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Topic: Citadel Conversion Project [unfinished]
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673f9bc1aab6dvoodoo47

Re: Citadel Conversion Project
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bump?
Re: Citadel Conversion Project
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Well, now it'll probably get a C&D from Night Dive...

I've been basically no internet for the past month but should be OK from now on with a way bigger cap too. It's 222MB uncompressed at the moment with only implemented sounds so I'll also need a decent (free) place for an upload anyway, it would be too big for here- any suggestions? And a bit more time to check that it works OK and doesn't have obvious stuff missing.

673f9bc1aadafvoodoo47

Re: Citadel Conversion Project
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sendspace for temp, google drive forever.
Re: Citadel Conversion Project
673f9bc1ab1da
Well, now it'll probably get a C&D from Night Dive...
Why would it? You're not giving away the whole game.
Re: Citadel Conversion Project
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I can host it on my server forever.

Here are TSP maps: ftp://ftp.valet2.com/SS2-The_Shock_Project
Re: Citadel Conversion Project
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Better late than never... Really, I tinker far too much.

Temporary file in case there's any problems, I will upload a final version some time with an actual readme and any needed fixes but I could take forever if I let myself. It's set up to run through either ShockEd or the main exec, but it isn't balanced and there will be places you can get stuck so overall running through ShockEd is advised at this stage. Levels from reactor to flight are linked via elevators, no_endgame will need to be turned off in ShockEd to transition though. There shouldn't be many missing objects etc so let me know if anything is missing as it may have been left out by mistake.
Acknowledged by: voodoo47
Re: Citadel Conversion Project
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OMG THIS LOOKS SO AWESOME!!!

Why you never finished the game??
Acknowledged by: CaveManta

673f9bc1ab6eevoodoo47

Re: Citadel Conversion Project
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I'd guess the usual - too much stuff to do, too little workforce to tackle it.
« Last Edit: 13. March 2017, 12:02:17 by voodoo47 »

673f9bc1ab834ZylonBane

Re: Citadel Conversion Project
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Is this the version where someone slapped Greek letters over all the signage?
Re: Citadel Conversion Project
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Yep, though I think I set it up so they could be easily converted out if necessary. I'd make no bones about the signage being of high quality, it was done quickly and done batchwise rather than done well. And I do like to mess around rather, hence some of the animated screens on Flight and the like.

Time limitations was the main problem and no one (certainly not me) really wanted to run the project as an actual project. Plus I quit TTLG very abruptly and unexpectedly but not in a public manner. To illustrate the amount of time I'd reckon that it took about four hours time to do each room on the 'completed' levels, and many of the levels are massive, and I'd have averaged about 1 hour a day actual editing. Plus there was no New Dark at the time, its additions would have helped immeasurably with things like having proper game mode backups. I actually fixed a bunch of stuff that was very time consuming- hours of work- in old dark in literally five minutes.
« Last Edit: 08. November 2015, 09:16:28 by Zygo »

673f9bc1abc97Enchantermon

Re: Citadel Conversion Project
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A bit late to the party, but thanks for posting the archive, Zygo. I do wish it could have been finished, especially after seeing those awesome re-imaginings of the levels, but it would have taken someone with much more leadership ability and experience than myself.

And honestly, with SSEE currently available and a remake chugging down the tracks, I'm not sure that there's really much of a point anymore.

673f9bc1abd90voodoo47

Re: Citadel Conversion Project
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there is no point in anything, really - you just ride along and try to do things that are interesting, killing time until it returns the favor.
Acknowledged by 3 members: Nameless Voice, Colonel SFF, Hikari

673f9bc1abec1LaineyBugsDaddy

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I can see a point. No matter what they do with SSEE, it's still the same blocky DOS graphics, though with better textures. This would bring SS to a more modern state. The only problem is, I don't see how to implement the SS implant system. It's vastly different from the one in SS2. The levels and textures obviously are doable, but the interface, that's the killer.
Acknowledged by: callum13117

673f9bc1abfc0XKILLJOY98

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They are already remaking the first system shock, although I suppose it would be interesting to see system shock 1 in the system shock 2 engine and vice versa
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I think that I MUST say it again. I've just found time to walk through all working maps.

It's so freaking awesome!!

The best conversion ever made (well, almost made). Tons of work! So many details that are being set to the world perfectly! Too sad only few people have heard about this project. So I took screenshots to show to the fans: http://vk.com/album-756159_230040007

In terms of... how to call it - adaptation, modernization, re-imaging of the stuff from the original game, CCP looks much better than the official remake we've all seen.
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* Kolya idly wonders where the download to this thread is

673f9bc1ac39fvoodoo47

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now attached to the first post. was planning to run around a bit before uploading so I could add a short description, but got distracted with other things as usual.
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you will need to run it through Shocked if you want to be able to reach all levels and areas.

There's also a file fm.cfg where you can change the .mis level to run first.

Also uploaded the archive to my never-dying server: ftp://ftp.valet2.com/SS2-Citadel_Conversion_Project/

673f9bc1ac932Enchantermon

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I can see a point. No matter what they do with SSEE, it's still the same blocky DOS graphics, though with better textures. This would bring SS to a more modern state.
Yes, but as I also stated, the remake is in full swing, and aside from the "wet paint" look, it looks great; better than anything the Dark Engine could do. It is a genuine shame that it was never finished after all of the work many of us put into it, but we have something even better on the way now.

All that being said, there honestly isn't any reason that it can't be finished.

673f9bc1aca38callum13117

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Thank you so much for the pictures, Valet2 - it's great to see such amazing work. Cyberspace in particular was pretty trippy!

673f9bc1acbc2icemann

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Just had a look through the images Valet2 posted. Dayam.

Positives:
* The levels look fantastic
* Very good work done on the textures

Negatives:
* The cyborgs just look like Goggles. They could use some work to make them look more Borg-ish (the original SS1 version looked VERY Borg).

Were many new enemies added in, in what had been done? Looked like you had a Cyborg and Robot done, from the screenshots.
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This is excellent, most levels I see are just waiting for monster placement to be complete. It would be the easiest thing, to just transplant SS2 story and gameplay here. I'll try something.

673f9bc1acdb2icemann

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Well the point of it is more to bring as much of SS1 across as possible. Story included.

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