metal dawn on 8/4/2005 at 02:51
This project is still ago, eh? If so I'm amazed. I thought the EA Menace had killed it. Maybe I'm misinformed, I don't know. But anyway, I guess I'm too much of pessimist. Anyway, it's nice to see you guys haven't given up. Good for you. :)
JediKorenchkin on 8/4/2005 at 03:33
Quote Posted by TheNightTerror
Only if you go to Deck 5 before destroying the laser. :erm: So, I guess it's a matter of whether you want to stay as close to the game as possible, or take the easier route and stick with only setting up one situation where the e-mails would play. I imagine it would be a bitch to do things the way SS1 had them, though. :erm:
I don't know hardly anything about ShockEd, but I imagine you'd have to set up the e-mails so that if you, say, got one in the
Deck R-2-3 elevator, a trap will prevent the same e-mail from playing when you reach Deck 5, and instead, the second e-mail from the resistance group would play. Then you'd need to set up a trap to prevent that second e-mail from playing when you reach the area with Gray on the walls.In my opinion, it's better just to put it at the beginning of Deck 5, since it makes more sense for it to happen then.
Quote Posted by metal dawn
This project is still ago, eh? If so I'm amazed. I thought the EA Menace had killed it. Maybe I'm misinformed, I don't know. But anyway, I guess I'm too much of pessimist. Anyway, it's nice to see you guys haven't given up. Good for you. :)
EA has killed a few projects to bring System Shock 1 and 2 to newer engines, such as Doom 3.
Anyway, G`Len - I have Sunday/Monday off from work, and I called in a favor to get Tuesday off too, so I should be able to do a bunch of work.
grimlan on 8/4/2005 at 05:09
Quote Posted by GWD
Just being curious here, grimlan. What did you use to do the conversion? How much work did you have to do on it?
Used Vdubmod, encoded to Indeo 5.06 w/ MP3 audio, used a resize filter to letterbox the picture to 320x240 for low res and 600x400 for high res. At the original sizes (320x152 low / 600x300 high), the movie is played in the top half of the screen, so I did it to move them closer to center. Increased the file size a bit, but I thought they looked funny sitting all the way up there.
GWD on 8/4/2005 at 06:26
Thanks, grimlan :thumb:
Had found Vdubmod, and a few others from other forums I visit and was going to have a go at this myself, but you are way in front on this one. Good work! :D
Gonna do it myself anyway, to see what I end up with. I'm wanting to convert some of my other files in much the same way, so this sorta inspires me to get familiar with it. :erm:
GWD
JediKorenchkin on 8/4/2005 at 07:13
I run into the problem where I'm not sure where to begin. I started to put the medical textures into a family, but then it occured to me that we might soon have newer textures and I'd need to do it over.
So then I started doing objects, but I need a version of the gam that isn't so dated. My Shock.gam from the Current.zip says it was last updated September of 2004, and I should hope to God that we have a version newer than that. So....I guess I'll wait for that, and then start up.
ZylonBane on 8/4/2005 at 17:07
Regarding the level security messages... well, bear in mind that I've NEVER done anything more advanced in ShockEd than load missions and play them. So what I'm about to suggest may be completely silly.
Say you've got a level with 10 cameras. Set up a blue room, with an AI who has a custom "camera destroyed" receptron on him. Add the same "camera destroyed" stim to all cameras on the level. When the AI is stimmed, it does something to display a predefined "Level Security 90%" message, then destroys itself and spawns another AI, who displays "Level Security 80%" when stimmed, and so on and so forth in bucket-brigade fashion. Every level would need a custom setup, with appropriate strings precalculated depending on how many cameras there are.
Alternatively, perhaps you could have a single AI set up on a series of patrol points, proceeding to the next one when stimmed and displaying a message at each stop.
As for SHTUPpers working on this-- I'm currently too busy to even work on SHTUP (though I am lending Return to the UNN a hand, since it's on an actual release schedule). And SHTUP doesn't really have members, just regular contributors, so any of those guys are certainly free to pitch in with you guys too.
G'len on 8/4/2005 at 17:56
Quote Posted by JediKorenchkin
So then I started doing objects, but I need a version of the gam that isn't so dated. My Shock.gam from the Current.zip says it was last updated September of 2004, and I should hope to God that we have a version newer than that. So....I guess I'll wait for that, and then start up.
The latest version of the Conversion pack is finished; this is a clean version, with several models never uploaded before, and with an up-to-date Progress.doc file (which is a list of all gamesys archetypes in our current release). It also includes all other media and strings, so all the log convertors should look at LEVEL01.STR for an example for how logs/emails are done. Character portraits and related log/e-mail icons are included as well. It also includes our first two fully-working AIs: the Humanoid Mutant and the ServBot.
To install, assuming that your installation is clean and mod-ready, simply unzip into your main SS2 directory with folders enabled.
(
http://www.musicexplosion.net/glen/CCP_0405.zip) get it here!
Zygoptera on 9/4/2005 at 00:57
Quote Posted by ZylonBane
Regarding the level security messages...
You can use TrapMessage to do all that. The only problem is that because it comes on the 'command line' it is easy to miss. What I was thinking of was something like this:
1) {Event} Camera/Node Destroyed!
2) {Status} X Cameras Remain (or alternatively camera threat high/med/low)
3) {Status} Nodes active/inactive on level
1 and 3 would require only two object each, 2 would require two per camera (multibrushable) or four total, so it isn't too much work at all.
ZylonBane on 9/4/2005 at 01:06
Wouldn't that approach only display the correct messages if the cameras were destroyed in a specific order though?
Zygoptera on 9/4/2005 at 09:40
No, because if you use ecologies they can be destroyed in any order- like the black eggs on the Rickenbacker, the actual order you destroy them in doesn't matter, only how many are left.