TheNightTerror on 4/4/2005 at 06:18
Implementing the logs? Easy? :idea: You'd just need to make the .str files, right? I can help with that. :angel: I'd love to help out somehow. :)
JediKorenchkin on 4/4/2005 at 06:51
I suppose this is my cue to boot up ShockEd. ;)
It's too bad Crion isn't around anymore, the world textures he was making for us were orgasmic.
Enchantermon on 4/4/2005 at 11:45
Help? I'll.....help.....um.....wait.....
*looks at overheating computer*
*looks at his other computers that aren't worth slop*
*looks at extremely limited talents*
*looks at long list of things that need to be done*
:(
I'll let you know if things change. Perhaps during the summer. :ebil:
Enchantermon
Bluegrime on 4/4/2005 at 21:53
If anyone can give me a crash course on making and implementing logs, I can give a few hours a day to those. But im quite sure that I cant really conrtibute much else, unless someone wants me to place items\weapons.
Dr.Spangle on 5/4/2005 at 03:14
This sounds interesting, provided it doesn't dissappear like before.
G'len on 5/4/2005 at 07:11
It didn't disappear... it just slowed down... considerably. Damn RL! :( :mad:
Anyway, here's what I'm gonna do this weekend - I'm going to go through the models, clean off unused/irrelevant ones, and make a list of the few that require re-modelling (I've made the early CCP ones when I was just learning the basics of Anim8or), as well of the ones that have to be done; then I'll upload a clean version of the Citadel gamesys/objects/meshes/icons, as well as the example of deck 1 logs which I've done.
My next step would be completing the non-organic models and implementing them in the gamesys. Remember - most weapons (pipe included!) are already done.
Oh, by the way -- I think that we'll need to deviate with the original and have a small "grenade launcher"; hand-thrown grenades are a problem in the SS2 variant of the Dark Engine (they are far easier to create with the Thief inventory system).
Ok, I've got several candidates to work on the logs and I'll upload the specifics/examples this weekend; what I need now are three more kinds of volunteers - texture artist (for AI skins mostly) an organic model artist (for cyborgs/mutants) and several guys who know the basics of DromEd well and would be willing to implement stuff into the levels.
Current Team:
G'len (me) - Modeller and gamesys constructor
Mikeu - Log Convertor
Bluegrime - Log Convertor
TheNightTerror - Log Convertor
Aekeron - Level Editor
JediKorenchkin - Level Editor (if you still want this position :))
EDIT: One more problem: Glen's (not me, but they guy who converted the SS1 levels into SS2 ones) web page is dead; any mirror? I haver levels R-7 (I think), but I need 8-9, the groves and C-Space as well (though, ofcourse, they could be reconstructed, but it'll take time).
JediKorenchkin on 5/4/2005 at 08:15
I think our first goal should be the old one we had: Find out what needs to be done to get the first level out, and do that. Nothing will perk interest like that. And I think we're pretty close on it too. I mean, we won't be able to implement all of the coding things, like the cameras/shodan security, but it should still be a fun little thing.
I suppose I should talk to Aekeron about splitting up the levels between us too. I'd like to take R, 1, 3, 4, 6, 7 and give him 2, 5, 8, 9, and the 3 Groves. I don't know how to get in touch with him though, so maybe he'll see this and let me know what he thinks. ;) I would also be able to sacrifice the Reactor or Level 4 if Aekeron wants those, or we pick up another level editor (I know averroes was interested once upon a time?) because I do have a full time job these days...
Quote Posted by G'len
JediKorenchkin - Level Editor (if you still want this position :))
You fucking bet I do. :) I also still have my old computer, so I can go about running DromEd and System Shock 1 at the same time, which makes life easier like you wouldn't imagine.
About that Roster, it might be a good idea to talk to JossiRossi about the Audio Quality from the original. Maybe he can help touch it up a bit.
Also, we're
definitely going to need someone to do textures. Since some of it is similar to what SHTUP is doing (taking old textures and sexifying them) maybe we can talk to ZB about it?
Quote Posted by G'len
EDIT: One more problem: Glen's (not me, but they guy who converted the SS1 levels into SS2 ones) web page is dead; any mirror? I haver levels R-7 (I think), but I need 8-9, the groves and C-Space as well (though, ofcourse, they could be reconstructed, but it'll take time).
Glen didn't do C-Space, that was always a big problem in our plans. I might have the levels, but since I didn't start work on 8 or 9 it's not very likely.
[EDIT] Thanks grimlan. :thumb:
[EDIT2] Apparently Glen did do some CSpace, but I hadn't thought there was very much. Plus CSpace causes us huge problems, I have no idea how we're going to handle it yet.
Bluegrime on 5/4/2005 at 10:25
Errr.. .If C space isnt done, can I make a badly thought out suggestion?
Maybe, just maybe, you could set C space as water, and script the players breath to several hours or more, certainly more then most people would spend in one sitting. Of course if you set it for dozens of hours, then it may lead to slowdown of the game. But a script like "player_breath=420" or somemthing of the sort might let you do C space.. or not.
Oh, and do you have any volunteers for the puzzles?
G'len on 5/4/2005 at 11:14
Thanks :)