kodan50 on 10/3/2008 at 06:50
I've gotten around to make a few alterations to the project. Here is a breif rundown about the current project status and what is to be expected:
1: I did some work on the web site. I tried to organize things a little bit. I'm not entirely happy yet with it, but I am happier about the way it is now rather than how it was before. (You can see the changes now, but it is still WIP, and probably will change again within the next month or so.)
2: Since this project was really only supposed to be a geometry type release, I.E. the map files that other mappers can use in their own project, I decided to make a simple release to the base of the project. I've included the QuArK editor, and the base QuArK file, and am in the works in a how-to use the base file to make the structure work in the game you are mapping for. Of course, you will need to do your own work to make it all work right. Expect that within the next month or so. Maybe. (The one on the site now is the current, almost-complete one of Medical, short of only how I am organizing pictures from the game.)
3: I did only a few minor geometry updates, but nothing noticeable, unless you look reeeal hard. I still need someone, if you don't mind, you run around the level and tell me if I missed any of the secret areas.. Could you please? Send me a E-Mail of map shots showing the secrets that I've missed, please?!
4: I've also made a few enhancements to the Source release:
I: Updated some textures for animation. They should be more realistic, and much closer to the original game. (Strange glitch in the engine screws up one animation. If you look hard enough, you will see it. Release not yet uploaded to site, will be in the next week once I ensure that everything functions, and not a lame excuse like last release...)
II: Paper-thin door effects are almost complete. You can walk through the door while it is opening, however you cannot walk through the door while it is closing. I just have a little more work to do on the mechanics of the doors before I call the function complete.
III: Some of the textures still look bad. This is a Source problem, so I need to work a bit more on textures, both the animated ones, and the static ones, to make Source render them at least somewhat decent. (Hint: The easiest fix would be to completely disable filtering altogether, and enjoy the textures in there whole pixeled glory, which you cannot currently do...)
IV: Cyberspace is evil. I will need some Source modifications made before I can make Cyberspace work. With that said, I have ceased mapping any of the Cyberspace levels temporarily until after I can complete all the other levels. Also, has anyone ever noticed how SHODAN is upside down in Cyberspace when she comes to attack you after you've been in Cyberspace to long? Maybe it's just me...
5: With that being said, I might be looking into releasing all of the System Shock resource files on my site as well, such as log enteries that you can listen to, with the text, or maybe the music as well. I still can't record the music myself, my only workable computer is an old laptop with a not-so-good MIDI card, so the music is only part of the original...
Anyways, that is all for now. I must sleep for work. Night.
(
http://www.anyon.150m.com/HShock/Index.html)
kodan50 on 13/3/2008 at 15:56
The Source version is ready to go. It is uploading now, you should be able to download it within the next 2 hours or so.
I am going to do some experiments on the door textures. If I make the door size incredibly large, then I should be able to get the texture to look better. sort of like how decals look. They are very pixeled, because the tiny 64x32 picture is blown up to 1024x1024. This is a lot of work that I will need to do, the biggest concern is that if I do not convert all of the textures to be the same size-type, then you will see inconsistancies with textures, like some being pixel sharp, and some being smoothened by the Bi-Tri filtering / Anthroscorpic filtering. Since large textures can call a lot on memory, I want some input, or suggestions on how to make this more efficient... Any ideas?
SalaciousCrumb on 13/3/2008 at 20:41
Looks nice. How will Cyberspace be implemented?
kodan50 on 14/3/2008 at 03:31
It won't... Not for a while. My previous thread has my bitter anquish towards Cyberspace, and I will not work on it until I have finished all the other level geometry. As an alternative though, I might make a psuedo SS2-style, at least to impliment it, but I am not very creative, so it might just be a rudimentry simple level, enough to give the idea, and to activate game stuff...
icemann on 14/3/2008 at 03:53
Makes sense. The cyberspace in SS1 was a game within a game in alot of ways anyway.
[edit]
Ok I downloaded the latest version of the HL2 version. Firstly I have to say nice work. Big improvement over the last version I tested. Shadows have now been added in a fair few places, though its still not been added in alot of the start areas. Good to see all of the elevators now working. Shame only one of the grav shafts has been enabled so far (of the ones I could get to) which currently makes a few areas as unpassable once you jump down (cpu area, electric floors area). Though now that I can see one working, it shows that it can be done in the source engine.
