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Topic: Citadel - System Shock Fan Remake
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6742b0ecc7bd9ZylonBane

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Anyway, the SS1 intro cinematic establishes pretty well how big Saturn should appear through the windows. It even shows it rotating into view.

https://youtu.be/ID2BEXJ4IKc?t=64
Acknowledged by: JosiahJack
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The video jump point is a bit late. You need to rewind to see it.
Anyway, that is very close and would fill most of the view. However the station can also be seen rotating quite fast. I guess it would take about a minute for a full rotation. So Saturn wouldn't take up the view very long.

6742b0ecc7f24JosiahJack

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Good catch ZB, never noticed Saturn in the window.  I wonder where they are on the station though.

6742b0ecc8250RocketMan

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I care somewhat less about the specific orbital parameters than I do about the detail.  I once made Earth upside down on purpose in the skybox thread and that upset some ppl but that's how space is.  Up is down, left is right... anything goes.  Now the intro video does clearly provide a frame of reference so it makes sense to copy it.  However I wouldn't mind seeing the different gas bands in Saturn moving at different speeds and some vorticity where the storms are happening.  Perhaps a bit of shimmer on the ring particles?  Nothing that is going to stall you on development but these effects probably deserve more attention since all the stuff like distance, angular disc size, rotation speed, etc are referenced back to original SS1.

6742b0ecc8746ZylonBane

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The video jump point is a bit late. You need to rewind to see it.
No, I was referencing the interior scene with the hacker and Diego.

Good catch ZB, never noticed Saturn in the window.  I wonder where they are on the station though.
I'd assume the Exec level. Probably Diego's office.

However I wouldn't mind seeing the different gas bands in Saturn moving at different speeds and some vorticity where the storms are happening.
Dude, Saturn's cloud systems do not move fast enough for motion at that distance to be perceived with the naked eye for the short time any player would ever spend staring out a window.
Acknowledged by: Kolya

6742b0ecc88a9RocketMan

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It... depends.  First of all, I wasn't expecting a movie or anything, merely you come back to the same window a few minutes later to see a different pattern on the surface.  Second, you can see movement with the naked eye if you're still and you're close enough to make out details and if the make-up of the storm is particularly violent.  Storms on gas giants put storms on Earth to shame.  The wind speeds are enormous and the scale is sometimes very large.

But I was only half serious about implementing it anyway.  He's got enough on his plate.

6742b0ecc89bdJosiahJack

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I'm curious if any of you ever check my github to see latest commits, closed issues, etc.?

Citadel Github - Past Week Pulse

6742b0ecc8ab9ZylonBane

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Threw together a simplistic grid puzzle implementation for the hell of it:
http://shtupmod.net/files/gridpuzzle.html

6742b0ecc8ba1JosiahJack

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That's cool.  I thought about doing something like that myself one day.

6742b0ecc8da3RocketMan

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I have several 3D models previously reserved for another remake that you may have if you want them.  They are by no means ultra quality (which in this case is a good thing) but in terms of mesh geometry, they are a bit more detailed in some cases.  You may want to have a look.

These look very nice btw.

6742b0ecc8e94JosiahJack

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Sure send me a link.  I might use them, if only as a reference.

6742b0ecc9067RocketMan

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That's true.  Not having the riot gun would be a complete game changer.  How would I push live grenades around on the floor?
Acknowledged by: Learonys

6742b0ecc9209JosiahJack

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Can't put anything past you guys.  :thumb:  Riotgun ammo looks....meh currently.  I'm redoing it.  Oh and the riotgun will be more fun than just live landmines.  It won't do much damage but I plan to add a stun effect and make the knockback more useful.  The important bit is that impact against walls or objects will be what causes the damage of the riotgun rather than the actual shot.

Bot not walking over your landmine?  Knock him onto it.
Box between you and an enemy?  Send the enemy a box delivery.
Acknowledged by: fascinate4

6742b0ecc9319RocketMan

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Ok but remember your newton's laws.  50kg box vs 50g bullet.  Maybe it's a "rail" riot gun! XD

6742b0ecc9433JosiahJack

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If it feels wierd I'll just stick with it not doing any extra damage to knock an enemy into a wall to hurt them.  It probably wouldn't have much visual feedback that it was hurting them now that I think about it.

6742b0ecc9537Learonys

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Just turn the Riot gun into an automatic rifle with 100 round clips, 600 rounds per minute. That'll surely balance the gun out. ;)

6742b0ecc9629JosiahJack

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No one answered when I asked if anyone checks the github... O_o

6742b0ecc9901ZylonBane

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That's cool.  I thought about doing something like that myself one day.
Thanks. Honestly I just did it to verify that my suggestion for solving power flow would actually work. Brute force FTW.

6742b0ecc9abbJosiahJack

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Your AND nodes take too many to power though.  Should only need 2.  Also, you don't have any bypass nodes.

6742b0ecc9bc6ZylonBane

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The AND nodes do only require two inputs, from the top and bottom. I couldn't remember if SS1 allowed inputs from all directions, but again, quick'n dirty hack.

6742b0ecc9ce7JosiahJack

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Radiation is now working.  Staying in a radiated area maintains the radiation set level.  Once you leave, radiated amount slowly bleeds off.  Any amount of radiation hurts the player at a set interval by an amount modulated by the radiated level.

The tricky bit was setting up the warning text system.  So many systems!

6742b0ecc9df8RocketMan

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I guess that's why they call it System Shock?

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