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6 Guests are here.
 

68276c5adad5eDarkMassacre

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adadc9
This is a great mod. I tried playing System Shock in the past but I could never get used to controlling looking, crouching, and leaning, so I stopped very early on and just played System Shock 2. With this mod though, I can actually play the original and I'm enjoying it immensely. Really, really good work. Now if I can only get the music working someday...
« Last Edit: 20. February 2010, 03:50:36 by DarkMassacre »

68276c5adaea6fixelbrumpf

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adaef3
I take it there is no way to bind reloading to a key? I lost huge amounts of health because I got surprised by enemies and had to reload my weapon which is impossible with mouselook on. Still, great work, Malba!
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb0c7
Combat has already become significantly easier with mouselook than it was in the original game.
Apart from having to press E to return to the inventory mode reloading works the same now as it always did. If that made you lose huge amounts of health, then you're simply not very good at playing the game and should consider restarting at a lower combat-difficulty level.
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb1ae
How can I map the mouselook to enter? Below mapping doesn't seem to work. Enter still swings the pipe.

bind enter cmd.mlook
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb289
Is there a way to force the game to always launch in a specific resolution with this mod?

68276c5adb358Skizomeuh

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb3a4
The resolution settings, as for all the settings, are stored in the savegames. Just start a new game, set the game the way you want to. Save your game. You're done !

I must say this mod is a "tour de force", a major enhancement for this golden angular stone of gaming. Thanks a lot ! Yet now it's a must to play SS at hardest difficulty.

68276c5adb487awertyp

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb4ec
Hey Guys,

I have a problem with this mod.
if i try to start the both last versions there is only a black window for one second - not more.

If i run the first version I can only play in 640x480 resolution or lower. With higher resolutions the Monitor goes sleep without crashes. The only one solution is to go back to windows with alt+esc, shut down the game from the task bar and start it again.

What can I do to play the game in higher resolutions.

awt.

68276c5adb5d1Starunner

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adb626
Hello everyone, I am trying to run this with Dosbox and Boxer on OSX, they usually work perfectly. Unmodified Shock runs good too. I tried the first version of the patch and it would work fine, but made it very unstable. Dosbox would crash every few seconds or minutes, completely randomly. I tried the second version but now it says "Stub exec failed - dos4gw.exe no such file or directory" can anyone help? :(
dos4gw requirement and music problems
68276c5adb87d
dos4gw is a memory extender that a lot of dos games used. I found a link to a download elsewhere on this site:

https://www.systemshock.org/index.php?action=dlattach;topic=113;msg=218;attach=269

When you open the zip file you'll see that there are multiple versions of the .exe inside, all named according to the version number. I used 1_97_2.exe. Copy the file from there to the same directory as cdshock.exe, and rename it to dos4gw.exe, then try launching the game. That worked for me.

I also had a problem with the music on System Shock Portable, but not the sound effects. The music did work on the original (non portable) version through dosbox, which I had also downloaded, but this doesn't have the high resolution graphics.

Eventually I found a posting here that advised that I had go into control panel, then "sounds and audio devices", then the audio tab. In the MIDI music playback section, pick Microsoft GS Wavetable SW Synth. Once I did this and restarted System Shock Portable the music played fine, though it runs a bit quick for the first few seconds and then settles down.

Hope this helps. :)
Re: System Shock mouselook/key mapping/high resolution mod
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I already posted dos4gw.exe a few posts earlier in this thread...

68276c5adba3cfuriousgeorge

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adba97
Anyone tried getting this to work on Ultima Underworld (1 or 2)?

Same engine, so it shouldn't be a pain. I would love to test it myself but I barely have time to read TTLG these days.

This mod has me creaming myself and crapping my pants at the same time. Today: SS1 with mouselook. Tomorrow: The second coming of Christ.

68276c5adbb3eWulf Corbett

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adbb8f
Fantastic work. I find 800x600 to be the smoothest resolution, but the actual mod is superb.

Mind you, it's confusing while using a laptop touch pad... I think I'll continue play with an actual mouse!

