: voodoo47
« on: 19. May 2021, 20:39:01 »

there are a few, see the details of the linked demo.
Posted by: JDoran
« on: 19. May 2021, 19:22:50 »

Does Shockolate have any advantages over the official Enhanced Edition of System Shock? The website doesn't exactly go into details about the program.
Posted by: Avenger
« on: 19. May 2021, 16:25:09 »

voodoo47
Appreciate the suggestion but I'm not looking for another source port. I already have the "Enhanced Edition" and Kex Engine versions.

Just looking for proper mouselook implementation for DOS.
Posted by: voodoo47
« on: 19. May 2021, 15:55:23 »

very sure the file attached to the first post is the latest DOS version. also sure this has been resolved in the latest windows version (see the linked demo if interested).
Posted by: Avenger
« on: 19. May 2021, 15:46:25 »

voodoo47
Hello,

I already have the most recent remastered version done by Night Dive on the KEX Engine that they put out just a short while ago.

I'm seeking a DOS solution this time around. I can manage without the binds being perfect but when I played through the first level the day before last cyberspace was nearly unplayable because the mouse sensitively is cranked up so high with no option to adjust it.

In the first post the guy that created this stated he was aware of the problem and was going to fix it but I'm assuming that never transpired. I was hopeing that someone else maybe took up the task.
Posted by: voodoo47
« on: 19. May 2021, 07:47:51 »

..uurgh it's been a while since I've poked around this - at this point, I'd probably just recommend checking out Shockolate, the demo is here (can upgrade it to full really easily as long as you have the full game resources, either cd or the classic game from GOG/steam).
Posted by: Avenger
« on: 19. May 2021, 06:03:01 »

So I realize it's been several years since the original post created this but I've been using it for some time and want to play through System Shock again.

I was wondering if anyone ever got around to fixing the mouselook sensitivity in cyberspace for this?

Also is there a reason or a fix for not being able to bind the enter\return key in the XCYB.cfg file? You can save the bind but it doesn't apply when the game is launched in DOSBox.

Thanks in advance.
Posted by: jimjamz
« on: 06. June 2020, 12:13:26 »

Found them.  I just had to look at the original bindings for those keys  :rolleyes:

Code: [Select]
bind r cmd.setheight default 0
bind f cmd.setheight default 1
bind v cmd.setheight default 2

bind f cmd.centerview

bind r rs.pitchup
bind v rs.pitchdown

... just working out the differences now.
Posted by: jimjamz
« on: 06. June 2020, 12:01:01 »

Is it possible to modify additional real space keys that do not appear in the current XCYB.CFG?
The keys I am particularly interested in are the stand <R>, crouch <F> and prone <V> keys.  There doesn't appear to be any bindings for those.

For example (I'm guessing what the real space method names are for the bindings here):

Code: [Select]
bind r rs.stand
bind f rs.crouch
bind v rs.prone

How could we identify what the additional bindings are?  How were the current ones discovered in the first place?
Posted by: Kolya
« on: 17. January 2017, 22:11:19 »

Sounds like some good ideas, thank you GFG.
Posted by: ZylonBane
« on: 17. January 2017, 19:36:22 »

This will allow you to attack/shoot with the left button and activate things with the right, similar to Minecraft's controls.
Of all the hundreds of FPSs that control this way, Minecraft is your point of reference?  O_o
Posted by: GuyFawkesGaming
« on: 17. January 2017, 19:09:15 »

I played around with the settings file and tweaked the controls a bit. I made it so that keys Q & E are used to cycle weapons back and forth. Though not as versatile a mouse wheel cycling, it will probably be easier than only having Q to cycle. Also, I moved the enable/disable mouse look key to tab. Since the only true reason you need to disable mouse look with this mod would be to access your inventory and the inventory key for most modern games is tab, I felt it fits better. Other than that, I also re-enabled keyboard looking (and center cam) via keypad as well as fixed a glitch that prevents you from running and jumping at the same time.
The settings file is attached below if anyone wants to try it.

Also, a word of advice, you should set the mouse to left handed in the game settings. This will allow you to attack/shoot with the left button and activate things with the right, similar to Minecraft's controls.
Posted by: ToxicFrog
« on: 02. September 2015, 23:16:56 »

I'm back. After 4 years struggling to juggle work and study, my classes are finally over (I'm going to be a Bachelor of Computer Science). I'm on vacation now and will travel for 9 days. When I'm back (in 2015), I'll finally clean up the source code and upload it. Besides that, I plan to keep working with the hacks. Merry Christmas to everyone!  :D

Congratulations! I know how much time university eats up, well done on getting through it without getting completely devoured.

