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Topic: SS2 System Shock Infinite 2.4
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Re: SS2 System Shock Infinite
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xdiesp, can you add subtitles to cutscenes? It will help to understand content, localize this wonderful mod to another languages, etc.

I can release an addon with the movies subbed in english, after 2.0 is released. I'm italian and I have some trouble myself, understanding some of the most garbled pieces by Shodan. In-game subtitles are possible as well, but this kind of text pop-ups can shake and be annoying to read. Fortunately, you can always check what the characters just said in the Log\Email menu.

67441aef2058cvoodoo47

Re: SS2 System Shock Infinite
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you know that there is no need to hardcode subtitles into the movies, as SS2 2.43 supports them natively, right?
Re: SS2 System Shock Infinite
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I took it easy with the "Hacker Ending", and recycled most of the Good Ending for it. Its original content will just transfer to the Cortez ending.

By comparison the new "OSA Ending" is much more elaborate, with lots of scenes and inventions. I wrote it with Shephard as the zany one of the bunch: to enjoy how smug would Goggles become, if he could take on the whole game with just PSI. It kills me when he uses the ultimate PSI power, "Revolution". Two videos left!

https://www.youtube.com/watch?v=UVseqjRw174

Freaking lost it man. Thanks for the hard work in spite of months of personal hell on your end.
Re: SS2 System Shock Infinite
67441aef20bab
you know that there is no need to hardcode subtitles into the movies, as SS2 2.43 supports them natively, right?

Cool, that's New Dark right? So all I have to do, is to put .srt files in the \cutscenes\ folder.

Hikari: glad you like it!
Re: SS2 System Shock Infinite
67441aef20dcb
So all I have to do, is to put .srt files in the \cutscenes\ folder.

Yep, it will be awsome!

67441aef20eaevoodoo47

Re: SS2 System Shock Infinite
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the details (on how to set up subs) are in the docs, if memory serves.
Re: SS2 System Shock Infinite
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Yep, it will be awsome!

Here is the documentation, it's using the .sub format and a particular structure inside. If you want to give me a hand, try having CS1.AVI (the movie you see when you click on New Game) to show a couple subtitles right at the start. Normal subtitles, same for all speakers. So when the movies are done, I can copypaste the code and get things done faster! :thumb:
Re: SS2 System Shock Infinite
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This will be work (cs1.srt)?:

1
00:00:12,000 --> 00:00:14,000
Bla... Bla...
BlaBlaBlaBla

2
00:00:14,000 --> 00:00:17,000
BlaBlaBlaBla

3
00:00:17,000 --> 00:00:20,000
.....
Re: SS2 System Shock Infinite
67441aef213ba
NickX: I think it's more complicated :( and it wants .sub files instead of .srt. One of the documents is a "sample" you can use for reference, try editing it until the subs show up.
Re: SS2 System Shock Infinite
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The "Cortez Ending" video is proving more challenging than expected, closing in to 30 scenes total. The threads of a story become particularly evident as it's about to end, and I realized something was missing. So I went back to retcon a part of it, and that is actually lampshaded in a reveal moment Keiser Soze style.

This one, too, was supposed to be a bad ending... and one of the shortest to boot. It's all different now, all endings are good and just talk about different episodes. I went as far as cramming both the "suicide" and "give up" endings in to one, to make room for more positive ones.

After these two videos are gone, I'm gonna ask some of you to give me a hand with the playtesting. My old guys are, at the moment, not available.
Re: SS2 System Shock Infinite
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Subtitle Workshop has been very useful to me in creating, converting and (re)timing subtitles. Free, open source, portable.
Re: SS2 System Shock Infinite
67441aef2191a
Subtitle Workshop has been very useful to me in creating, converting and (re)timing subtitles. Free, open source, portable.

Thanks. But, were the subtitles introduced in the patch from this summer or in new dark? I don't have the latest patch yet. And I can't make the subs to show up, I just kind of understood that I have to place my .sub file in \data\subtitles (named "cs1.sub") and add "enable_subtitles" to user.cfg. Or it could be my .sub file that's incompatible.

Cortez's end is in post production, sporting a net worth of 40 scenes.

67441aef219b1voodoo47

Re: SS2 System Shock Infinite
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you need SS2 2.43 to get subs working.
Re: SS2 System Shock Infinite
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you need SS2 2.43 to get subs working.

Thanks, if it's just a matter of using Subtitles Workshop, then no problem!

