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4 Guests are here.
 

Topic: Citadel - System Shock Fan Remake
Page: « 1 ... 10 [11] 12 ... 63 »
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JosiahJack, thanks for that (I understood about half of it!  :)). I'm really looking forward to this, and when it's done I take it it will be moddable for anyone who wants to create new levels? That would be all the more great since less and less modern games are moddable, sadly.

674274b52c37aJosiahJack

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The vertex order on a triangle shows you in which direction the face is showing.
If that's what you were asking for.

No it has to do with the way Unity handles storage of the list array of all triangles in a mesh.  Unity doesn't guarantee that the generated collision mesh triangle order matches the triangle order of the visible render mesh.  I can't seem to find a way to make the two match up reliably.

It's not too important really since no one really needs to know if they can or can't use "medical panelling" or "obsidian slab" but I think it's important to still have the game tell you what the station is made of.  It shows off the opulence and arrogance of Edward Diego to waste energy propelling all the excess mass of obsidian slabs into space.

I take it it will be moddable for anyone who wants to create new levels?
Absolutely!  Just because I've changed engines, that doesn't mean I'm not making everything open source.  In fact it already is.  Unity 5 is free to download and every tool I'm using is also free to download.  All 3D models are already available through github, though I plan on making some helpful downloads and docs to help people get started with mods/maps/etc when the game is finished.

674274b52c65dJosiahJack

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So, I got engaged, and it's great but slowing down work on Citadel some. 

Thought I would let you know I got some more work done on setting up the HUD. I should have another video ready sometime next week.
Acknowledged by: Colonel SFF
Acknowledged by 2 members: icemann, JosiahJack

674274b52c8a0voodoo47

Acknowledged by: JosiahJack
Acknowledged by: JosiahJack

674274b52d028RocketMan

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So when are you planning on performing your first cyborg conversion?

674274b52d32bJosiahJack

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So when are you planning on performing your first cyborg conversion?
Well, normal station restoration procedures are online so I have to implement switches first to enable it haha ;)

674274b52d4a4JosiahJack

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An update:
UI framework created for Left MFD panel
UI framework created for Center panel with working toggle for both enabled by clicking on the tabs.
Health code added and health ticks are working properly.
Added placeholder skybox using NASA images not final, but it's kinda nice.
Added custom font I made for the text: SystemShockText.ttf

674274b52d60bicemann

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That looks like a spot on match. Great work so far.

I await to see how enemies look when thrown into the mix.
674274b52d880
That looks fantastic!

What with this, Goldeneye X, Goldfinger 64, GMDX v8, and Deus Ex Revision on the horizon, the current (to me) sad state of commercial game releases won't get me down!

There's even an up and coming English translation of Sim City 64 for the Nintendo 64's 64DD, and since we can now play 64DD games on the N64 without needing a 64DD (though you need a flash cartridge to play the roms) you can now play the only version of Sim City 2000 that allows you to roam at street level!

I mean, look at Sim City 64 (https://www.youtube.com/watch?v=jpe_BnXcMc8), go to 1:05 in that video and watch what I mean. It is very basic, but to be fair that's on an N64 game from fifteen years ago, yet no Sim City game that I know of on the PC duplicated this feature, sadly.

By the way, according to the Wikipedia page, Sim City 64 even allows you to fly around the city in a helicopter or travel by train, and in both cases you get the first person viewpoint. How fantastic must that be? There's already a partial English translation, but it's not enough (for me) to enable you to play the game properly, so I'm eagerly awaiting the full translation patch.
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Looks terrific. Same game, but more nuanced lighting.

674274b52e325unn_atropos

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Added placeholder skybox using NASA images not final, but it's kinda nice.
Nagging on a high level: Won't you include dynamic stars? In my opinion, this was one of the small details that made System Shock so cool.

674274b52e623JosiahJack

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Yup! :)  Havent found a simple way to rotate the skybox dynamically, but I'll probably end up writing a custom shader for it.  Oh and it will rotate the same direction, and the stars will be antialiased too because they were in the original. Thats why I say its a placeholder skybox.

Looks terrific. Same game, but more nuanced lighting.
Yes and with minor changes in useability such as mouselook, right click frob/left click attack (with option to switch for the hardcore fans), and small UI polish.  For instance, clicking the tabs cause them to depress and turn darker while clicked.
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JosiahJack, very roughly, do you have an estimate of when the game will be ready for release? Just a vague approximation, of course - most people don't mind waiting for quality, as long as there is the occasional post or update to show that the project hasn't died, it's when a project goes quiet for a long time that people get irritated,  and I know that's not how you work.

So if you say Christmas, or six months from now, or whatever, then have to extend the ETA then fair enough, just a quick estimate would be great.

And will you be releasing it to beta testers first, or to everyone for testing, or what do you plan to do?

674274b52ed88JosiahJack

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SS1 had anti-aliasing?
The star renderer did for the higher resolution 640×480, otherwise stars would flicker and dissappear. If you watched both dev livestreams (there are 2!) from the 20yr anniversary, then you can hear all sorts of interesting info like that which has been helpful for sure.

JosiahJack, very roughly, do you have an estimate of when the game will be released?....
And will you be releasing it to beta testers first, or to everyone for testing, or what do you plan to do?
Rough estimate is the end of the year. Christmas is an admirable goal, though with my wedding in October, we will see.  Maybe a beta release, but no promises. Most people who took the survey say they just want the final version, but that doesn't preclude bugfix updates after release.

674274b52eeaaicemann

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Best of luck. I hope Night Dive never gets in touch with you.
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Rough estimate is the end of the year. Christmas is an admirable goal, though with my wedding in October, we will see.  Maybe a beta release, but no promises. Most people who took the survey say they just want the final version, but that doesn't preclude bugfix updates after release.

That's great, thanks.
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Honestly I hope they do and pay him to make an engine that lets us play natively on modern systems provided we have the story files.

They did that with Strife Veteran Edition. While there aren't the maps I thought and hoped would be made, I hope this project finishes.

I also hope it has some kind of editor, bu would understand if an editor isn't possible.

See I haven't played ss1 purely because I hate the controls and find them about as intuitive as the moon logic puzzles of text adventures. So to have something that is at the outset intended to bridge that gap so guys like me can experiance this game.... I appreciate and wish I had money to pay you for your efforts.

674274b52f507JosiahJack

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Added grenades inventory (no counts yet).  Also, the font size has been downsized a little and I added a black outline to the text.  Oh and the item info tab on the left MFD framework is working.  Once I have the patches working I'll try to make a short video demonstrating the functionality of the UI and run around another level of the station some for you.  I'm sure we are all a little sick of seeing the medical level.  :thumb:


P.S. I will probably upgrade the weapon and item icons a little bit so they aren't quite so low-res.
Acknowledged by: voodoo47

674274b52f658icemann

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It better make that sound effect when you open and close the screens :). As in, the one you hear in the original.

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