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Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 37 [38] 39 ... 63 »
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6743a9db83666Denhonator

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Heya, can anyone provide me with some save files for SS1? I wanna extract the actual used midi loops in the game (you know, as it changes dynamically and such), so I can recreate them in audio format. Of course if someone has already done that it'd help a lot, but all I know of are these mixes that are kind of a compilation of the different midi loops. I finally should have time to work on this now

6743a9db83a9bDenhonator

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That's cool, if you can figure out where to throw all the triggers for those sounds as separated in what you linked and make it work that way, that makes my job much easier. I did a quick mix of reactor main music midi's with some tail at the end of each file to allow seamless transitioning between loops. Let me know if this works out and I'll gladly take some feedback for the remixes so I'll know what to work on. I haven't played much SS1 compared to most of you guys
[SSMusic.zip expired]

6743a9db83c20icemann

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The majority of us here have played FAR more SS2 than SS1.

With SS2 it has FMs for one thing, which adds in more longevity.
Acknowledged by: JML

6743a9db83d73JosiahJack

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Ok, I'm getting to the point where I need to be able to jump in to the middle of the game at certain points to verify certain setups.  I need to have mission difficulty set to at least 1.  Can anyone please provide their save games to save me the trouble of playing through the game?  I'd like anything from levels 4 thru 9.  I won't be choosy but it would be nice if you knew the difficulty levels you chose.

6743a9db83eedJosiahJack

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I made the worker helmet's flaps hinged objects that flop around when the helmet rolls or moves.  It only took 10min to make, but it's ridiculously fun to send it tumbling and I think I tossed it about for like 5min.

Aherm...back to putting the finishing touches on hardware...
Acknowledged by 2 members: Join, hemebond

6743a9db84101JosiahJack

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I never cease to be amazed by how complex System Shock is.  My little brother in-law, who knows nothimg about System Shock, keeps coming up with suggestions for Citadel and I keep telling him that I already have that.  Yep, we already have robots that explode on you, robots with grenades, mutated grass, hacking, etc. etc.

UPDATES:
Hardware is all done now.  Sensaround is smooth and fun even if it is slightly unecessary.  The different hardware has different versions and you can cycle them up/dn depemding on which one was last activated or last clicked on in the HUD hardware list so you can, for example, adjust power usage by lowering brightness of lantern and increasing shield strength.

Weapons are aaalmost done.  Just need to finish a few tweaks on the plasma gun and ion rifle.

Items are aalmost done too.  Just have severed heads, isotope x-22, and the isolimear chipset.

Enemies are only a little over half done.

Most particle effects and debris I'm pushing off until Phase 2 along with other details unless I have some time.  Playable recreation is the focus now for Phase 1 to hit the date of 9/22/18. Only 56 days left til then.
Acknowledged by 3 members: JML, voodoo47, dertseha

6743a9db84232Denhonator

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Did you ever receive the music that I made? The one that's split into many short pieces for dynamically changing music

6743a9db84336JosiahJack

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I did but I've been so focussed on pushing to get all 3D models and hardware done that I havent done more than listen to it.

6743a9db84428Denhonator

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Got it, I'll be waiting to hear back from you if it works out or not, I should be able to mix the other tracks similarly pretty quickly when needed

6743a9db84548JosiahJack

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All items done.
All corpses done.
All objects done.
Item and object pass begun, level 1 halfway populated.

Edit: Item = pickable, Object = can't put in inventory but sometimes can be searched such as crates or cabinets or just junk.  Some junk, debris, and details will be done later after achieving a playable state is done.

6743a9db8465dicemann

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Assuming your doing the inventory system the same as in the original game, then you could just do it as a string array of a fixed length.

When an item gets picked up it adds to that. If list is full, full inventory.

6743a9db8479fJosiahJack

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The inventory is already done, or at least the initial text version anyways   :)

It is merely an int array.  Each int references back to a master table in Const.cs
This table stores a list of all prefabs, localized text, sprite images, and any other constant data for every item, weapon, grenade, etc. in the game.  The table is populated at level load to load in English text, load in weapon damage values, NPC damage values, and whatever else I have in separate easily editable csv style .txt files.
Acknowledged by: icemann

6743a9db8499fJosiahJack

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Levels 1, 2, 3, and 4 populated.  Halfway through Level 5.  Haven't been able to do level R yet.  There is a bug where Difficulty 0 causes Level R to get stretched vertically to the max making it difficult to get around let alone see items.  I'll have to do it later when I play through to it.  "Why aren't you using Hacked, Josiah?" you ask...because I like to see the angle the sprites appear at when the player approaches certain spots to help inform how to place the 3D objects.
Acknowledged by: hemebond

6743a9db84b0fJosiahJack

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All items, objects, and corpses placed in all levels.

Code for triggers, switches, moving walls done, along with some specialty use cases such as to allow NPCs to activate certain triggers.

Textures for several enemies done.

Sorry for not having pictures and video in a while.  I'm a busy person here lately and besides its crunch time to get a playable alpha ready by 9/22.
« Last Edit: 17. August 2018, 01:49:18 by JosiahJack »
Acknowledged by: Marvin

6743a9db84cedZylonBane

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JJ, how would you feel about SCP stealing some of your props? We've been trying to get the Citadel station recreation as close to SS1 as possible, but we're missing some major props like the computer console, cyberjack, etc. We raided the abandoned CCP assets for models, but unfortunately they only got the chair and charging station models done.
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"That's a nice model you got there. Shame if something.... happened to it."
Acknowledged by: dertseha

6743a9db8532fJosiahJack

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I have all of them.  Sure.  Have at it.  Should be in the latest git commit.

https://github.com/JosiahJack/Citadel

Under:
Assets/Models/

All models are in blend format, but if you have blender you can easily open them up, and then export to obj, fbx, or whatever you are using.

Please note that for now my models are essentially replicas of the originals with a few minor tweaks for non-planar faces, but in the future they will be enhanced to be less plain and less chunky.  Also note that some chairs use multiple textures for the cushion part but the UV map stays the same.  Handy.

6743a9db85466ZylonBane

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Cool, thanks. Yeah, I just want the vanilla-looking models.

6743a9db855b2JosiahJack

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Guys.  Not really looking like I'll have a playable alpha by 9/22.  Less than a month and still need to finish enemies.  Work and life getting in the way.  Lot of long hours lately.  Not really wanting to overload myself.

Getting lots done though!
Acknowledged by: dertseha
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I don't mind. Don't stress yourself, quality and your well-being are more important.
Acknowledged by: Kolya

6743a9db8581dJosiahJack

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Really not going to have all the enemies ready by next weekend.  Just going to have fun and a when it's done attitude.  Made the enhanced level geometry for the first room just to give a taste of what I'm doing. Individually subtle improvements, but overall I like the style.

Acknowledged by: icemann

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