Another ending down, only one more to go! This one is a variation on the planned trailer for 2.0, and mostly resembles a let's play. Definitely the most violent of the bunch: choosing the Tears to the past lead to these enemy marines encounters, and it's the only way to meet their elusive commander. Gameplay shown in the video is part of 2.0, like shocking and toppling enemies with weapons, and portraits during codec transmissions.

https://www.youtube.com/watch?v=E626MoMyJUs

edit: Added some reverb. I'm writing a tagline for the 2.0 poster, please, would anyone check if this is English enough? :P
« Last Edit: 07. December 2014, 13:51:25 by xdiesp »
Re: SS2 System Shock Infinite
67441aef2246c
I tried your mod a while back, and it's quite nice, with pretty good voice acting, a story with some depth, and a new spin on old gameplay; I have a few gripes though (note I tried this over the summer and I had my hard drive wiped recently so if there were changes please let me know (: )

 The system of certain enemies being resistant to certain weapons is really my only problem, a nice concept but I think it could do with some tweaks. I do think that it's quite a good system as really would shooting a military robot with a pistol really do much, but some things are just absurd, like a grenade launcher not harming a hybrid. I think that enemies having multiple weaknesses would be a good idea; for example hybrids are based off of humans they would be vulnerable to things that humans would die to, such as bullets and explosions, but not emps, and since a hybrid is well, a hybrid of human and annelid it would make sense that annelid weapons should be able to kill them as they are the only things tough enough to crack a rumbler's hide. A cyborg midwife should be able to be fried with energy, or destroyed with explosives; a MP bot with explosives or energy, etc.

Another gripe with resistances is that if I recall correctly you didn't change skills, so one needs to invest in all skill trees to get anywhere. I think this frustration could be alleviated if instead of using a standard, energy, heavy, psi, exotic system of skills, a better idea would be to say allow you to train melee, pistol, rifle, other and make allow the player to upgrade weapons stats along the way. This would allow more diversity in builds, so an O.S.A agent could have a back up pistol in case of emergency and continue to be effective on higher levels. On a semi related note I really think that psi was messed up a fair bit here, as I just think that if psi ops was a thing back on Earth (and it was judging from the O.S.A.) then psi would affect normal humans in some way. I would like to see psi powers that could bypass different resistances, because as we saw in the vanilla game you could do quite a few different things with psi, ranging from making a target explode to creating a sword of pure psionic energy. My suggestion is to use the already existing combat powers to build powers that target different enemy types, such as cryokenisis could do standard damage, pyro for explosive, you could rewrite soma transference into a psi damage power. This applies to most of the weapons in the game too, I would like armor-piercing bullets to, you know, pierce heavy armor, obviously this wouldn't be as useful if you were to add my suggestion about weapon skills, but it would be a nice after though.

Now I these are just suggestions to improve a solid game with some annoyances, so don't think that I'm saying implement these or it sucks; I'm just saying that it's a bit rough around the edges and could use a bit of polish on the new gameplay systems, one last thing though is that the auto target could use tweaking, or an option to take turn it off. Maybe use a lock on system rather than free aim so you can precisely switch targets. Just my thoughts and suggestions, keep up the good work :)

Oops, it seems like a missed on this pretty big comment while I was away. :P So, weapons and targeting have both been modified in 2.0. The new philosophy is: favorite weapon types deal big damage, while unfavorites deal little but also stun the enemy. PSI instead causes slow, which also makes stuns longer.

There were always alternatives to the "match the vulnerability" system (using PSI and particularly Marie: Attack), but now there's way more. And it's actually useful and fun, to debuff enemies with the "wrong" damage to better deal with them. In example, you can stun hybrids with the laser pistol and take them out with just the wrench if you don't want to waste any ammo. Or run through a pack of protocol droids with pyrokinesis: the PSI attack will slow them down, so they will explode only after you're gone. Alternatively, you can keep a security droid stunlocked with a handful pistol bullets and outrun it. Nothing too different from the stasis gun's primary shot, but very game-like when you start combining these effects to cheat the enemies in creative ways.
Re: SS2 System Shock Infinite
67441aef2256d
Tagline:
Classics never die.
Shodan turned Time inward.
Defy the Goddess.

I think that fits the 5-7-5 for a haiku.
Re: SS2 System Shock Infinite
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All sets for the last movie are ready, but the filming has yet to start. Estimates are around 90 scenes, 7 minutes in length. Possibly the biggest of them all, but with more talk and less action that the latest ones.

I've also been playtesting a bit. Difficulty is a bit lower, as intended, but thankfully moving around modules for the cyberspace levels didn't compromise it. I'm ambivalent about the new content being mutually exclusive, as in different tears activate different cutscenes: I wish it could be all available in a single playthrough, but I just can't think of a way to make it fit in the already crowded levels (and removing Polito and Shodan would be blasphemy).

