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Topic Summary

Posted by: Xkilljoy98
« on: 18. February 2023, 02:46:47 »

I remember trying this out a few years back, and while unfinished what's there is cool and neat that it exists even if it never got finished

I suppose someone could continue work on it idk, tho even if that never happens it is still a cool thing to check out
Posted by: icemann
« on: 24. June 2016, 14:56:52 »

Well the point of it is more to bring as much of SS1 across as possible. Story included.
Posted by: xdiesp
« on: 24. June 2016, 07:59:17 »

This is excellent, most levels I see are just waiting for monster placement to be complete. It would be the easiest thing, to just transplant SS2 story and gameplay here. I'll try something.
Posted by: icemann
« on: 17. April 2016, 05:23:11 »

Just had a look through the images Valet2 posted. Dayam.

Positives:
* The levels look fantastic
* Very good work done on the textures

Negatives:
* The cyborgs just look like Goggles. They could use some work to make them look more Borg-ish (the original SS1 version looked VERY Borg).

Were many new enemies added in, in what had been done? Looked like you had a Cyborg and Robot done, from the screenshots.
Posted by: callum13117
« on: 27. March 2016, 18:32:21 »

Thank you so much for the pictures, Valet2 - it's great to see such amazing work. Cyberspace in particular was pretty trippy!
Posted by: Enchantermon
« on: 23. March 2016, 01:34:51 »

I can see a point. No matter what they do with SSEE, it's still the same blocky DOS graphics, though with better textures. This would bring SS to a more modern state.
Yes, but as I also stated, the remake is in full swing, and aside from the "wet paint" look, it looks great; better than anything the Dark Engine could do. It is a genuine shame that it was never finished after all of the work many of us put into it, but we have something even better on the way now.

All that being said, there honestly isn't any reason that it can't be finished.
Posted by: Valet2
« on: 22. March 2016, 09:59:55 »

you will need to run it through Shocked if you want to be able to reach all levels and areas.

There's also a file fm.cfg where you can change the .mis level to run first.

Also uploaded the archive to my never-dying server: ftp://ftp.valet2.com/SS2-Citadel_Conversion_Project/
Posted by: voodoo47
« on: 22. March 2016, 07:08:41 »

now attached to the first post. was planning to run around a bit before uploading so I could add a short description, but got distracted with other things as usual.
Posted by: Kolya
« on: 21. March 2016, 23:14:04 »

* Kolya idly wonders where the download to this thread is
Posted by: Valet2
« on: 21. March 2016, 22:29:18 »

I think that I MUST say it again. I've just found time to walk through all working maps.

It's so freaking awesome!!

The best conversion ever made (well, almost made). Tons of work! So many details that are being set to the world perfectly! Too sad only few people have heard about this project. So I took screenshots to show to the fans: http://vk.com/album-756159_230040007

In terms of... how to call it - adaptation, modernization, re-imaging of the stuff from the original game, CCP looks much better than the official remake we've all seen.
Posted by: XKILLJOY98
« on: 05. March 2016, 16:21:34 »

They are already remaking the first system shock, although I suppose it would be interesting to see system shock 1 in the system shock 2 engine and vice versa
Posted by: LaineyBugsDaddy
« on: 05. March 2016, 16:02:02 »

I can see a point. No matter what they do with SSEE, it's still the same blocky DOS graphics, though with better textures. This would bring SS to a more modern state. The only problem is, I don't see how to implement the SS implant system. It's vastly different from the one in SS2. The levels and textures obviously are doable, but the interface, that's the killer.
Posted by: voodoo47
« on: 08. December 2015, 23:35:53 »

there is no point in anything, really - you just ride along and try to do things that are interesting, killing time until it returns the favor.
Posted by: Enchantermon
« on: 08. December 2015, 22:59:26 »

A bit late to the party, but thanks for posting the archive, Zygo. I do wish it could have been finished, especially after seeing those awesome re-imaginings of the levels, but it would have taken someone with much more leadership ability and experience than myself.

And honestly, with SSEE currently available and a remake chugging down the tracks, I'm not sure that there's really much of a point anymore.
Posted by: Zygo
« on: 08. November 2015, 09:02:42 »

Yep, though I think I set it up so they could be easily converted out if necessary. I'd make no bones about the signage being of high quality, it was done quickly and done batchwise rather than done well. And I do like to mess around rather, hence some of the animated screens on Flight and the like.

