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Topic Summary

Posted by: ZylonBane
« on: 23. March 2024, 23:21:25 »

Tiny hotfix posted to Beta 2. I accidentally made the metagame cursor the same color as the in-game cursor. Should be blue in the former, green in the latter.

If you'd like to patch your install to correct this instead of re-downloading the entire thing, just extract the contents of the attached archive into SHTUP's "intrface" folder.
Posted by: Salk
« on: 03. January 2024, 05:48:15 »

Wow... I survived the simultaneous release of both SCS Beta 5 and SHTUP-ND Beta 2!

Seriously, thanks ZylonBane and happy new year.
Posted by: ZylonBane
« on: 01. January 2024, 05:13:54 »

SHTUP-ND updated to Beta 2.
- Up-rezzed some previously un-up-rezzed textures.
- Up-rezzed versions of new SCP Beta 5 textures.
- Up-rezzed and increased frame rate of all explosion bitmap animations, using the original explosion footage.
- Upgraded resolution of many previously upgraded textures.
- Increased frame rate of many animated textures.
- Reflective surfaces (screens mostly) now have environment maps.
- Improved small anti-aliased text font.
- Incorporates latest fixed models from Olfred's Fixed Objects v14.
Posted by: Join2
« on: 03. December 2022, 19:50:30 »

Forgive me if this is the wrong place to ask, but I'm curious what the sources are for the images used for the magazines used in the SHTUP mod, specifically the old man one.

Unrelated, but for the sake of consistency, is the magazine shown on the far left of the attached image going to receive an update in the next update (assuming one is planned at some point)

Cheers!  :)

The plant on the left there could use a facelift. Or maybe it's just something you leave to Vurt perhaps.
Posted by: ZylonBane
« on: 05. November 2022, 21:51:11 »

Playing around with making all the wall screens in the Citadel part of "Where Am I?" fullbright:

Original SS1:



SS2 + SHTUP:



I'll admit it looks nice in the above shot, but in larger areas with lots of wall surfaces that are supposed to be mostly dark, it makes Citadel look more like a disco than a research station.



I suppose to people with the aesthetic sensibilities of a teenager this all looks super-kewl, but Looking Glass clearly designed these wall panels with the intention that they'd only have a selective few blinkenlights twinkling here and there, so I'll be respecting that.
Posted by: Berathraben
« on: 25. September 2022, 23:59:42 »

There is always more people turning up deserving of Macintosh credit then we hear about in the mainstream associations.
I have heard of Wozniak but this is the first I have heard of Raskin.

Meanwhile Jobs seems to get most of the credit.
Posted by: Creamy
« on: 25. September 2022, 23:48:46 »

Yeah yeah, it's late. :rolleyes:
Posted by: ZylonBane
« on: 25. September 2022, 23:45:33 »

*prominent
Posted by: Creamy
« on: 25. September 2022, 23:43:38 »

Ah thanks. Had no idea it was someone so prolific. Going to read up on Raskin now.
Posted by: ZylonBane
« on: 25. September 2022, 23:40:02 »

The old man is Jef Raskin, the "Father of the Mac".

Leather jacket guy is just some catalog model I found years ago in a Google image search.

I would have preferred to use the original high-res sketches for these covers by Gareth Hinds, but he probably lost them years ago.
Posted by: Creamy
« on: 25. September 2022, 23:22:56 »

Forgive me if this is the wrong place to ask, but I'm curious what the sources are for the images used for the magazines used in the SHTUP mod, specifically the old man one.

Unrelated, but for the sake of consistency, is the magazine shown on the far left of the attached image going to receive an update in the next update (assuming one is planned at some point)

Cheers!  :)
[Desktop Screenshot 2022.09.25 - 18.18.24.22.png expired]
Posted by: ZylonBane
« on: 11. August 2022, 16:33:07 »

It's kind of amazing how approximate the automaps are when you pay close attention to them.



