6741dcae22784

6741dcae23b4d
5 Guests are here.
 

Topic: SS1src: SS1 source code release
Page: « 1 2 [3] 4 »
Read 12092 times  

6741dcae2432eicemann

Re: SS1 source code release
6741dcae2438c
{alt}
Acknowledged by: dertseha

6741dcae24526voodoo47

Re: SS1 source code release
6741dcae2457b
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

6741dcae247ffdertseha

Re: SS1 source code release
6741dcae24853
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

6741dcae24962Denhonator

Re: SS1 source code release
6741dcae249b4
Dang, first Citadel, now all these source ports and forks, interested to see what we'll have soon
Re: SS1 source code release
6741dcae24b08
A lot of half working med decks, if the past is anything to go by.

6741dcae24d23Interrupt

Re: SS1 source code release
6741dcae24d76
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
6741dcae24ebe
I have a half working medical level! :)
Re: SS1 source code release
6741dcae250dd
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?

6741dcae25246voodoo47

Re: SS1 source code release
6741dcae25293
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
6741dcae253d7
OpenAL32.dll was missing. Installed it.

6741dcae2547dvoodoo47

Re: SS1 source code release
6741dcae254c6
yeah, openAL.
Re: SS1 source code release
6741dcae2563f
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
6741dcae258fa
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 »

6741dcae259cfvoodoo47

Re: SS1 source code release
6741dcae25a1e
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
6741dcae25ced
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.

6741dcae2604aZylonBane

Re: SS1 source code release
6741dcae2609b
MAC
Fov
((infinite facepalms))
Acknowledged by: icemann

6741dcae2630fvoodoo47

Re: SS1 source code release
6741dcae2635e
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
6741dcae2655c
((infinite facepalms))

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

6741dcae26627icemann

Re: SS1 source code release
6741dcae26673
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 »

6741dcae2670fvoodoo47

Re: SS1 source code release
6741dcae26765
I'm guessing making the Mac source port load DOS resources is not completely trivial.

6741dcae2696bInterrupt

Re: SS1 source code release
6741dcae269bc
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.

6741dcae26a97voodoo47

Re: SS1 source code release
6741dcae26af4
"gone through" meaning you have it working now?

6741dcae26bb8icemann

Re: SS1 source code release
6741dcae26c04
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.

6741dcae26cdcdertseha

Re: SS1 source code release
6741dcae26d36
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.
5 Guests are here.
You are a cybernetic ninja, with guns.
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6741dcae2745c