WhiteRabbit on 6/4/2005 at 02:31
Ok, a quick look around and I have found that I do have that zip file, and something else I had forgotten about. Last summer I made about 50 textures for CCP that were basicaly hq4x+some spiffying up in the Gimp. They were rejected as nice, but not ZB quality so we aren't interested. If you would be interested in them now as part of the quick release of level one and clean up later project, I'll happily give them to you.
JediKorenchkin on 6/4/2005 at 04:14
Quote Posted by Zygoptera
Ecologies, seriously. Just like the red eggs in the Rickenbacker.
I'll look into it, thanks. :)
Quote Posted by Zygoptera
Me, I think. Involved using S&R to have a floating data object move around (xyz) and attack the player in a zero-g room, IIRC. I never did work out a good way of getting the flows to work without using water though.
You helped with some of it, yes. I believe that Zombe might have as well? And also Spanker. And ARMaster. I could still be forgetting someone though.
Quote Posted by Zygoptera
Anyway, I'm happy to have a crack at C-space, cameras and doing the puzzles too. Can't guarantee they'll work though...
I appreciate it, thank you.
Quote Posted by ZylonBane
Batch-convert the SS1 world textures up to 256x256, so that you leave the door open to redraw them at that rez later. The hardest part of this would be breaking the SS1 textures down into sensible families, and creating a reasonably future-friendly palette for each family.
I agree with ZB. The one's that Crion was redrawing were fantastic, but we should start by resizing. I don't think it will be that hard to break them down by family or palette.
Quote Posted by ZylonBane
Also, do you plan to reproduce the blinking lights effect that many of the world textures use? Yeah, it would require an entire animated frame sequence for each one, but it'd be a shame to lose da blinkenlights.
I would like that. My plan is to reproduce absolutely everything if we can.
Quote Posted by WhiteRabbit
Last summer I made about 50 textures for CCP that were basicaly hq4x+some spiffying up in the Gimp. They were rejected as nice, but not ZB quality so we aren't interested. If you would be interested in them now as part of the quick release of level one and clean up later project, I'll happily give them to you.
I can't say that I remember this. Any chance you could send me the textures to check out? Thanks.
G'len on 6/4/2005 at 08:13
Quote Posted by JediKorenchkin
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.
Zygoptera beat me to it, but it's doable; not as gruadual as in SS1 (i.e. each blown camera gives you 1% less security) but we certainly can have two multitriggers - one activated when you destroy all the cameras in a level, the other set when you destroy the cpu nodes, and a third one activated when the previous two are. So there will be four levels of security - Full (Nothing Destroyed), Cameras Destroyed, CPU Nodes Destroyed and No Security (both Cameras and CPU Nodes destroyed).
WhiteRabbit on 6/4/2005 at 19:38
Quote Posted by JediKorenchkin
I can't say that I remember this. Any chance you could send me the textures to check out? Thanks.
Sure thing. I'll also try to get you a complete set of untouched hq4x'd SS1 textures sometime later today.
Enchantermon on 6/4/2005 at 19:55
Quote Posted by G'len
Zygoptera beat me to it, but it's doable; not as gruadual as in SS1 (i.e. each blown camera gives you 1% less security) but we certainly can have two multitriggers - one activated when you destroy all the cameras in a level, the other set when you destroy the cpu nodes, and a third one activated when the previous two are. So there will be four levels of security - Full (Nothing Destroyed), Cameras Destroyed, CPU Nodes Destroyed and No Security (both Cameras and CPU Nodes destroyed).
Just wondering.....would it be possible to make text appear when you destroy a camera, like in SS1? If so, you could "fake" the security level by just having text tell you what the supposed security level is, when it really isn't that. It would give the game a little more authenticity.
Did that even make any sense? :erg: :erm:
Enchantermon
JediKorenchkin on 6/4/2005 at 20:26
Quote Posted by Enchantermon
Just wondering.....would it be possible to make text appear when you destroy a camera, like in SS1? If so, you could "fake" the security level by just having text tell you what the supposed security level is, when it really isn't that. It would give the game a little more authenticity.
Did that even make any sense? :erg: :erm:
There is a way to make text appear, like in the beginning of System Shock 2, when it has "Year 1" and such. Someone (d0om I think) wrote a tutorial on it. But I don't know how we could give it a certain percentage like was done in System Shock 1.
la0s on 6/4/2005 at 21:34
I haven't got enough skill nor time to help you guys out, but I'll just tell you that I'm very excited about this and I wish you good luck!
Zygoptera on 6/4/2005 at 21:54
Quote Posted by JediKorenchkin
There is a way to make text appear, like in the beginning of System Shock 2, when it has "Year 1" and such. Someone (d0om I think) wrote a tutorial on it. But I don't know how we could give it a certain percentage like was done in System Shock 1.
You can use TrapMessage as well, this puts out a 'green line' feedback message - like the ones you get near the top middle when picking something up. It's not unfeasible to do it if there are fewer than 20 or so cameras.
WhiteRabbit on 6/4/2005 at 22:49
JediKorenchkin - I've sent you all of the resized textures as well as the ones that I touched up.
If anyone would like a copy of the resized textures I'll happily send them to you.
Enchantermon on 7/4/2005 at 01:51
Quote Posted by JediKorenchkin
But I don't know how we could give it a certain percentage like was done in System Shock 1.
Like I said, it wouldn't be a real percentage, the actual level security would remain the same, but the message would just say that it's been lowered.
Enchantermon