Hemebond on 24/9/2006 at 03:13
Quote Posted by Ajare
You might want to look at (
http://emma3d.org/) Emma3D for this, rather than VRML. It's a lot more powerful, though probably more work to get running.
Wouldn't it be easier to just use Java or Flash?
descenterace on 24/9/2006 at 08:51
A 3D engine written in Java to run in a browser is not easy, especially because you'd probably need OpenGL even for the simple graphics in SS1. Flash might work, but I know almost nothing about its 3D capabilities.
kodan50 on 27/9/2006 at 16:44
Or, try putting the whole project on PSP, ad-hoc mode and infrustructure mode would make for easy joining, and sprite/model capabilities, depending on how you want to be. Granted the mic input will be a little hard to do, but with the right coding and the right wiring ....
I dunno, I think a ss1 remake on the PSP would be awesome, and it is definately doable, but with the controls, one might find the PC version to be easier ..... At any rate, I don't know anything about PSP programming, so ill shut up ..
William Dojinn on 27/9/2006 at 18:15
Would be nice to see either a psp or a ds version of shock1, but you're talking about porting to a completely different architecture than what it was originally intended for. Granted the psp has the ds edged out in that you've got more power under the hood to work with, hence emulation might be an option. However even IF you manage to get the thing to work, and that's one really frekken huge if, there's the control problems and I don't know about anyone else here but I've never seen a PC shooter ported over to consoles since doom(because with doom you only had to worry about movement/straffing not movement, strafing, and being able to look up/down...easyer to pull with a controller/mouse than a controller).
Lets just focus on what we have here right now as opposed to going off on a wild goose chase thats going to end two seconeds after everybody realizes that it'd take years to pull off and even then it'd be buggy as hell.
Shock in browser I would like to see. Shock themed visual chatroom I would REALLY like to see. Shock visual chatroom where you can hurt other people making it a quasi MMOFPS I would absolutly love seeing.
Shock on psp while would be nice, unless you happen to find a team of people that knows how the psp does things and could trick shock into running with psp controls....all while dodging any legalities EA might throw at you by NOT announcing a single thing till its released to the masses I just don't see happening.
kodan50 on 27/9/2006 at 18:56
*crosses fingers
Well, im not too sure about the emulation bit, however reqriting to new new engine designed for PSP would be a smarter choice. I have seen raw 3D engines designed for PSP already, and they seem decent at best, and it wont be too hard to simply edit to make more shock-esque feel and still run on PSP controls. The only hard part you would run into is mouse-control, which is obveously a large part of the shock1 mechanics. I have an idea on what would be comfortable in controls wise, but i wouldnt be able to say much until I get to actaully try it out on a field-run when the project is underway.
So, if you were to remake SS1, what exactly would EA have a problem with? The way Isee it, SS1 is over (sales wise), EA cannot make any money on SS1 unless they remake it (crappy idea) and try to sell it with modern day graphics and engine, which might just be a major disaster if not done very caurfully. While being put on the PSP isn't a seller idea, it would be a fun way to shock-on-the-go. I can see myself stuck in a stall on lunch break playing sshock 1 trying to be scared, then hearing other people around you making splashing noises and you think a monster is behind you ... *rant continues* ..
Well, im off to work!
William Dojinn on 27/9/2006 at 19:37
EA controls the shock IP so even if there is no real legal grounds for their suing you they can sink your project by burying it in court as they can throw huge wads of money at high powered lawyers, you cannot.
kodan50 on 28/9/2006 at 06:43
I can't argue on that one, so I will keep all system shock projects under-wraps until I am done ... which wont be for a _loooonnnngggg_ time ...
well, i guess it would be fun to see it on the PSP, it simply lacks the controls needed for complexicity, which is what system shock is at it's roots. speaking of which, is it just me or does anyone else notice how bad the textures are alligned? I am working hard on the ss1-HL remake, but I cant get anything to clip together right .. I might just scrapt the project or post what little work I have done from the HL project .. or sumtin ..
DiegoCyborg on 28/9/2006 at 07:51
This is awesome! Great work Lanael! How did you get all the information about ss1 fileformat and how to interprete it? Do you have original ss1 sourcecode or technical docs? What about TSSHP? Are you still working on it?
William Dojinn on 28/9/2006 at 13:40
If he had the ss1 scource I think the entire community would be mobbing him, as that would allow other people to add on to the engine itself as opposed to scrapping around with bashed together EXE hacks and other things to get it working on a modern system.
More likely scenrio is that he managed to get the level data extracted in a useable format, either that or he used the ss1 levels that got ported over to ss2. Since I haven't had a look at this I can't say for sure so...a little enlightenment would be welcome on just what you did Lanael.
Edit: First post states explicitly that she exported the SS1 levels so there we have our answer.
Lanael on 28/9/2006 at 18:15
Quote Posted by DiegoCyborg
This is awesome! Great work Lanael! How did you get all the information about ss1 fileformat and how to interprete it?
I studied the TSSHP sources and then hacked them.
TSSHP ((
http://tsshp.sourceforge.net/)) is a 3D engine which loads its ressources directly from the SS1 datafiles. Understanding it was not easy, hacking it to bypass the rendering part was another thing.
Then, adding a bunch of printfs to export the polygon coords and the texture information into a text file was easy.
But I stopped slightly after the basic architecture part ( textured level ) and 3D objects. ( (
http://lanael.free.fr/dotclear) )
Quote Posted by DiegoCyborg
Do you have original ss1 sourcecode
I'd love to have the SS1 sources as many of us; but we don't know where they are (if they still exist somewhere ) and nobody (EA?) seems to be willing to take the time ( thus money !) to release them.
Quote Posted by DiegoCyborg
or technical docs? What about TSSHP? Are you still working on it?
There are text files explaining parts of the SS1 format in the TSSHP sources archive.
I'm not the TSSHP author; I never intended to continue the work of Jim et al.
But maybe IT IS the only right thing to do... :)
Also, about TSSHP, you have to understand that the reverse-engineering of SS1 is not complete.
I think nobody knows how the scripting part is coded ( for example when you can destroy earth by pushing this red button ! ); same for these 3D elevators, teleporters, etc...
( They probably use some form of minimalistic script or maybe this was hardcoded in the exe. )
So, there's three obvious options to recreate SS1 without the sources :
1) remaking it entirely by hand.
2) finishing the reverse engineering and then generating what is needed ( either directly into an engine, either by static ressources )
3) a mix of the above.
Anyway, any solution is welcome if we can play an upgraded SS1 one day ! :)