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Topic: Half-Shock (half-life mod) Read 6910 times  

673f97a79e9a1XKILLJOY98

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I came across this on youtube, there are already various remakes of system shock being made (both officially and fanmade), but I figured that I would put a link here anyway since it looked somewhat interesting.

https://www.youtube.com/watch?v=ddY0Wd-3yD4

673f97a79ed3eunn_atropos

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It's listed here. The homepage seems to be down, but I have the files. Though I could never manage to get the map(s) running. Maybe you can take a look and find out how to get them to work?
[Half-Shock (Non-Steam).zip expired]
[Half-Shock (Steam).zip expired]
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From the video it looks like they are made for the old WON version of Half-Life.
Even though there haven't been such big changes, the steam version of Half-Life was updated and old mods don't run anymore.
So you need to do some tinkering.
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You could try running it on Xash3D: http://cs-mapping.com.ua/forum/showthread.php?t=37850
Get the xash_build*.7z archive. There's also some documentation in xash_extras.7z.
If you don't have the Half-Life game data, you can get it through Steam for free as part of the dedicated server: steam://run/90
« Last Edit: 06. June 2016, 12:00:36 by nemyax »
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Oh, actually I didn't pay attention to the files. So as there is a steam version available I checked it out and for me it did work.
But the installation noted in the readme is outdated, the new folder structure should be .\Steam\SteamApps\common\Half-Life\HShock
Acknowledged by: unn_atropos

673f97a79f4b6unn_atropos

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Hurray, it's working. Partly... The only sound I get is when the crowbar* hits something (no swing), email notification and email audio. No walking sounds, flashlight or explosions.
The controls can't be changed, which you could call adequate, but Sys1 allows you to use wasd for movement!
Level architecture is 1:1 as far as my memorie serves. (Training map has no proper exit?) Some elevators and light switches are working, the pda system has some flaws: playing a new log while the old one is still on gives you audio overload

Someone should pick up were kodan50 left (literally; can't find anything never 2012 about the guy online) and turn them into HL deathmatch maps, also by using the Shodan model. SBF deathmatch server? :)


*Btw, why is classic Half Life on steam using upgraded weapons??? I would prefer the vanilla models!
« Last Edit: 06. June 2016, 17:33:01 by unn_atropos »
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The controls can't be changed, which you could call adequate, but Sys1 allows you to use wasd for movement!
Try editing the config.cfg and userconfig.cfg manually if you want to have anything changed.
Someone should pick up were kodan50 left (literally; can't find anything never 2012 about the guy online) and turn them into HL deathmatch maps, also by using the Shodan model. SBF deathmatch server? :)
The problem lies within that the maps converted to bsp format and these are not editable.
There are some tools available for converting but these aren't that accurate.

*Btw, why is classic Half Life on steam using upgraded weapons??? I would prefer the vanilla models!
These models were created for the canceled Dreamcast game which were later on released as Blue-Shift on PC. You can revert back to the classic models if you go into the video options and disable "Enable HD models if available".
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So many Shock recreation projects, still nothing truly complete, even if this one wasn't intended to be a remake as opposed to fan experimentation. It's only a matter of time now though between NightDive and Josiah.
I'm extra interested in an UW1 or 2 remake because Shock has been easier to get a handle on for quite some time now with the mouselook mod and I have to wonder why one was seemingly never made for UW in kind. They're just as legendary games and deserving of the same fan efforts whether they be a remake or mouselook hack. The hope lies with Hank Morgan I guess.

673f97a7a003aicemann

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A guy even did a medsci remake in the C&C Renegade engine IIRC, so yep it's been attempted in nearly every engine out there at one point or another.

Just once if someone would just do a remake of a different level. Grrrr. And I'm with you, in that my hopes are on Hank Morgan's remake of SS1.

You also have my System Shock UGC (called Old Habits Die Hard), if I ever get around to pumping some more time into it. Episode 1 (of 3) is done, 2 is about 85% done. Though mine's more of a System Shock 3 sort of and not a remake at all.
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[...]
You also have my System Shock UGC (called Old Habits Die Hard), if I ever get around to pumping some more time into it. Episode 1 (of 3) is done, 2 is about 85% done. Though mine's more of a System Shock 3 sort of and not a remake at all.

My goodness, tell me more. A new FM series?
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That started in 2000 I think. The idea was to make our own "SS3". At first it was on HL engine, if I remember. Then it moved to DX. It was called SSDX (later - OHND), with some story combined TriOp and UNATCO. It was canceled in 2003. I still have some developer's stuff: http://www.valet2.com/ohnd/
Acknowledged by: Colonel SFF

673f97a7a0852icemann

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My goodness, tell me more. A new FM series?

It's a Shadowrun Returns UGC (User Generated Content).

Episode 1: Available from here
Episode 2: Available from here

Episode 2 also includes a vastly revamped version of episode 1 to sync more with the links to System Shock (picks up where the SS2 finale ends), so I would suggest just going with Episode 2 and going from there. Note that you'll need to have Shadowrun Returns + It's first expansion (Dragonfall) in-order to play episode 2. Episode 1 should work perfectly fine if all you have is Shadowrun Returns.
« Last Edit: 31. July 2016, 04:44:10 by icemann »
Acknowledged by: Colonel SFF
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The episode 2 link is broken.
That image of Shodan looks stretched.
/nitpicking

673f97a7a0b3cicemann

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Fixed.

I did some work on it a few weeks back, and the game suddenly refused to let me upload my changes. Only way I could fix it was unpublishing the episode 2 content and republishing it as a new UGC (on the Steam end of things). Hence why the link stopped working. Quite annoying.

The Shodan pic was purely down to the image dimensions required for character portraits in SRR.
Acknowledged by: Kolya
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