Now, about that source code... :P

(Seriously, don't let the perfect be the enemy of the good here. It's better to have messy code than no code at all.)

I also wish Terra Nova had a mod like this...
And Archimedean dynasty for that matter.

I actually briefly investigated TN:SFC after my work on SS1, and as I recall (which may be incorrect, this was years ago), a similar approach might work on it.

That said, SFC has a much more complicated HUD; I wouldn't be surprised if the HUD broke completely or the FMVs melted down when running at high resolution. (Although by the same token, I also wouldn't be surprised if it worked perfectly. Looking Glass's work is surprisingly robust.)
Posted by: SCO
« on: 29. August 2015, 22:28:51 »

I also wish Terra Nova had a mod like this...
And Archimedean dynasty for that matter.
Posted by: SCO
« on: 16. August 2015, 23:50:31 »

One small bug (probably relating to dosbox vesa modes). Changing resolution ingame (eg: loading a savegame with a higher resolution) while in fullscreen dosbox in linux in the standard output (surface) does not redraw the whole screen until you alt+enter to a window and back again to fullscreen.

I don't know the reasons, but i can suggest a possibility. Maybe it would work better by changing the resolution once while the game is starting. Coincidently i also find it weird that resolution is not a config file setting instead being stored in savegames. I guess the original game was like that probably.
Posted by: Kolya
« on: 27. May 2015, 21:15:58 »

What's the surprise? Is it in the cake? Is it a stripper girl? With a machine gun? That shoots kittens and lollipops?
Posted by: comcast123
« on: 27. May 2015, 11:00:08 »

Well, Surprise Surprise! I got 1024x768 to run in DOSBox with some lags but it runs! just not as laggy as before.
Posted by: voodoo47
« on: 25. December 2014, 08:42:23 »

what he said. also, best xmas present this year.
Posted by: Kolya
« on: 25. December 2014, 00:57:35 »

That's awesome! Welcome back Malba. :)
Posted by: Malba Tahan
« on: 25. December 2014, 00:44:48 »

I'm back. After 4 years struggling to juggle work and study, my classes are finally over (I'm going to be a Bachelor of Computer Science). I'm on vacation now and will travel for 9 days. When I'm back (in 2015), I'll finally clean up the source code and upload it. Besides that, I plan to keep working with the hacks. Merry Christmas to everyone!  :D
Posted by: ToxicFrog
« on: 17. September 2014, 13:07:05 »

Wow, I can't believe it! Is that you? You know, if it weren't you, I would never have had this crazy idea of using IDA to figure out the inner workings of System Shock. I'm glad you're back! I'm going to release everything I've got, but I'm making some adjustments before I release my stuff, or else no one will understand it, except myself (ever heard of write-only code? it's something like that).
That's it for now. Maybe I'll upload all my files before the end of this month.

So...whatever happened to that source code release? :)
Posted by: voodoo47
« on: 07. September 2014, 11:30:47 »

just get SSP, everything you need is there.
Posted by: vorob
« on: 07. September 2014, 11:22:20 »

Hello, folks!
I'd like to post a link to my custom System Shock modification, but I don't know whether this is the right thread or not. I'd like to create my own thread, but I couldn't do it.
By the way, my system shock executable adds configurable keys, mouse look support and multiple resolutions as well. The link to download it is http://www.4shared.com/file/213837094/e7da2dc1/XCDSHOCK.html . Thanks!

Hello, i would like to play ss1, all is ok (i've got cd enchanced version) but absence of mouse look blow my mind, so i would like to play via this mod.

Is it the latest version? no updates? i can unpack and playwithout problem?

--

I found one issue, player walks forward slower then strafe, and when i move forward it moves with some slowdowns. What that is?
Posted by: 404_user_not_found
« on: 19. July 2013, 17:08:38 »

Mouselook one axis bug steeps to repdroduce in DosBox 0.72:
simply rotate around axis in one direction. Repeat until you get a bug. You can fix this bug by rotating around axis in another direction.
Posted by: Kolya
« on: 15. May 2013, 16:29:45 »

The attachment in the first post is the same thing. Also this mod was included in SYSTEMSHOCK-Portable.
Posted by: Perspective Designs
« on: 15. May 2013, 15:26:18 »

Does this mod still work? The download link doesn't seem to work anymore.
Posted by: fox
« on: 05. April 2013, 11:58:53 »

Is there a way to adjust the mouse speed (in SSP) when mouse look is switched off? It crawls like a snake in comparison and makes using the HUD slightly frustrating.

