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6 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
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674100d0ea2deRocketMan

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You need to start bringing rum-spiked eggnog to the computer every night.  It helps with the focus and momentum... for me anyway. 
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I guess it depends what your focus is. But coding under the influence for me usually feels better than the results betray. Doesn't keep me from trying of course.
Acknowledged by 2 members: RocketMan, JML

674100d0ea61eJosiahJack

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I dunno feeling the urge to open up Trenchbroom and make castles:


MUST!RESIST!

ONLY WEEKS AWAY FROM A CITADEL RELEASE



but but I miss my candles


PULL!  YOURSELF! TOGETHER MAN!!


Edit: in hindsight maybe spiking the eggnog isn't such a good idea
Acknowledged by: hemebond

674100d0ea73fRocketMan

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Nah man in times like this you got to just put a paper bag over citadel and then imagine quake while you're workin it.

She may be pixelated and not smooth round the bend, like the others but don't forget each pixel is bigger - baby got back yo!
« Last Edit: 08. December 2019, 08:03:30 by RocketMan »
Acknowledged by: JML

674100d0ea91dJosiahJack

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Still working exclusively on Citadel  :thumb:

Was really pushing myself to release a playtest build by Christmas but looking like that won't happen (sorry @JDoran ), taking longer than expected for the mission elements and relays for all the quest bits.  Plus had a few personal things come up that reduced my hours available by for December...that's life.

Estimated playtest release is early early next year depending on some up in the air business trips in January and the number of critical bugs I find in my playthroughs.  No promises but given my updated time estimates and current known business trips and family plans, I'd say by begininng of February I should at the very least have a playable version from start to finish but excluding minigames and cyberspace (might at least have the first couple cyber areas made and basic controls finished though).  Rough estimate...never know I could run into some horrendous bug that takes 2 weekends to resolve or something and there's always the looming threat of a some pop-up business trip.  Too bad my laptop died early this year.

Also, yes...minigames are way way down at the bottom of the list.  Primary is the critical plot path, enemy completion, final chunk conversion, and bugfixing, bugfixing, bugfixing.

674100d0eaa8ficemann

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It's that feeling you get when you've finally got the core mechanics in and fully working, and your able to test it properly. That's the moment I always really liked. Then you get to see if everything all properly works.

Though with that, you get into the logic bug fixing side, which is a royal pain in the butt.
Acknowledged by: JosiahJack

674100d0eabd5RocketMan

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I believe the force door in your door video needs some transparency.  At the moment the force beams look like solid metal bars.  I think the transparency will fix that... and maybe less specularity (if there is any).
Acknowledged by: JosiahJack

674100d0ead48JosiahJack

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Half way through all the levels for the mission elements sweep.  Still only about a third of the game space though since Levels 6+Groves, 7, and 8 are so massive.  Level 9 should go quick, it doesn't have as much doodads like light switches or locked doors or text signs or scorch marks and all the other tiny but important things since it's grown over.

Feeling pretty excited about how much I have done.  I should have by the first weekend of January the full game ready for me to start playtesting it all myself (excluding cyberspace atm).  Then comes the fun part.  I'll actually get to play my game.  By the end of it all, I might just maybe, juuust maaaaaaybe get tired of playing system sho....what am I saying!  Of course not!  I could use a break for a while however, once it's released.
Acknowledged by: Starspawn

674100d0eae7dRocketMan

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As long as the cyborg drone says, YEAHH!! and does the super mario thing, the auto-bomb leaves that underwear skidmark on the ground when it gets obliterated and the Avian mutant sounds like an eagle getting wrecked by a honey badger, I'll be in rapture.

... and as for that 400 lb diaper bastard, I just want to deploy rail-gun and then stand there looking sly and say:

https://youtu.be/f9XWSeKdOuc?t=55
« Last Edit: 20. December 2019, 04:31:40 by RocketMan »

674100d0eaf67icemann

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Just have the autobombs make that Tim the Toolman Taylor monkey noise whenever they blow up. I'm sure that would be enjoyed by all.
Acknowledged by: Synaesthesia

674100d0eb0a7JosiahJack

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Fixed all known bugs except for a minor jumpjet annoyance when you bump your head against the ceiling.

