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Topic: SS1src: SS1 source code release
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6741d362e0039icemann

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

6741d362e0211voodoo47

Re: SS1 source code release
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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

6741d362e04cddertseha

Re: SS1 source code release
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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

6741d362e063eDenhonator

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

6741d362e09e3Interrupt

Re: SS1 source code release
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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
6741d362e0b81
I have a half working medical level! :)
Re: SS1 source code release
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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?

6741d362e0f19voodoo47

Re: SS1 source code release
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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
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OpenAL32.dll was missing. Installed it.

6741d362e115fvoodoo47

Re: SS1 source code release
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yeah, openAL.
Re: SS1 source code release
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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
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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 »

6741d362e1699voodoo47

Re: SS1 source code release
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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
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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.

6741d362e1d38ZylonBane

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

6741d362e2016voodoo47

Re: SS1 source code release
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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
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((infinite facepalms))

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

6741d362e235eicemann

Re: SS1 source code release
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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 »

6741d362e2446voodoo47

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

6741d362e26d6Interrupt

Re: SS1 source code release
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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.

6741d362e27bdvoodoo47

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

6741d362e28bdicemann

Re: SS1 source code release
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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.

6741d362e29e8dertseha

Re: SS1 source code release
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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.
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