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Topic Summary

Posted by: notaavatar
« on: 12. January 2024, 13:58:02 »

i found this. i hope its something good. i feel empty after secmod
Posted by: pcgames30
« on: 09. October 2023, 19:56:56 »

Yes, if I wouldn't save space on partition C: it would be easier
to put System_Shock_Infinite in the english System Shock 2 folder
and switch between "Play FM" and "Skip FM".
Posted by: voodoo47
« on: 08. October 2023, 16:04:15 »

I think

there are a bunch of

duplicate and

redundant steps but

sure if it works for you

then it's fine.
Posted by: pcgames30
« on: 08. October 2023, 16:01:31 »

xdiesp
Hello Matteo,

since 2000 I play System Shock 2.
In 2015 I found and played System Shock Infinite.
In 2019 System Shock 3 was announced.

A few days ago, when I read the coming of System Shock 3
is uncertain, I remembered System Shock Infinite,
which I hadn't played for years.

In 2020 I bought System Shock 2 v2.48 (Windows XP, Vista, 7, 8, 10) at GOG.
This version contains two setups, setup_system_shocktm_2_2.48_(31077) in english
and setup_system_shocktm_2_2.48_(german)_(31077).

I installed the english version first.
Then I renamed the folder "System Shock 2" to "enSystem Shock 2".
Now I installed the german version, the folder is "System Shock 2".

So I can play the english or the german version of System Shock 2 as I like.
The folder, which is not played gets renamed "enSystem Shock 2"
or "deSystem Shock 2" before the start.
The path to System Shock 2 is always C:\GOG Games\System Shock 2\SS2.exe.

To play both versions of System Shock 2 and System Shock Infinite,
I installed System Shock Infinite like a portable version.

To save space on partition C: I installed it on partition E:.

I copied the content of the english "System Shock 2" folder to
a new folder on partition E: and named it "System Shock Infinite".

Then I tested three ways to install System Shock Infinite with
System_Shock_Infinite_Full_2.41b.7z.

First I used the SS2BlueModManager 1.16.1, second the SS2Tool 6.1.1.8
and last the manual install with FMSel only.

All three ways worked.

To get a clean install, I renewed the content of the folder
"System Shock Infinite" three times.

After the installation I extracted the Psi Pull Addon in the
"System_Shock_Infinite" folder.
The path is E:\System Shock Infinite\FMs\System_Shock_Infinite.

Then I activated FMSel and started System Shock Infinite via "Play FM".
This path is E:\System Shock Infinite\SS2.exe.

So I have two shortcuts on the desktop.

C:\GOG Games\System Shock 2\SS2.exe
for both versions of System Shock 2
and
E:\System Shock Infinite\SS2.exe
for System Shock Infinite.

At the moment I'm at the The Fluidics Control Computer
and it seems, that System_Shock_Infinite_Full_2.41b
is the best version of System Shock Infinite ever.

I also use Psi Pull and Psi Bolt to get things
and fight Protocol Droids for example.

System_Shock_Infinite_Full_2.41b and System Shock 2 v2.48
are the perfect match and playing System Shock Infinite is great fun.

Thanks for the version 2.41b!

Greetings

Roland

Posted by: Plebeian
« on: 26. December 2021, 21:07:51 »

I don't think it will be quite as easy as that.And even then, back when I was playtesting, a fun(ctional) MP experience was pretty much ruled out on the basis of progression triggers not being set up with it in mind or something along those lines.

Firstly, thank you for the intrface suggestion. Removing all files except folders allowed us to set up a multiplayer game. However, that was the extent of multiplayer, as the mission ended up seeing both players as their own version of "singleplayer" (talk about parallel timelines...). Despite Hamachi tunneling and everything set up, it worked as a single player game should: each couldn't see each other, but did not glitch with any cutscenes, instances or enemies. Changing areas had no effect on the other, whereas in proper multiplayer, the others would be prompted to jointly load.