68276c5adbc1fCommunistCake

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adbc69
I can't get this to work. I've tried everything this thread but it still doesn't work. Any help?
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adbd63
It was all explained here. If you need more help, you need to be a bit more specific.

68276c5adbe04CommunistCake

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adbe54
I already tired that. It doesn't work in DOSbox mode and DGVESA doesn't work on my computer for some reason. I tried it with Mouse2kv mode and nothing changed. Do I need to start a new game?
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adbf84
It's already been established that it works in DOSbox mode and there's no reason it shouldn't work in Mouse2kv mode.
Most likely you changed resolutions in the SSP launcher instead of changing it in game, as the linked guide states. Just follow that guide to the letter.

It should work with save games, I haven't tested that. In any case, please try it with a freshly extracted version of SystemShock-Portable, as the guide says. You can copy your save games over later.

68276c5adc04aCommunistCake

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc0a1
Well that worked! Thanks! The only problem now is that when ever I try look around in Mouse2kv it snaps back to the center and whenever I try to change the resolution, the bottom part gets boxed off and I can't move my mouse there. In the DOSbox version, it's fine, but it's very laggy. If you could fix that, it would be perfect.

68276c5adc15bgennoveus

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc1a6
Hi,

This mod is awesome! Just one thing; is it possible to re-map mouse keys? I went through the entire thread and it has been asked twice, but no answer so far.

Please help! I use a weird key config in FPSs, and I set right mouse button as walk forward.

And again,thanks for the cool mod!!!

68276c5adc27bReal Gecko

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc2c8
Damn me!!! After playing SS2 and reading reviews of SS1 I always wanted to play it, but spooky keymaping and ebsence of mouselook always stoped me just after leaving neurosurgery chamber. And now I`m playing it!!! I`m playing!!! And I have only one problem - I`ve stuck on level 6:)))
Didn`t have any problems starting the mod at all:))) Everything is smooooooth and coooool. And I have only one question: HOW??? How did you do that??? Is there any sources available????
Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc64a
And I have only one problem - I`ve stuck on level 6:)))

If you're really stuck, here's a walkthrough including maps.

Malba hacked mouselook into the original executable, so there are no regular sources. At best he could give a description. To be honest, I'd rather see him continue working at the actual mod.

68276c5adc71cReal Gecko

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc769
Nyaaa, the walkthrough is for tourists, it breaks the fun gained from the game ;) I know that I need to get to the bridge, which is level 9 I suppose. But buttons in the elevator cabin leading higher then level 6 are inactive. There must be something I missed in audiologs, need to relisten them to get the clue:)))

68276c5adc800Real Gecko

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adc84b
yeah baby!!! now with soundfx 2000 installed on my system i can play SS1 directly under winXP without using DOSBox.*YAHOO*
« Last Edit: 01. April 2010, 09:58:58 by Real Gecko »
Re: System Shock mouselook/key mapping/high resolution mod
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Noice  :)

68276c5adcfacMalba Tahan

Re: System Shock mouselook/key mapping/high resolution mod
68276c5adcfff
This mod is awesome! Just one thing; is it possible to re-map mouse keys? I went through the entire thread and it has been asked twice, but no answer so far.
No, it's not, at least until I figure how to do it (If I ever do...)

Malba hacked mouselook into the original executable, so there are no regular sources. At best he could give a description. To be honest, I'd rather see him continue working at the actual mod.

Here's some info:

1. I made a little program to convert Watcom's EXEs into OBJs (OMF). CDSHOCK.EXE -> CDSHOCK.OBJ
2. The program is also capable of patching the OMF. << see below patch.lua >>
3. Using patches I'm able to insert JMPs in order to link to external functions (for example: At address 0x00014C call my_mouseroutine
4. I write my own functions in C << see below >>
5. I compile my sources in OpenWatcom and link against CDSHOCK.OBJ, generating XCDSHOCK.EXE to keep the original CDHOSHOCK.EXE intact
6. How do I know where to patch? I use IDA to figure out where the game functions and data lie.

I may release the sources and binaries if you wish. However, they're buggy, and look like crap. I'm re-coding them on my spare time.
However, I have little time left (work 7 hours/day + two undergraduate courses at the same time = little time left), so
I'm only working on int occasionaly.