I changed sensitivity from 100 to 1000 (in dosbox.conf) but that didn't seem to do anything.

Edit: Oh nevermind, problem solved. I was simply editing the wrong conf since I'm using Gulikoza's modified version.
Posted by: Mr Quackums
« on: 13. August 2011, 10:22:11 »

^ not through the mouselookmod, no.

but you can download autohotkey and change them through that.

and if your anything like me and get scared off by having to do the tiniest amount of code dont worry, autohotkey is much easier than it looks
Posted by: Pilimen
« on: 09. August 2011, 22:11:00 »

Hello, can i somehow remap the left and the right Mousebuttons?
Posted by: Mr Quackums
« on: 07. August 2011, 12:56:12 »

gulikoza's dosbox gave me a missing dll problem, so i downloaded the newest directx (didnt get it since format) and it still didnt work.  vanilla dosbox works if i kwwp it in windows mode but then the game is too choppy.

im just playing it in 640xwhatever.  decent resolution and decent mouse speed.
Posted by: Dav
« on: 07. August 2011, 01:30:40 »

Use gulikoza's dosbox and the mouse problems will be fixed and try starting up dosbox in windowed mode to avoid the crashes.
Posted by: Mr Quackums
« on: 06. August 2011, 03:53:19 »

and by "simply wont work" i mean DOSbox crashes before system shock can load;  and DGvesa runs the game for a bit but a few seconds into the intro animation it crashes but the music keeps playing
Posted by: Mr Quackums
« on: 06. August 2011, 03:29:45 »

had this mod working great through ssp a while back but have since reformatted and am trying to reinstall it but i keep having the same problem:  i cant change mouse speed for when mouse look is off.  on default resolution its fine, but on all others is it so slow i cant do anything.

i have tried to change the values for "set hmousemul"and "set vmousemul" but every time i do the cursor gets stuck in the btm right corner, and whenever i run the game in DGVESA or DOSbox like the ssp troubleshoot says it simply wont work.

any advice?

 
Posted by: Medevila
« on: 16. May 2011, 22:38:00 »

Switching resolutions makes the game lock up. (Music still plays, it looks alright, you just can't do anything.)
Posted by: Kolya
« on: 08. May 2011, 17:25:11 »

That should actually be no problem. I'm not sure what's causing the problem with the TC wrench, I actually used that in combination with secmod not long ago. Maybe try deactivating all mods once and use the Clean Up function from the Tools menu.
Posted by: CodSlap
« on: 08. May 2011, 15:50:29 »

Oh yes! I'm quite familiar with SS2 with around 7 playthroughs back in the day with the vanilla game on Hard; was always relatively easy since I love playing a melee character to conserve ammo.

I'm currently tinkering with a combination of mods to upgrade the graphics and to get the whole thing running properly with all of them. I've heard so many good things about TF's SecMod as a revamped experience I'm sure I'll be giving it a go - I love what HiTorque did with the Med/Sci, but I'll have to forego that for SecMod. Currently I'm looking for the correct activation order for the mods since I'm using a mixed palette from the RocketMan, Eldron and TactiCool varieties as far as guns are concerned, and even if I activate, say, in order; TC Wrench - SecMod - TC fix, I'm having some problems with the original models still appearing in-game. Teensy tinkering to be had, by the looks of it.

I'm currently planning on the following combination:

- Tacticool:
   1. Pistol (11.09.07)
   2. Shotgun (11.12.07)
   3. Laser Pistol (04.07.09)
   4. Wrench (04.09.09)
   5. Assault Rifle (02.16.10)
   6. Grenade Launcher (02.22.10)
- Rocketman's:
   7. Viral proliferator
   8. Shard
   9. AnnelidLauncher
   10. Stasis Field Generator
- AssiDragon's:
   11. Fusion cannon rev. 2
- Eldron's:
   12. Psi-amp.

- Rebirth 2.0
- SHTUP
- SecMod 2.8
- Hires player models
- Björk elevator muzak mod

If I get all of the above working together, I'll be going for run number 8. 'tis been years since I last had a run of Shock 2. :)
Posted by: Kolya
« on: 07. May 2011, 00:03:25 »

 :thumbwink: Congrats. And now SS2?
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6730f60c3d44c