Time limitations was the main problem and no one (certainly not me) really wanted to run the project as an actual project. Plus I quit TTLG very abruptly and unexpectedly but not in a public manner. To illustrate the amount of time I'd reckon that it took about four hours time to do each room on the 'completed' levels, and many of the levels are massive, and I'd have averaged about 1 hour a day actual editing. Plus there was no New Dark at the time, its additions would have helped immeasurably with things like having proper game mode backups. I actually fixed a bunch of stuff that was very time consuming- hours of work- in old dark in literally five minutes.
Posted by: ZylonBane
« on: 05. November 2015, 19:39:56 »

Is this the version where someone slapped Greek letters over all the signage?
Posted by: voodoo47
« on: 05. November 2015, 19:26:50 »

I'd guess the usual - too much stuff to do, too little workforce to tackle it.
Posted by: Valet2
« on: 05. November 2015, 19:16:26 »

OMG THIS LOOKS SO AWESOME!!!

Why you never finished the game??
Posted by: Zygo
« on: 03. November 2015, 10:11:59 »

Better late than never... Really, I tinker far too much.

Temporary file in case there's any problems, I will upload a final version some time with an actual readme and any needed fixes but I could take forever if I let myself. It's set up to run through either ShockEd or the main exec, but it isn't balanced and there will be places you can get stuck so overall running through ShockEd is advised at this stage. Levels from reactor to flight are linked via elevators, no_endgame will need to be turned off in ShockEd to transition though. There shouldn't be many missing objects etc so let me know if anything is missing as it may have been left out by mistake.
Posted by: voodoo47
« on: 12. September 2015, 13:39:44 »

bump.
Posted by: Valet2
« on: 02. September 2015, 12:04:03 »

I can host it on my server forever.

Here are TSP maps: ftp://ftp.valet2.com/SS2-The_Shock_Project
Posted by: Marvin
« on: 31. August 2015, 15:20:12 »

Well, now it'll probably get a C&D from Night Dive...
Why would it? You're not giving away the whole game.
Posted by: voodoo47
« on: 31. August 2015, 13:40:19 »

sendspace for temp, google drive forever.
Posted by: Zygo
« on: 31. August 2015, 11:38:52 »

Well, now it'll probably get a C&D from Night Dive...

I've been basically no internet for the past month but should be OK from now on with a way bigger cap too. It's 222MB uncompressed at the moment with only implemented sounds so I'll also need a decent (free) place for an upload anyway, it would be too big for here- any suggestions? And a bit more time to check that it works OK and doesn't have obvious stuff missing.
Posted by: voodoo47
« on: 29. August 2015, 19:03:21 »

bump?
Posted by: Zygo
« on: 22. June 2015, 22:39:22 »

I'm out of the 56k era, but not out of the restrictive data cap era yet due to not having A/VDSL available in my semi rural location- I only have 6gb a month. I'll be able to do it but the odd 100mb here or there does add up for me, unfortunately.

I've got a 4g connection so speed itself isn't a problem.
Posted by: voodoo47
« on: 22. June 2015, 08:39:02 »

we are (mostly) out of the 56k era, so I wouldn't worry about the filesize too much.
Posted by: Zygo
« on: 22. June 2015, 06:15:35 »

That'll commence my two weekly get something done while I remember cycle.

(Well, I've separated everything into a ND friendly folder, I just need to test that I've got everything necessary and the minimum that is unnecessary. Plus whether to include all the sounds that aren't implemented but will add to the archive size...)
Posted by: voodoo47
« on: 20. June 2015, 18:18:04 »

auto bump with two-week timeout initiated.
Posted by: Zygo
« on: 05. June 2015, 12:02:31 »

Heh, there's no realistic chance of me being able to do it this weekend, which means I will inevitably forget, again. I did start the process of moving stuff into a proper mod folder last time, at least.
Posted by: voodoo47
« on: 22. May 2015, 17:33:29 »

bopp.
Posted by: RocketMan
« on: 12. November 2014, 17:25:28 »

I shall be your pokemon!
Posted by: Zygo
« on: 12. November 2014, 02:40:34 »

I could probably put together an archive since I have the most up to date build. Can't do it immediately though, so I may need poking if I forget.
Posted by: RocketMan
« on: 21. October 2014, 17:13:11 »