Code: [Select]
++++++++++++++++++++++++ extracted from patch.lua +++++++++++++++++++++++++

  if patchMLook then
    addr = 0x2555EE - code_off;
    dd ( "mouse_routine_" );
    addr = 0x2556C5 - code_off;
    dd ( "mouse_routine_" );
    addr = 0x2556FA - code_off;
    dd ( "mouse_routine_" );
    addr = 0x255701 - code_off;
    dd ( "mouse_routine_" ); 
    addr = 0x2555E9 - code_off;
    dd ( "_mrtn_size" );
    addr = 0x2556C0 - code_off;
    dd ( "_mrtn_size" );

    addr = big_physics_fn_;
    addr = 0x249A8E - code_off; -- input_frame
    ib( "mlookPhysics_", 5 );
   
    addr = 0x201FF6 - code_off;
    dcall( "premlookPause_" );
    db( 0x90, 0x90 )
   
    --addr = 0x249B8E - code_off ;
    --ib( "ALEX_check_keys_", 5 );
  end;

+++++++++++++++++++++++++ extracted from mlook.c ++++++++++++++++++++++++++
Code: [Select]
void mlookPhysics( struct pusharegs_s* regs )
{
  u32 i, j;
  u32 timerDelta;
  s32 x = mxmove;
  s32 y = mymove;
  u32 attr; 

  mxmove -= x;
  mymove -= y;

  timerDelta = *timer2_addr - last_timer;
  last_timer = *timer2_addr;

/*
  if ( ptrhackerstuff )
  {
    i = mot[ ptrhackerstuff->mot_idx ].ai_idx;

    //aistr[ i ].yaw -= 400 * x;
    //if ( y ) setPlPitch( plPitch - 40 * y );
     
    //SSsprintf( msg, "%08X %08X  %08X %08X ", ptrhackerstuff, i, aistr[ i ].yaw, aistr[ i ].x );
    //DBG_locate( 16, 0 );
    //DBG_print( msg );
  }
*/

  if ( gamePaused ) return;
  if ( !level_info_ptr ) return;

  if ( mlook )
  {
    if ( level_info_ptr->cyberspace == FALSE )
    {
      i = mobj_idx;
      j = control_idx[ mot[ i ].ai_idx ];
      aistr[ j ].yaw -= mlook_hsens * x;
      if ( y ) setPlPitch( plPitch - mlook_vsens * y );
    }
    else
    {
      csx += x;
      csy += y;

      if ( x == 0 )
      {
        if ( last_timer >= xfrictionTime )
        {
          csx = 0;
            /*
          if ( csx > 0 )
          {
            csx -= timerDelta;
            if ( csx < 0 ) csx = 0;
          }
          else if ( csx < 0 )
          {
            csx += timerDelta;
            if ( csx > 0 ) csx = 0;
          }
          */
        }
      }
      else
      {
        xfrictionTime = last_timer + 0x20;
      }

      if ( y == 0 )
      {
        if ( last_timer >= yfrictionTime )
        {/*
          if ( csy > 0 )
          {
            csy -= timerDelta;
            if ( csy < 0 ) csy = 0;
          }
          else if ( csy < 0 )
          {
            csy += timerDelta;
            if ( csy > 0 ) csy = 0;
          }*/
          csy = 0;
        }
      }
      else
      {
        yfrictionTime = last_timer + 0x20;
      }
     
      if ( csx > MAX_CSCOORD ) csx = MAX_CSCOORD;
      else if ( csx < -MAX_CSCOORD ) csx = -MAX_CSCOORD;
      if ( csy > MAX_CSCOORD ) csy = MAX_CSCOORD;
      else if ( csy < -MAX_CSCOORD ) csy = -MAX_CSCOORD;
     

      player_cmd.ymove = csy;
      if ( kbd_struc_addr->keys[ mouserollkey ] )
        player_cmd.xmove = csx;
      else
        player_cmd.yaw = csx;

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

As you can see, the source is really really messy. I don't know if anyone could make any use of this.

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