I only noticed one custom object in the level (a camera) compared to the screenshots where theres a reactor + some other things. Was that not enabled in this release? or not bundled with the files?
Theres a fair few sections where you get a "hall of mirrors" effect, where theres a missing wall texture (the red number displays if I remember right) on the walls. Still needs the red force bridges or whatever they were + damage effects added to the floors in that electric floor area. Theres a missing texture (the button) in the main elevator as well.
Any chance of adding a level selection screen at the first menu screen? most singleplayer mods have em these days, plus would enable people to get to the other levels. And I still hate the first menu screen. Please change that to the original SS1 one.
kodan50 on 14/3/2008 at 13:44
The screen shots were for HL1, not HL2. I removed the objects until I can redesign them, since they were not to SS1 specs. The 2 (or 3?) cameras were part of an experiment. One is supposed to rotate, which ceased to function right. I left them in this release because I was working on them, and did not feel like removing them in the last build.
Also, for the HOM, some of the areas are screen and switch cut-outs, which I am working in my spare time to finish all of the functions of the screens, and switches to go with where they go. They should all be in the next release.
In regards with the intro screen, if I try to add the original SS1 background, people may try to use the original start button (or, either of the other three for that matter), which won't work. I don't know how to change start screen button locations. With this said, I propose a request. If you can get me a good start picture to use (both standard and wide-screen style) then I will gladly change it, since I don't really like it either, but it was the only one that I could scrape up in a giffy.
Also, for level selection. I can add it in, but in SS1, you don't really have chapters that you start with, more like a seamless single story line. I'm not sure how it would work if you try to break it down, but once I get level 2 working, I will add the level selection back into the main screen, and tie the levels together. I have a few ideas on chapter breaks once I get far enough to do it ;)
icemann on 14/3/2008 at 14:54
Sounds cool :).
Ok well if you cant move on screen where the menu selection buttons are, then why not just modify the original SS1 screen to have the selectable menu options in the bottom left instead. Yes it wont be exactly the same as the original one, but its probably the best you`ll be able to get it under those conditions. If the forums here allowed for attachments to be added to posts I`d whip up a quick version of what I mean.
Forgot to mention that the music now works properly (as in it loops correctly now, and continues throughout the level). The cameras looked fine also.
Didn`t that guy who did all the SS1 models for a few weeks before disapearing (I forget his name, but he did the med bed, med patch and power station models) do a camera as well? I cant remember was so long ago.
kodan50 on 15/3/2008 at 06:06
Are you referring to JukkaKevät's work? His textures would have been an awesome fix for all my problems, but I woudn't know how to make his models work. Someone else would have to do that for me. Yeah, he's gone now, so oh well..
For the picture attachment, why not just use photobucket?...
icemann on 15/3/2008 at 17:14
JukkaKevät thats the name. Try saying that 10 times :p.
MrTrip on 19/3/2008 at 08:28
I'm sorry, but I have to say...why remake Shock 1 EXACT?
Why not add in some of the elements that were missing? Maybe using the same CONCEPT layout as Citadel, but adding some of the more....common things?
For example... where are the bathrooms? Is that why there is brown stuff all over medical? Ew?
Were there REALLY ramps EVERYWHERE? Nobody ever heard of stairs? And wouldn't those things get slippery?
I'm sorry...but doesn't it look like you are walking on one giant mattress or padded surface too?
(
http://www.anyon.150m.com/HShock/screenshot/HalfLife1/medical0015.jpg)
Where are the rails?! HOLY CRAP SAFTEY VIOLATION. I DO BELIEVE I AM CALLING OSHA. But for real, as much as I loved Shock 1 when I played it the first time on my old Compaq Laptop with Windows 98, I really don't see how a remake of the EXACT original level design would accomplish anything.
When working on Citadel Conversion before it got taken over by a competent team, I had the idea of changing a lot of the design to better match something that would at LEAST have safety regulations...
WITH THAT OUT OF THE WAYMajor props for coming through with something at least playable. :thumb:
[edit] Your link on your website for the download of the Source version has a typo. It needs to be / not \ in the URL -> (
http://www.anyon.150m.com/HShock/files/Half-Shock%20Source%20-%2003-13-2008.zip)