EDIT: This was supposed to have been posted in the SCP topic, not the SHTUP topic, d'oh.
Posted by: sarge945
« on: 07. August 2022, 06:19:09 »

It's low-key bugged me for years that the PDA and keycard buttons on the HUD are in a different style from all the other buttons. Well no more!



MFD being slightly bigger is what always bugged me

That and the fact that they keycard is just slightly too big for it's button

Fun Fact: The HUD icons for nanites, cybermods, the PDA, and keys are set by the gamesys instead of being baked into the interface graphics. The controlling gamesys objects are FakeNanites, FakeCookie, PDA Soft, and FakeKeys, respectively.

https://www.youtube.com/watch?v=gsOMSEO2G8w
Interesting, but not terribly useful.

I wonder if this could be used to change the disk icon to have a star/exclamation mark etc if you have unlistened logs.
Posted by: PsiElite
« on: 05. August 2022, 21:33:00 »

ZylonBane
Have never noticed that before  O_o
Posted by: unn_atropos
« on: 05. August 2022, 20:22:13 »




EV-9D9: "You're a feisty little one, but you'll soon learn some respect. I have need for you on the master's sail barge, and I think you'll fill in nicely."
Sorry. Could not resist...
Posted by: ZylonBane
« on: 04. August 2022, 15:01:42 »

Fun Fact: The HUD icons for nanites, cybermods, the PDA, and keys are set by the gamesys instead of being baked into the interface graphics. The controlling gamesys objects are FakeNanites, FakeCookie, PDA Soft, and FakeKeys, respectively.

https://www.youtube.com/watch?v=gsOMSEO2G8w
Interesting, but not terribly useful.
Posted by: voodoo47
« on: 04. August 2022, 08:08:00 »

probably intentional, but yeah, I like the fixed version better.
Posted by: ZylonBane
« on: 04. August 2022, 05:42:46 »

It's low-key bugged me for years that the PDA and keycard buttons on the HUD are in a different style from all the other buttons. Well no more!

Posted by: sarge945
« on: 02. August 2022, 02:48:10 »

Is SHTUP responsible for radioactive barrels? The texture on them says:

Caution


Danger
Radioactive
Material

To me "danger" after "caution" feels a bit redundant. Maybe "dangerous" instead of "danger" could work better?

CAUTION: Danger: Warning: This barrel is heavy! Oh and also radioactive or something
Posted by: ZylonBane
« on: 01. August 2022, 19:36:36 »

Hmm. That texture was done by a contributor. I'd never noticed how much it deviated from the vanilla texture. I'll take a look at it.
Posted by: OName
« on: 01. August 2022, 17:43:40 »

Is SHTUP responsible for radioactive barrels? The texture on them says:

Caution


Danger
Radioactive
Material

To me "danger" after "caution" feels a bit redundant. Maybe "dangerous" instead of "danger" could work better?
Posted by: borfinaa
« on: 31. July 2022, 05:10:33 »

and we lose the vaccine
Posted by: ZylonBane
« on: 28. July 2022, 05:37:02 »

Posted by: ZylonBane
« on: 21. May 2022, 19:18:23 »

A little story on wasted time. I've recently upgraded the frame rates of the spinning TriOp and Med/Sci logos (again), and as a result I now have 68 256x256 textures to deal with. So I've been looking into saving them as DDS to save video card memory. The advantage of DDS files is that they support DXT compression. DXT for opaque textures yields a fixed compression ratio of 8:1, and it can be decoded directly on the video card in realtime, which saves a ton of the aforementioned VRAM.

However...

As it turns out, the difference between 68 textures saved as PNG vs DDS is 23 megabytes of VRAM. That may sound like a lot, but if you have, for example, a bargain-basement 4GB video card, 23 MB is barely half of one percent of that. SS2 as a whole, with SHTUP and 400 enabled, barely breaks 700MB total VRAM usage.