You're more likely to get a prompt response from Enchantermon I think.  He was the last lead on the project.
Posted by: Valet2
« on: 21. October 2014, 12:16:08 »

I still remember their hard work during 2002-2004... and still wanna play these unfinished levels, because they look just awesome! If they could upload all the missions like they did with TSP (The Shock Project)... JediK, are you there?
Posted by: callum13117
« on: 19. October 2014, 18:34:17 »

Geez, I'd love to play through the CCP. I understand everyone's busy, and the audience is diminishing, but I totally dig this idea!
Posted by: Kolya
« on: 10. June 2012, 21:55:49 »

I don't know from nothing. No one ever saw me work.
Posted by: Crawdad
« on: 10. June 2012, 21:44:08 »

So has any one gone anywhere with this project? From what i have seen of Kolya and Christines work, I bet they could do some amazing stuff with this.
Posted by: Al_B
« on: 06. June 2012, 07:39:04 »

I think this website is partially responsible (in the best possible way) for the demise of the System Shock forums on TTLG.  This is simply the better place to discuss the System Shock series due in no small part to the work Kolya puts in.  However, there's no plan to delete the Shock forum there and there are fans who go to TTLG for other reasons.

I can't imagine there's be much downside to archiving rather than deleting unless the TTLG server is really creaky.
Yes - this is the plan, archive rather than delete.  It would go into the archive section and could be moved back into the main forum area at a later date if it were to be actively worked on again.  As a personal opinion I think that it would be better hosted here, but that would of course depend on those working on the project.
Posted by: Marvin
« on: 06. June 2012, 07:04:11 »

Practically every Shock fan left long ago except, you know, for HIM) and the Shock forums resemble a ghost town.Seems a little bit late ...
Posted by: Kolya
« on: 05. June 2012, 19:42:37 »

Well they hired some moderators for Commchat and they are cleaning up the forumtable and also did some under the hood optimisations (thanks to Al_B who's helping us as well). I think they're on a good way.
Posted by: Marvin
« on: 05. June 2012, 18:04:06 »

Just wondering: "Given the circumstances"?
Because they are trying to change things a bit over there.
In what way? Never been a TTLG user but no one can deny that it's in bad need of reanimation.
Posted by: Zygo
« on: 05. June 2012, 08:30:40 »

I don't really see going into details as being advantageous- or fair- and such things generally end up just sounding petulant. Take "given the circumstances" (which probably sounds a bit more loaded than intended) to mean a nice neutral "irreconcilable differences that are unlikely to be resolved", and I genuinely wish the new mods over at TTLG all the best.
Posted by: Kolya
« on: 05. June 2012, 07:47:15 »

Just wondering: "Given the circumstances"?
Because they are trying to change things a bit over there.
Posted by: Zygo
« on: 05. June 2012, 07:43:25 »

I can't imagine there's be much downside to archiving rather than deleting unless the TTLG server is really creaky.

Personally though I have little opinion either way. I left TTLG and given the circumstances there's no realistic prospect I'll return, therefore it isn't really my business any more.
Posted by: voodoo47
« on: 05. June 2012, 05:36:32 »

agreed.
Posted by: RocketMan
« on: 05. June 2012, 03:08:13 »

I do.  If there are any resources (files) or indispensible explanations/tutorials in there, they should be preserved.  Let that be a stepping stone for FM creators... I believe certain people jumped through some technical hoops to reproduce ss1 properly. 
Posted by: Kolya
« on: 02. June 2012, 10:44:09 »

Looks like someone cleaned up the old house. Lots of forums moved to the Vault. Well done. As for CCP I have no strong emotions.
Posted by: Al_B
« on: 02. June 2012, 08:48:09 »

As many of you know, TTLG currently has a forum dedicated to the Citadel Conversion Project - bringing the original game into SS2.  This appears to have been stalled for some time, and there are thoughts that it might be better to archive (not delete) it until there's further activity.

I know that some here have been involved in this in the past, so if there are strong feelings either way then it might be worth popping over to TTLG or leaving your comments here.


//attaching the last WIP build - note that this is not playable, and you will need to run it through Shocked if you want to be able to reach all levels and areas.

//screenshot gallery at Valet2's place: http://vk.com/album-756159_230040007
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