Edit
Addendum: I'm happy with the way 2 scenes sorted out, the Shodan reveal and the stinger fights. Others not so much, in fact I've canned a number lol. In the Shodan reveal, you get to actually meet Polito and it's a bit of a F.e.a.r. moment: you're focused on her and the HUD portraits when the room shifts, which in my opinion is effective.

The "stinger" videos are short memories, usually triggered by the end of a level: they were supposed to pop out of nowhere, like the "roll call" one you get in Medsci2 when you climb down to Marie explaining the time loop. But that was boring, the trigger could be sexed up a bit, so I dusted off a very early idea I had about the old rigs. You know, at the moment you find your deceased past selves & extract memories from them... but in the beginning it was an Highlander fight! Emerge from the battle royale as the only rightful Goggles with all the memories. In short, now we've got several (and completely optional) encounters with hostile past selves, which net you a video (and an infinite memory chip) when beaten.
Re: SS2 System Shock Infinite
67441aef22a05
Tests continue. There's a number of ways you can speed up on Polito's quests, like previously unavailable passageways and downright crashing the quest items (Korenchkin will thank you for it). Your first tear now happens in MedSci (previously, in Engineering) so the first deck is a proper example of the whole mod.

I've also added a system of previews to the Tear maps: so when you get close to the exits, you listen to the voiceover of the cutscene that would result afterwards. Again, it showcases the story better. Concerning the gameplay, a couple worthwhile mentions are Marie's Powers costing no modules to acquire (you just need the related PSI tier), and the Stasis gun no longer sporting the double attack method. You just spam its shot, and Heavy targets get stunlocked and die. Other targets just get briefly frozen.

Next are two interventions on Marie's powers. Forcefields are mostly useless, so I'll keep just a couple nice ones and the rest will become the visible effect of the locks open by Marie. More importantly, I want to use Marie: Healing to revive fallen marines to help you. That effect already happens if you take Marie's tear, reviving them yourself as you make way is more entertaining.
Re: SS2 System Shock Infinite
67441aef22b5b
{alt}

 :kekeke: :kekeke: :kekeke: :kekeke: :kekeke: :kekeke:

if is there any way to recreate the cortex reaver just let me know
ill try my best at least when i can
still no job... sleeping in piazza 
leeching some food from what fruit store discards
is a shitty situation... at least here is a signal repeater with 1mb free wifi, paid users get 6mb, but... for what i need im fine
Re: SS2 System Shock Infinite
67441aef22cf1
Xerxes: very sorry to hear that man, please get out of trouble! :( I live half the world away unfortunately...

I've playtested and bugfixed up to Command. Most of the bugs concerned the codec portraits, which can finicky when several dialogues overlap. Other changes were upgrades to pre-existing cutscenes, recut dialogues, new soundtracks for the movies, alternate ways to beat the levels, and lots of fine tuning for difficulty.

In example, you don't find "alternate" ammo for the pistol and shotgun until Deck 3: that's a jump in complexity kept for later. And the different tears present different challenges, like one which spawns both modules and enemies, or another which removes corpses and adds friendly npcs. Same goes for harvesting the rigs for modules, which however is lessened if you don't harvest but still do the related Cyberspace level really well.
Re: SS2 System Shock Infinite
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I have to replay the campaign with different sets of tears, to see how the difficulty is impacted. Solved a bad bug thanks to Voodoo47, and fixed an old problem concerning the spawned Marie appearing in the "T" default position (by adding to their gamesys, current pose cs 26, not ballistic).

I've got to replace the "kill your past self" ending, since that action is normal in 2.0. I was thinking that, maybe, you could access the MedSci tear to sneak back into Cryo Recover while Goggles is still frozen.

There is lots of dialogue in the Body of the Many's map, it rivals Medsci 1 in talkativeness. Marie spews technobabble, Korenchkin is passive aggressive, the tear allows you to choose between the two of them and also Shephard, the Many themselves contacts you 3 times, and there's 6 air regulators that you either use or sabotage (and Korenchkin reacts). If you use the very last of the regulators, the Many themselves spawn to help you: afterwards, Korenchkin dies over the codec and Diego bids you farewell too.
Re: SS2 System Shock Infinite
67441aef242fa
i have a message from the future


 :thumb:
Re: SS2 System Shock Infinite
67441aef253a3
This looks shopped. I can tell from some of the pixels and from seeing quite a few shops in my time.

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