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664846b1e249bvoodoo47

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pretty much this (overwrite the demo resource files with the retail files from your cd or SS1 Classic to play the full game).

implementing the SS2 style UI interactions would be amazing (and would instantly make it the best port out there as far as I'm concerned), but no idea whether they are actually looking into that (as mentioned, it's been logged).
« Last Edit: 13. November 2023, 18:23:53 by voodoo47 »

664846b1e277bsarge945

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I could never figure out how to actually use shockolate with the ee files, they are in a very different format to the dos ones.

Also, is shockolate still way too dark or was that fixed?

664846b1e2893voodoo47

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that's because you are not supposed to use EE files, they have been modified and will cause issues. use Classic (or cd) resources.

gamma hard to tell, I would have to ask someone to build a new exe for me. maybe I will.

664846b1e2c81sarge945

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that's because you are not supposed to use EE files, they have been modified and will cause issues. use Classic (or cd) resources.

You sure?

Quote by shockolate GitHub page
Original cd-rom or SS:EE assets in a res/data folder next to the executable

https://github.com/Interrupt/systemshock

I hope it can work with actual SS:ee resources. Missing out on the higher res interface background texture (and a few other things) would definitely not make this definitive. Unless they were also in the CD version, but I doubt it since the HUD background image in ee is 1080p if I remember correctly

664846b1e2d99voodoo47

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yes, very sure, but feel free to try.

I don't think the extra EE assets can be used by anything but EE.
« Last Edit: 16. November 2023, 14:56:39 by voodoo47 »
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You do realize that there is virtually no progress on Shockolate anymore, right? So unless the people goofing around with the code a bit get replaced by someone with actual knowledge about and dedication to the project, nothing of any substance if going to happen.

I mean, it's nice to theorycraft about how a proper source port may look but someone actually has to put in the work.

664846b1e3170voodoo47

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yes - unfortunately, people there seem to be more interested in getting it to run on obscure mobile devices rather than putting a proper windows release together.

there is a guy who is supposedly working on those modern resolutions though, so hopefully soonish - without that, Shockolate is a hard sell, as already mentioned..
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The source isn't very clear cut in terms of separation between game logic, rendering, physics, UI etc. A lot of stuff is mixed together in code.
Like @Marvin said, it takes understanding of complex code to make any big changes or improvements.

Personally I don't like how the GPU rendering (OpenGL?) implementation is done in Shockolate, but it may be too hard (for anyone to do it as a hobby) to actually reimplement the graphics code from CPU to GPU. I'm not 100% sure, but I think all of the UI is using software rendering.

Edit: I remember looking at Descent 2 source code and I think Descent 1&2 and SS use the same graphics library. Descent 2 has glide renderer and it might be insightful for better GPU implementation.

Edit: Descent and SS graphics libraries have something in common. Some of the stuff has same naming and for example interp.c and interp.asm are very similar, but SS has a lot more opcodes. They might be derived from same code...
« Last Edit: 17. November 2023, 13:00:40 by Gawain »

664846b1e376dsarge945

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The source isn't very clear cut in terms of separation between game logic, rendering, physics, UI etc. A lot of stuff is mixed together in code.

It's a C program, of course it's badly written.

Probably why nobody wants to work on it.

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My god, those bloom settings. They're turning all the orange textures red.
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