6741d94c6518e

6741d94c65fba
7 Guests are here.
 

Topic: SS1src: SS1 source code release
Page: « 1 2 [3] 4 »
Read 12084 times  

6741d94c667c5icemann

Re: SS1 source code release
6741d94c6682b
{alt}
Acknowledged by: dertseha

6741d94c669e4voodoo47

Re: SS1 source code release
6741d94c66a33
https://youtu.be/-dVQ146UKDs?t=4394

opengl for NDS SS1 source port confirmed, also concerns about ending up with multiple incompatible forks because of the early release of the original source code.
« Last Edit: 24. May 2018, 13:55:39 by voodoo47 »
Acknowledged by: dertseha

6741d94c66c7fdertseha

Re: SS1 source code release
6741d94c66cd5
Note to my younger self: When trying to find a name handle, resist the urge to be witty with your own language and pick something that is pronouncable in English...  :P

6741d94c66deaDenhonator

Re: SS1 source code release
6741d94c66e36
Dang, first Citadel, now all these source ports and forks, interested to see what we'll have soon
Re: SS1 source code release
6741d94c66f6d
A lot of half working med decks, if the past is anything to go by.

6741d94c67167Interrupt

Re: SS1 source code release
6741d94c671bf
A lot of half working med decks, if the past is anything to go by.

I have a fully working med deck right now, and an engineering deck, and a reactor deck, and cyberspace, and so on, but you do you.
Re: SS1 source code release
6741d94c6731b
I have a half working medical level! :)
Re: SS1 source code release
6741d94c6758c
I have a fully working med deck right now, and an engineering deck, and a reactor deck, and cyberspace, and so on, but you do you.
I think it's cool that you already got that far. I was referring to the possibility of many split branches and incompatible builds. Or do you work on a common repository?

6741d94c676fcvoodoo47

Re: SS1 source code release
6741d94c6774c
so the NDS source port is now available as a beta on steam (dertseha's editor is planned to be bundled once things get out of beta).
You can opt-in to product betas by right clicking the System Shock: Enhanced Edition in your Steam Library and choosing "Properties". 

Next, enter the password "saltthosefries" under the "Enter beta access code to unlock private betas text box, select the “new_beta” from the drop-down menu...and launch the game!
too bad, as I only have it on GOG - would be nice if someone who has it on steam checked things out real quick. some screenshots were posted, definitely 3d accelerated with widescreen support, but hud is just stretched as far as I can tell.
« Last Edit: 09. June 2018, 11:17:51 by voodoo47 »
Re: SS1 source code release
6741d94c6787b
OpenAL32.dll was missing. Installed it.

6741d94c67924voodoo47

Re: SS1 source code release
6741d94c6796f
yeah, openAL.
Re: SS1 source code release
6741d94c67ad6
Seems to work very well.
Uses MAC assets.
I did notice some issues with lighting.
Enemies and items are not smoothed (DOS version uses some kind of interpolation code to double the pixels).
Force fields look different, they are not done using the palette effect but instead drawn with alpha.
3D models are drawn differently (z-buffer and in different order than before maybe). In original they are drawn trough walls and culled by tiles or something like that. Not an major issue. This is most visible in the broken door (keeps opening and closing automatically) at the south. The camera goes trough the door and walls. In original it was culled so that you can't see the back side when in the room.
Re: SS1 source code release
6741d94c67d6d
definitely 3d accelerated with widescreen support, but hud is just stretched.

Fov is adjustable.
3D accelerated. Uses Kex3 engine.
« Last Edit: 09. June 2018, 07:32:46 by Moderator »

6741d94c67e3fvoodoo47

Re: SS1 source code release
6741d94c67e8a
I assume the geometry texture floatiness (basically, the geometry textures were sort of twitching around in the DOS version because the Z-buffer was inaccurate) is gone?

also, one very important question - is the game (still) drm free/portable?
Re: SS1 source code release
6741d94c6811d
I assume the geometry texture floatiness (basically, the geometry textures were sort of twitching around in the DOS version because the Z-buffer was inaccurate) is gone?

Yes the floatiness is totally gone.
There wasn't z-buffer in original. It think it just used painter's algorithm (stuff was rendered and culled tile by tile and ordered by distance to player or something like that).
However, texts on walls, bullet holes and other decals do float like they used to in original. Some of them are actually located inside walls so they had to make them ignore z-buffer.

6741d94c684fcZylonBane

Re: SS1 source code release
6741d94c6854f
MAC
Fov
((infinite facepalms))
Acknowledged by: icemann

6741d94c688b9voodoo47

Re: SS1 source code release
6741d94c6890c
There wasn't z-buffer in original. It think it just used painter's algorithm (stuff was rendered and culled tile by tile and ordered by distance to player or something like that).
interesting. also, looking at the screenshots that are starting to pop up, turning texture filtering on/off is an option, so good news for people who like things pixelated. not loving some of the Mac assets (ex. Shodan face) too much though - I'm pretty sure there will be demand for a source port that will use the DOS cd assets.

is the enhanced text mod still compatible?
« Last Edit: 09. June 2018, 08:29:05 by voodoo47 »
Re: SS1 source code release
6741d94c68b63
((infinite facepalms))

I won't fix those. Keep flapping you face.

6741d94c68c2ficemann

Re: SS1 source code release
6741d94c68c7a
Those Mac assets are not an improvement on the game. Makes everything more cartoon-ish and thus lowers the immersion factor.

The original portraits were based off photos, so far superior. SHODAN looks really odd in her Mac asset portrait version. Looks nothing like her / it.
« Last Edit: 09. June 2018, 17:15:51 by icemann »

6741d94c68d21voodoo47

Re: SS1 source code release
6741d94c68d77
I'm guessing making the Mac source port load DOS resources is not completely trivial.

6741d94c68f94Interrupt

Re: SS1 source code release
6741d94c68fe4
I'm guessing making the Mac source port load DOS resources is not completely trivial.

Yeah, I've gone through this pain since I've been using the DOS assets in my source port. They hacked things apart to get the hires graphics to draw all over the place so part of using the DOS assets would be undoing that work, or making some resolution independent drawing functions that know how to scale things properly given the original sizes of things.

6741d94c6907cvoodoo47

Re: SS1 source code release
6741d94c690d3
"gone through" meaning you have it working now?

6741d94c69179icemann

Re: SS1 source code release
6741d94c691c4
Dert's been a bit slack with updating the other thread with updates.

It's getting close to fully working now. Been lots of updates going out on Discord.

6741d94c692badertseha

Re: SS1 source code release
6741d94c69311
There are some comments about a (new?) "DOS-mugs" option on Discord:
Just tested out the DOS Mugs feature, and it's awesome for those that want to see the older school/nostalgic look! I did notice once you turn it on, turning it off again doesn't affect the game until you exit/restart, just FYI.
7 Guests are here.
Life grows within the womb of these walls, life that has never seen the surface of the Earth.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6741d94c6a362