Sadly, it seems that it's the end of my report... Without having an idea how to "tether" both players, seems like it's a bust for now. Thank you for all the help, eitherway.   :D
Posted by: Vegoraptor
« on: 26. December 2021, 13:31:10 »

I don't think it will be quite as easy as that.
The multiplayer option itself is disabled on the new menu. But returning to the old menu is easy:

1) Open the \Intrface\ folder;
2) Remove all the files inside (like the bunch of pcx, bin and str ones), but leave the folders in (like 1_medsci1, 1_eng1 etc)

If you guys try out the mod in coop, expect the very first level to give you spawn problems for player 2. But maybe, as soon as SHOAN is dead, you will both be teleported safely to the beginning of the Von Braun. The team and I had such a shitty experience with multiplayer (bugs, and progress lost every time), that we had calmly aknowledged to ignore it. :\

edit: as Kolya mentioned, you can just remove or move the whole \intrface folder, for a quick try. Just remember that without the folders inside it, the map won't show in the levels.
And even then, back when I was playtesting, a fun(ctional) MP experience was pretty much ruled out on the basis of progression triggers not being set up with it in mind or something along those lines. You are welcome to try, and please keep us updated, but be prepared to spend a few hours practicing exasperating technomantic rituals.

Maybe this is something that could be helped with using the nuts and bolts we have gained access to in the meantime, but I will freely admit that I have not the faintest idea about any of this stuff.
Posted by: voodoo47
« on: 26. December 2021, 11:43:55 »

should be possible, but you have to enable MP, the tool has a checkbox for that.
Posted by: Plebeian
« on: 26. December 2021, 11:25:18 »

Hello,

         First of all, I would like to point out, that this total conversion of the original game is nothing short of amazing work.  :thumb: With that in mind, is it possible to somehow play this mission together with a friend? I understand, that it entirely disrupts the main point of the game, and the menu didn't seem to have that option, but she has been hooked on the main game and wanting more, and this seems like tons of replayable value.
Posted by: Whocares
« on: 27. September 2019, 20:51:17 »

yeah, because you need to apply those manually, like a patch. see the readmes.

thanks I got it!
Posted by: Kolya
« on: 27. September 2019, 20:47:17 »

also yeah, the archive attached to the first post has an extra folder that was causing the issue, will repack and reupload, most likely.

The mod is 1.5GB and cannot be uploaded through the forum. It needs to be uploaded "manually", I'll look into it.
//Done. I also made the archive name shorter to avoid long path issues.
Posted by: voodoo47
« on: 27. September 2019, 20:44:25 »

yeah, because you need to apply those manually, like a patch. see the readmes.
Posted by: Whocares
« on: 27. September 2019, 20:32:32 »

Ok I've replaced SHTUP beta6 with SHTUP-ND beta1, and got rid of the model fix. I checked and the error I was getting was that the directory name was too long. I've shortened it and everything works now! Thank you so much! :heart:

The only error I cannot get rid of is the one that Infinite_addons_fixes keeps getting. it says: unrecognized mod type?
Posted by: voodoo47
« on: 27. September 2019, 19:29:02 »

I see no reason why you should be getting the default SS2 menu screens, but maybe look at the modmanager warning. also, any special reason why you are using SHTUP beta6 and its model fix? those were deprecated some decade ago.

anyway, pausing all mods but Infinite and seeing whether that helps would be a good start.
Posted by: Whocares
« on: 27. September 2019, 18:20:44 »


This is what I'm running.
Posted by: voodoo47
« on: 27. September 2019, 17:59:50 »

post your mod loadout.

also yeah, the archive attached to the first post has an extra folder that was causing the issue, will repack and reupload, most likely.
Posted by: Whocares
« on: 27. September 2019, 17:08:34 »

Thanks I got it to work by moving the folder! But I still have the vanilla menu when I start the game and not the new Infinite menu screen.
Posted by: voodoo47
« on: 27. September 2019, 16:25:44 »

make sure you have no extra folders in the Infinite folder, ex. \System Shock 2\DMM\Infinite 2.4\*all the stuff* is ok, however \System Shock 2\DMM\Infinite 2.4\Infinite\*all the stuff* is not.
Posted by: Whocares
« on: 27. September 2019, 16:04:17 »

I finished SS2 today, and really want to give Infinite a try! However, I cannot seem to get it to load, no matter what I try. I'm running the Gog version with SSTool and Blue mod manager. I've tried it with all the mods off, or all the mods on, but it doesn't seem to work. It just loads the normal game, and not infinite.
Posted by: Kolya
« on: 29. January 2019, 20:44:49 »

I was notified that after updating a GOG installation with SS2 Tool, the mod's inner SIM menu (aka where you save manually, during a game in progress) looked scrambled. I fixed that and will be reuploading the file to Moddb.