Clarifier: fixed the bugs that were known at the beginning of the day, found plenty more to add to the list.

2nd Clarifier:  Fixed all those too except for the reload and change ammo type buttons not working.

3rd Clarifier:  If it's not technically implemented yet it's not really a bug now is it, I stand by my first statement.

By mrain izzfried now dough  :cthulhu:

674100d0eb18dRocketMan

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What happens when you hit your head on the ceiling?  Does the hacker get shorter?

674100d0eb286JosiahJack

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No, it just thinks your on the ground slows you to a halt, totally yawn worthy.

Levels R through 6 are now done so I officially have a halfway playable game.  #NotMedical  :oldman: #MostSuccessfulFanProject lol

674100d0eb491JosiahJack

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Work's being a pain so far this year.  The life of an engineer isn't all it's cracked up to be.  Anyways, hoping to start getting a lot more done on this today and this week.  Hope to finish the mission elements addition pass this week for groves 2 and 4, levels 7, 8, and 9.  Next up I'll finish the last few enemies and finish modelling the last 50 or so wall/floor/ceiling chunks.

Then the intense testing begins.  I want to get it to a good state of "internal" polish before having some "external" (aka not me) testers.  My hope is to have something for a select few to test by 1/19/20 before I head off to Mexico on another business trip for a week.

PM me to let me know if you want to be a tester.  Good testers try to break things and come from varied playstyles.  If interested please post something like this and I'll pick a select few who are varied enough (posting this here and elsewhere):

"Interested to be a playtester
Playstyle: Aggressive
Good at: finding weird UI bugs"

or

"Interested to be a playtester
Playstyle: Cautious
Good at: Trying stuff in weird orders"
Acknowledged by: JML
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Interested to be a playtester
Playstyle: Too slow, make every mistake in the book, miss every hint, stand for hours in front of a window to watch the stars and listen to music, likely never finishing the game.
Good at: Not much

674100d0eb682RocketMan

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Interested to gib diaper-seniors
Playstyle: Cautious
Good at: Using most of the game resources (exploring, fighting all enemies, using all widgets)

674100d0eb771godd zilla

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citadel playtester

playstyle : explorer
good at : going everywhere and trying everything :)

674100d0eb8deBerathraben

  • Company: Social Worker by day, Night Dive Studios-Discord Moderator by night
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citadel playtester

playstyle : exploratory and experimental
good at : checking out every nook and cranny

674100d0eb9dcJosiahJack

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Had some things come up, got sick, work emergencies, etc. and I'm now anticipating playtest build to be beginning of February.  Sorry to dissapoint any wouldbe playtesters.  Life happens.

674100d0ebc35JosiahJack

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Progress going well now that I'm back from business trip but now have another business trip all next week.  Life should quiet down and let me get more done on this soon.  Been doing internal testing off and on while finishing adding last bits to the last 3 levels.  Going well.

I added a few new cheat codes and fixed console bugs to help assist testing:
- iamshodan let's you bypass any security requirement, access card, or locked item
- notarget makes enemies ignore seeing you
- noclip let's you fly through the level like a ghost, c and v move down and up
- god let's you take no damage
- ifeelthepower prevents anything from draining energy
- bottomlessclip makes it so you never use ammo (or energy for energy weapons)

All levels are now converted to enhanced chunks.
All chunks now properly display "Can't use x" where x is the description like "molybdenum panelling".
227 out of 256 wall chunks are modelled into full 3D relief...some are super subtle while others have tubes, valve wheels, etc. based on the original 2D wall texture.  These are also texture mapped to provide crisp edges on any angled portions instead of having jagged pixels.
All levels except for 7, 8, 9, and Cyberspace are done and ready for testing which I have began doing.  Already found and fixed numerous small bugs and oversights while noclipping through Medical.