So in the end, not worth the hassle. All that VRAM exists to be used, after all. And it's a small price to pay for not having to deal with compression artifact nonsense like this:
https://www.youtube.com/watch?v=0TtH4ldEzXA
For those wondering what they're looking at here, DXT compression works by dividing the image into 4x4 blocks, then within each block directly encoding the TWO most prominent colors, then deriving two more colors interpolated between those colors. It works great for photographic images, but it absolutely sucks for images with fine multicolored detail. Like for example, an image where green, orange, and black might all be present within the same 4x4 block.
Posted by: GuyFawkesGaming
« on: 16. May 2022, 00:38:34 »

ZylonBaneIronic, Vert actually has unfinished mods for both texturing the turrets (just the slug ones) and adding updated explosions. I tested both cause why not  ¯\_(ツ)_/¯; the turret one works but looks out of place without corresponding laser and rocket turret textures. The explosions one displays wrong animations likely due to outdated dml (I think it was last updated ~2016).
Anyways, I just thought that was a bit funny given the context of not only what you're complaining about but also that your most recent updates were about turret textures and explosions. :D
Posted by: Deu sex
« on: 15. May 2022, 14:28:02 »

Yep I jumped the gun a bit early I should have read the post history better sorry about that. However the texture mapping thing is very subjective, a lot of textures in the game preserves more detail by not having the filtering applied to them (example being most environment textures, desks, and especially 3D models of enemies). Some of them do look worse though I give you that, like reflections and transparent ones.

Do you think, even in theory, that texture filtering could use a slightly less lossy/blurry method?
Posted by: ZylonBane
« on: 15. May 2022, 13:53:22 »

What I'm seeing here is a positive correlation between an inability to read post dates, and a fetishistic obsession with making SS2's texture mapping look worse. And pokémodding. And scraping unfinished mods from the dev topic. And having mutually exclusive mods active at the same time.
Posted by: Deu sex
« on: 15. May 2022, 13:01:16 »

voodoo47
roger!
Posted by: voodoo47
« on: 15. May 2022, 12:07:33 »

not everything is included in the last public build (first post Last Edit: 19. June 2021, 23:03:45, so it's very safe to say everything posted after that date is not available yet).

anyway, SCP, then obj fixes, then SHTUP, then everything else, would you kindly.
Posted by: Deu sex
« on: 15. May 2022, 11:46:35 »

Looking at the latest posts (except explosions of course) I think I must have messed something in my mod order, I don't have the sexy blue turrets, nor the smooth psi wall animation,
it looks like this right now: https://i.ibb.co/X3DrSXC/mod-order.jpg

also about the texture filtering disabled, I just re-enabled it, I prefer it without, but it has a few issues here and there, and supersampling the renderer SSAAx16 to eliminate texture aliasing is slightly too brutal for my GPU (I can target 60 FPS but 120 is harder), which is understandable I mean we're talking SSAAx16 after all :D
Posted by: voodoo47
« on: 15. May 2022, 09:01:37 »

better faster stronger.
Posted by: ZylonBane
« on: 15. May 2022, 04:16:36 »

Finally, the explosions are complete! Until I decide to tweak them some more!
https://www.youtube.com/watch?v=TmSdgozlbac
It's been so long since I've looked at the vanilla explosions instead of SCP, I'd forgotten how slowly the vanilla animations run. No idea why Irrational did that, they look so much better sped up. So yeah, the actual SHTUP explosions will animate faster than in this video. I just speed-matched here for comparison.
Posted by: voodoo47
« on: 09. November 2021, 22:52:42 »

most likely done because they did not want to model the insides to save polys, and anything but pitch black would make it obvious the gun is actually rising from a solid block of steel.
Posted by: ZylonBane
« on: 09. November 2021, 21:01:34 »

And when it's either shooting at you or exploding.
Posted by: voodoo47
« on: 09. November 2021, 20:27:28 »

the insides being pitch black is not really a problem when lighting is on.
Posted by: Join2
« on: 09. November 2021, 20:02:03 »

ZylonBane
Regarding blue turret: hack suggestion alert! Assuming remodeling is not an option, how about spawning a textured flat mesh where the turret opens up, so that its guts have detail instead of black nothingness? And of course destroy the mesh when the turret is destroyed.

