icemann on 29/6/2005 at 06:38
On the subject of crates and openable containers ingeneral. Is it possible to have the exact same effect as in SS1 happen when you went to check a container (as in the sound effect and the "contains" screen quickly appearing from the left side of the screen)?
Not a big deal, but it was always something I liked about SS1`s way of doing that side of things compared to SS2.
Kefren on 29/6/2005 at 09:57
I just want to say that this is really exciting. I don't mind if it isn't possible to convert all the features (there were many SS1 features I never used anyway, after the first test of a new power - sensaround was one of them). The best things about SS1 are the plot, the atmosphere (dead bodies, logs, SHODAN), and the general experience. Those can be recreated without having to do every detail (i.e. things that are hard technically). To be able to play it with updated graphics (my main criticism of SS1 as someone who only completed it recently) would be superb! Hopefully it would also be easy to install at the end too. [That has been my main problem with enhancing the SS2 experience - there is no single .exe file you can click on to upgrade it, instead I have to find the correct versions of the Rebirth and SHTUP (?) mods (and check for updates), and any other graphic updates I want, then install them all separately. It would be great if they were all zipped together with a single file to install them all... A future project? ;) ]
RocketMan on 29/6/2005 at 16:29
probably not a good idea since the available mods are as varied as they are opinionated. Each mod has its pros and cons, some don't like each other so to speak and in some cases people don't want to change certain aspects of the game while they'd like to change others. There are very few universally "good" mods since good is entirely subjective.
ZylonBane on 29/6/2005 at 17:06
Quote Posted by Kefren
To be able to play it with updated graphics (my main criticism of SS1 as someone who only completed it recently) would be superb!
You seriously think they're going to release CCP with low-quality textures? Why would they do that? The only reason SS2 was released with less-than-maximum quality textures was because of hardware limitations of the day. Since CCP is a brand-new total conversion, and computers are a whole lot more powerful now, there's no reason to expect it won't be exploiting the maximum graphical capabilities of the engine.
icemann on 30/6/2005 at 04:14
Like DER or something :joke:.
Kefren on 30/6/2005 at 10:29
Quote Posted by ZylonBane
You seriously think they're going to release CCP with low-quality textures? Why would they do that? The only reason SS2 was released with less-than-maximum quality textures was because of hardware limitations of the day. Since CCP is a brand-new total conversion, and computers are a whole lot more powerful now, there's no reason to expect it won't be exploiting the maximum graphical capabilities of the engine.
Hi,
You misunderstood me. My point was simply that they ARE updating the graphics, and I'm excited about that. Nothing controversial there. The graphics are dated if you play SS1 now for the first time - this update will improve the graphics, and fix that criticism. I was praising the project.
Kefren.
Matthew on 5/7/2005 at 08:34
OK, energy values etc for the Hardware Attachments (I'm going to list them all, even if you aren't using them or have the values already):
Set out as:
Version - Energy Usage - Function
1. Biological Systems Monitor (Bioscan)
V.1 - 1 JPM - Health and fatigue diagnosis
V.2 - 0 JPM - Health, fatigue and current patch effects
2. View Control
N/A
3. Sensaround Multi-View Unit (Sensaround)
V.1 - 9 JPM - Rear view that updates slowly
V.2 - 9 JPM - Rear view that updates quickly
V.3 - 9 JPM - 360-view that updates quickly
4. Head-Mounted Lantern (Lantern)
V.1 - 15 JPM - Provides dim light
V.2 - 15/25 JPM - Provides dim/moderate light (two settings)
V.3 - 15/25/30 JPM - Provides dim/moderate/bright light (three settings)
5. Energy/Projectile Shield (Shield)
V.1 - Settings Available: 1
V.2 - 1 and 2
V.3 - 1, 2 and 3
V.4 - 4
Setting:
1 - 24 JPM - Absorbs 20% of all damage
2 - 60 JPM - Absorbs 10 hit points and 40% of all damage
3 - 105 JPM - Absorbs 15 hit points and 75% of all damage
4 - 30 JPM - Absorbs 30 hit points and 75% of all damage
6. Infrared Night Sight (Infrared)
V.1 - 50 JPM - Darkness-negating, monochrome view
7. Navigation and Mapping Unit (Nav Unit)
V.1 - 0 JPM - Terrain scanner, compass
V.2 - 0 JPM - Terrain scanner showing robots, navigational compass
V.3 - 0 JPM - Terrain scanner showing creatures and hazards (only if you
have an Enviro-Suit), navigational compass
8. Multi-Media Data Reader
N/A
9. Turbo Motion Booster System (Booster)
V.1 - 0 JPM - Skates (150% maximum speed)
V.2 - 100/0 JPM - Turbo, Skates (150% or 200% maximum speed)
10. Jump Jet
V.1 - 25 JPM - Slow jump-assisted flight
V.2 - 30 JPM - Jump-assisted flight
V.3 - 35 JPM - Fast jump-assisted flight
11. Target Identifier (Target ID)
V.1 - 0 JPM - Target range and ID
V.2 - 0 JPM - Target range, damage and attitude (hostile, cautious etc.)
V.3 - 0 JPM - Complete target info, including HUD damage feedback (minor,
severe etc.)
V.4 - 0 JPM - Complete target info including auto-acquire (locks onto target)
12. Environmental Protection Suit (Enviro-Suit)
---- Biological Damage - Cost -- Radiation Damage - Cost
V.1 - 83% absorbed --- .25 ---- 0% absorbed ----- 0
V.2 - 85% absorbed --- .16 ---- 83% absorbed --- .25
V.3 - 85% absorbed --- .11 ---- 85% absorbed --- .16
Cost reflects how much energy is drained for each LBP unit absorbed by the Enviro-Suit.
13. System Analyser (Status)
N/A
- Excerpted from 'I. C. E. Breaker', Tuesday Frase (ed.). (C) 1994 Origin Systems Inc.
Matthew on 5/7/2005 at 08:38
Oh, and the player's internal battery is 255.
Nameless_Voice on 7/7/2005 at 23:20
Excellent!
Those will be very useful.
Quote Posted by Matthew
Oh, and the player's internal battery is 255.
The number of Psi points the player has is affected by the difficulty setting. I had to do some difficulty-based calculations to get the right amount for each; for Normal, the closest to 250 I could get was 255; I guess that wasn't a problem, then...
d0om on 8/7/2005 at 00:57
I know numbers of hitpoints is in the gamesys parameters for various dificulty levels. Not sure if the psi points is as well.
As for accessing currently selected psi power: its in the greyed out drop down list on the same property as current/max psi points. I never understood why you can't edit that, but maybe you can read from it? As selecting from the psi menu would be preferable to toggling things in the inventory if you can do it. You could even use the tiers as levels for the software?