674100d0ebe4fJosiahJack

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Bugfixing bugfixing...
Fixed bug where wire puzzles failed to activate.
Fixed bug where wire puzzles failed to initialize.
Fixed using walls to properly display "Can't use x" where x is a description such as "medical diagnostic tools".
Added can't use x descriptions to all non-interactable objects
Fixed bug with energy slider not being selectable.
Added lights to weapon impacts.
Added lights to weapon shots.
Added lights to muzzle flashes.
Fixed bug with ammo display missing for some weapons.
Fixed bug with UI links...lost count maybe 10 to 15 different link errors for small thinks like text shadows and such.
Fixed bug with LightAnimation resetting lights to 0 brightness instead of minimum setting.
Fixed bug with energy cheat.
Fixed bug with bullet holes getting placed on some weird objects.
Improved object to object links in several cases that did not have a hard link but instead an open ended SendMessage.
Fixes bug with Player prefab having some missing scripts that aren't used anymore.
Redid garden on Medical level and added grass tufts.
Fixed prop_bush prefab.
Fixed Blocked by SHODAN security not displaying properly.
Fixed bug with keypad not resetting.
Fixed bug with keypad needing hard link to Player 1's UI objects.
Fixed console "enter command..." showing properly.
Fixed bug with ladder triggers and lean capsule collider.
Fixed bug with elevator door not being linked to pad.
Linked command console to the pause screen.
Added missing mission elements to level 6 for the grove jettisoning and for relay 428 breaking.
Fixed bug with wire puzzles automatically solving sometimes.
Fixed bug with force bridges not starting in deactive state.



Project feeling more and more polished.
Brain more and more fried.
« Last Edit: 06. February 2020, 04:11:40 by JosiahJack »

674100d0ec1efJosiahJack

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Smash smash smash bugs are dying.   Are you bugfixing more and playtesting less?  Cuz I sure ...oh found another one.  Fix.  Playtest time...and there's another.
FIXED Missing "e" on the word "leave" on log #2-4601-06.MAY.72 on phrase "leav myself some reminders."
FIXED Increase size of meleeColliders on npc_servbot
FIXED <name>access card required is missing space after <name>
FIXED When using an access card to open the Group-1 door it says "Group1Group-1 access granted." which is wrong, duplicate name sprinted.
FIXED Weapon icon fails to switch when changing weapons and weapon tab is not active
FIXED Radiation still hurts player after death when main menu is up
FIXED Doors with startOpen close instead of staying open
FIXED NullReferenceException when exiting trigger_radiation - check for not null and if player, Multiple null reference alerts entering trigger_radiation - suspect Lean collider
FIXED Radiation should not trigger pain sound as often as pain is administered - set silent flag on TakeDamage every 3rd radiation damage send
FIXED Medical level - cafe light switch is usable but does nothing
FIXED Alternate ammo displays 0 and says ammo already full, changes lower number after shooting, need call to setammocounts in ChangeAmmmoType()
FIXED Reloading when using alternate ammo displays 0, need call to setammocounts in Reload() for alternate
FIXED Alternate ammo reload button switches ammo instead of switching to alternate
FIXED Move ladder collider in closer to wall
FIXED Missing colliders for windows!
ADDED Highlight for which ammo is being used
FIXED Male head frobicon missing
FIXED Female head frobicon missing
FIXED Generic head frobicon missing
FIXED Weapon alternate ammo isn't remembered when switching between weapons

The good news today is that I was able to play through half of Medical before finding anything gamebreaking.

674100d0ec330JosiahJack

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Committed current state on github as backup and to share progress.  Off to Europe (France Pyrennes and Spain west coast) for the next week for work.  Business trips keep interrupting my bugfixing urgh!  ¯\_(ツ)_/¯

https://github.com/JosiahJack/Citadel
Acknowledged by: voodoo47

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