Perhaps only do this for the bottom half of the turret for performance reasons. Since the top half (underside) will be seen far less. And the top half is also the part that moves which complicates things.

Posted by: Kolya
« on: 07. November 2021, 22:29:58 »

Psi wall told me its preferred pronoun is "everyone".
Posted by: voodoo47
« on: 06. November 2021, 08:57:28 »

hypnotoad approves.

also, whoever will be hammering the KEX engine into running SHTUP properly is probably going to love this.
Posted by: ZylonBane
« on: 06. November 2021, 06:51:46 »

It would have been criminal not to give the metacreative barrier some heavy MTL love.

https://www.youtube.com/watch?v=TiMGgHDUnnU
Posted by: Kolya
« on: 01. November 2021, 22:28:52 »

Easy as 1 2 3.
Posted by: voodoo47
« on: 30. October 2021, 08:36:25 »

I bet there is a simple explanation, like time travelling, infiltrating IG headquarters (we know the code, right?) and sneaking a peek at the original resources.

your textures, give them to me.
Posted by: JML
« on: 29. October 2021, 23:48:44 »

HikariI can't guess anything from those old textures. Either it's cleary visible, or just random pixels. I think ZB did a good job interpreting these pixels into something plausible.
Posted by: Hikari
« on: 29. October 2021, 20:45:09 »

Ya, I mean a lot of it can be guessed but at the same time it's still pretty phenominal work.
Posted by: ZylonBane
« on: 29. October 2021, 05:05:46 »

What, you mean like this?

Posted by: Hikari
« on: 27. October 2021, 05:46:13 »

...i am continually amazed at the kind of detail you can tease out of low rez blurr.
Posted by: ZylonBane
« on: 24. October 2021, 00:27:12 »

Fun with Ops deck...

Some of you may recognize these poor mistextured monstrosities that Irrational scattered around the Operations deck:



This texture is actually the one intended for another Ops wall console:



I'd been intending to fix these guys for a long time, but was dreading having to create a new texture from scratch to fit the placement of the various elements. But looking at it recently, I noticed the layout is virtually identical to a couple of the Med/Sci wall consoles:



The base textures for the Ops and Med/Sci consoles even have nearly identical names: opsvac.pcx and medvac.pcx. I'm guessing that a proper opsvac existed at one point, but was then accidentally overwritten by someone texturing the other Ops console, and nobody at Irrational ever noticed.

So as a quick and dirty solution, I took medvac, tweaked the colors to match the Ops theme, and voila:



Now the other Ops object texturing screwup. The sign over the entrance to the Power Operations section has always read "Power Admin.". The mapper placed the correct sign from the gamesys, Power_Ops_Sign, but the model itself is mistextured, showing the wrong sign from the source texture. The actual Power Admin section is in a completely different map.



Posted by: voodoo47
« on: 14. October 2021, 10:47:29 »

if you disable filtering, you deserve whatever is coming.

Xmodule posting on TTLG forum "if I disable my sound card in hw manager, Thief will crash" "don't bloody do it then?"
Posted by: sarge945
« on: 14. October 2021, 02:20:11 »

I was talking about this

https://www.systemshock.org/index.php?topic=5982.0

I know a lot of people have had problems with things like z-fighting on gurneys and that mod fixes a lot of them.

I was wondering if Deu Sex was using that mod or not, as it came to mind regarding his z-fighting issue.
Posted by: ZylonBane
« on: 14. October 2021, 00:28:04 »

The only mesh fix mod is Rebirth. I don't know what you think I'd be using that for.
Posted by: sarge945
« on: 13. October 2021, 23:05:37 »

Are you using the mesh fix mod? Lots of objects in vanilla are completely borked
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