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My internal feedback system just told me to get something to eat. No, you cannot become part of it. JUST NO!
yeah... they're not going to just assimilate you into their discussions about game development. That would be a major IP/commercial risk.
Nah, my flesh never betrayed me. Well once it did. But that was because she had a weirdly formed head.
3.) Fire rates on weapons would be helpful, and save me time.
0/0/ 0 [ ML-41 PISTOL] Generic : [ 08 03 ] 0/0/ 1 [ SV-23 DARTGUN] Generic : [ 05 13 ] 0/0/ 2 [ MAGNUM 2100] Generic : [ 0F 23 ] 0/0/ 3 [ MARK3 ASSAULT RIFLE] Generic : [ 11 33 ] 0/0/ 4 [ DC-05 RIOT GUN] Generic : [ 03 24 ] 0/1/ 0 [ AM-27 FLECHETTE] Generic : [ 2D 43 ] 0/1/ 1 [ RF-07 SKORPION] Generic : [ 3C 53 ] 0/2/ 0 [ SB-20 MAGPULSE] Generic : [ 0F 61 ] 0/2/ 1 [ MM-76 RAIL GUN] Generic : [ 05 62 ] 0/3/ 0 [ LEAD PIPE] Generic : [ 14 00 ] 0/3/ 1 [ TS-04 LASER RAPIER] Generic : [ 14 00 ] 0/4/ 0 [ SPARQ BEAM] Generic : [ 0F 00 ] 0/4/ 1 [ ER-90 BLASTER] Generic : [ 0F 00 ] 0/4/ 2 [ RW-45 ION RIFLE] Generic : [ 0F 00 ] 0/5/ 0 [ DH-07 STUNGUN] Generic : [ 0F 00 ] 0/5/ 1 [ LG-XX PLASMA RIFLE] Generic : [ 07 00 ]
I guess this answers the question whether the remake team has access to the SS1 source.
I bet all of the gameplay is in C. Finding that piece of code wont't be a problem or a long task either if they had the source.
Is there a more comprehensive breakdown of the item/weapon system in SS1 than the ICE Breaker handbook or this page https://www.systemshock.org/index.php?topic=1744.0 (which seems to have mostly the same information)?These resources are nice, but I have some unanswered questions:1.) How exactly does the offense and defense value interact with criticals? 2.) What about precise durations on patches? (The ones in ICE Breaker are approximate). 3.) Fire rates on weapons would be helpful, and save me time.4.) Does anything else affect the chi meter other than Genius patches?Note: At the moment the combat system is implemented exactly the same except the critical chance, which is a fixed chance per ammo type.Thanks!
It seems like capturing video of the experiments would be a superior approach.
Easy way to do that?
As for the fire rates, I now found some time to do some testing (for science!).Test setup:* vanilla CD shock running in dosbox, running in a VM.* Spamming the fire-button of the mouse as quickly as I could with one hand* measuring lap-times with the other hand on the smartphone, which gives only 1 fraction of a second.So, yes, a very crude and errorneous test setup. To compensate I hit several times to see some common values show up. Then I changed the mentioned byte to another value and re-measured.0x80: timings of around 4.6 - 4.7 seconds0x40: timings of around 2.3 seconds0x14 (the original value): ~0.7 secondsSo, 4600 / 128 = ~35.9; 2300 / 64 = ~35.9; 700 / 20 = 35Based on that I'd guess that the unit of that byte is somewhere around 36 milliseconds (for the non-automatic guns). Take that number with a huge chunk of salt as it doesn't feel like a "round" number. As a hunch, I'd have a look if the game's timing is somehow linked with the timer interrupt, which DOS games liked to capture; You could reprogram its timing, so perhaps that one is a common factor here.I'll continue my investigation - is a nice change from the performance rewrite of the map editor (that one is coming along nicely by the way)
I asked the above questions to not only save time but also generate conversation. For example, is the offense/defense system preferable to just a flat critical chance? With a flat critical chance it can be easily displayed in an item tooltip. With the critical varying per enemy it will always be a bit too complicated for UI display.
Click on the weapon in the inventory -> window appears giving weapon stats, description and buttons
For example, the logic for determining an automatic weapon fire speed is the following:#define AUTOFIRE_SPEED 1500Delta = Elapsed_Time_Milliseconds * Weapon_Fire_Rate + Weapon_Fire_RemainderShots_Fired_This_Frame = Delta / AUTOFIRE_SPEEDWeapon_Fire_Remainder = Delta % AUTOFIRE_SPEEDI've renamed the variables and condensed the code to be more readable. AUTOFIRE_SPEED warps the fire_rate by dividing by an additional 1.5, since dividing by 1000 would properly convert from milliseconds to seconds.It looks like automatic weapons fire at about 66.666...% (slowed down) of the specified fire_rate in data. This looks like it is ONLY applied to automatic weapons.
...and it can be a bit tricky to read since they do some odd things to compress values.