Men-E More on 23/5/2010 at 23:50
This is Men-E More, ready for a neural-interface implant job, or parasitical worm surgergy, or nanotech augmentations, whether you prefer to have a cyberpunk, a Hybrid, or a secret cyborg agent man to join your commune.
Has Origin or Looking Glass ever released the game engine which powered System Shock 1 and Ultima Underwoirld? If not, has anyone done modifications for System Shock 1, or attempted to create an engine which is similar to the System Shock 1 engine?
I'm curious, because I admire the look of SS1's engine, and I want to learn how to create a retro game which has similar immersive effects.
Nameless Voice on 24/5/2010 at 02:51
Okay, your introduction is a bit strange and your browser's inline spellchecker seems to be malfunctioning, but I'll answer the questions:
Quote Posted by Men-E More
Has Origin or Looking Glass ever released the game engine which powered System Shock 1 and Ultima Underwoirld?
No.
Quote Posted by Men-E More
If not, has anyone done modifications for System Shock 1, or attempted to create an engine which is similar to the System Shock 1 engine?
A mouselook mod for SS1: (
http://www.strangebedfellows.de/index.php?topic=1719.0)
An attempt to recreate the engine, which never finished: (
http://tsshp.sourceforge.net/)
DiegoCyborg on 10/6/2010 at 08:00
I started to code a System Shock 1 map viewer using C++ and OpenGL. It loads the map data using tsshp res file sourcecode. I made the renderer myself, but it's neither perfect nor finished and there are no optimizations - But it's fast enough to move around (because of the simple geometry level)
You can take a look at it at (
http://home.arcor.de/cppjunky/proj_sshock.htm) (german)
and I can send you the sourcecode (Visual C++ 6 / MFC / win32 project) if you're interested
Nameless Voice on 11/6/2010 at 20:25
And it doesn't crash every five seconds like the TSSHP viewer did? This might be useful for the people working on CCP.
Eldron on 12/6/2010 at 15:58
Nothing against these wonderful games, but I would hardly call this engine great compared to todays standards.
That is, engines that can without any kind of hard recompile, be used to create any sort of game of any genré.
Wasn't it mostly a gameengine built specificly for the game it was made for, with systemshock being a recode if it additionally to support new features needed for systemshock?
ZylonBane on 12/6/2010 at 17:17
Quote Posted by Eldron
... with systemshock being a recode if it additionally to support new features needed for systemshock?
What.
Eldron on 12/6/2010 at 18:00
Quote Posted by ZylonBane
What.
with systemshock being a recode if it additionally to support new features needed for systemshock?
should've been
with systemshock being a recode of it to support new additional features needed for systemshock?
Nameless Voice on 12/6/2010 at 19:27
That sentence is still confusing. I assume you're talking about it being made specifically for Ultima Underworld, then recoded for SS1-specific stuff?
Eldron on 12/6/2010 at 22:30
Quote Posted by Nameless Voice
That sentence is still confusing. I assume you're talking about it being made specifically for Ultima Underworld, then recoded for SS1-specific stuff?
Exactly, it probably wasn't designed around being a versatile engine, just made for the game they did at the very moment.
the design choices they made for the games though made the games themselves quite immersive.