I updated the download in the first post with the latest version 2.41b, retaining the download count.
Posted by: Tester
« on: 19. January 2019, 05:19:34 »

Alright, i will await further news on your progress however i will most be willing to help get coop operational onto your mod, :3

Posted by: xdiesp
« on: 19. January 2019, 01:47:23 »

Thank you for your help. As of now, I'm still coding the new project and it will be some time until there will be available betas.
Posted by: Tester
« on: 17. January 2019, 07:31:08 »

If you are willing to for go with me and some other tester for multiplayer fix, i would gladly pitch in, however due to the in-activity in the forum, i can only hope this message can get across to you, just drop down your decision and i will contact you shortly. :3
Posted by: xdiesp
« on: 15. December 2018, 21:11:12 »

Thanks Yerltvachovicic, giving old players a way to replay the game (with a few surprises mixed in) is all I can ask for.

I'm working on something new, which hopefully can do the same. It has to reflect the fact that Infinite was made in a positive time, when I truly expected a remake of SS1-2, or a sequel to pop out at any moment. While now we live in deep space.
Posted by: Yerltvachovicic
« on: 15. December 2018, 20:12:29 »

Just wanted to thank you xdiesp for this awesome mod.
I used to play SS2 every 1-2 years for the feeling of good old times and SS2 Infinite just made it better!
Posted by: xdiesp
« on: 25. November 2018, 20:10:20 »

In the mod, the main menu has the animated Triop logo, while the SIM menu has not.
Now the animation appears in the SIM menu as well, so I included an edited SIMM.STR file from \patch_ext\.
Posted by: voodoo47
« on: 25. November 2018, 17:05:32 »

what was causing the problem?
Posted by: xdiesp
« on: 25. November 2018, 17:03:07 »

I was notified that after updating a GOG installation with SS2 Tool, the mod's inner SIM menu (aka where you save manually, during a game in progress) looked scrambled. I fixed that and will be reuploading the file to Moddb.

And if I don't fall off face of the earth again, soon I'll present a shiny new toy I'm making for another mod.
Posted by: johnretroreload
« on: 09. March 2018, 15:06:44 »

That is a shame, I was hoping for a co-op playthrough like the half-life ports on console
Posted by: Unknown
« on: 10. September 2017, 02:06:04 »

I was a partner of the original multiplayer tester, and yes, for a lucky chance, we both managed to get on the ship, however after few accident, a rehost of the game failed to link us both, in so the mod was not feasible for multiplayer, or the system that is. We soon gave up due to other task and never took the time to help.
Posted by: xdiesp
« on: 31. May 2017, 20:08:21 »

I read earlier in the thread that apparently a bunch of patches ago people tried multiplayer on this and they were able to show up on the ship, so i guess this is sort of a regression of an unsupported feature?

I'm afraid so, the scripts would only work for the server side. We were able to have another player tagging along, but only for a short while and pretty buggy.  :headshot:

If you have a friend crazy enough to try, ask them to play a parallel game to yours: if you keep in contact, you can get each other out of dead ends.
Posted by: Nanon
« on: 31. May 2017, 01:41:16 »

Preface: I know this mod is designed for singleplayer.

A friend and I tried doing multiplayer of this mod. We got it hosted, both did the intro fight, got to the ship, but the game never left hybrid singleplayer mode.
I read earlier in the thread that apparently a bunch of patches ago people tried multiplayer on this and they were able to show up on the ship, so i guess this is sort of a regression of an unsupported feature?
Posted by: Pych
« on: 04. December 2016, 01:46:18 »

Hi, i have a question, i'm really bad for modding some game but i really love this game and this mod. But i'm french and my english is not really good and i don't understand all the new dialogues.
I just wanna know if there is subtitle with this mod ?
And where i can found the file for translate it if nobody do it.
Thank
Posted by: xdiesp
« on: 11. June 2016, 08:09:03 »

turning the training bits into playable levels

Believe it or not, that's one of the major points of inspiration here: but time constraints have me focus on the effects of training, rather than the task.

Imagine that the classes outputed from training, were characters. Your mixture of "Navy, Standard Weapons, Maintain, Repair" is actually Engineer Curtiz: he has his own starting location, dedicated dialogue, actions only he can perform. He is his own training, he can't grow up the same way a cyborg does: he needs to team up with others with different training.
Posted by: icemann
« on: 11. June 2016, 04:36:59 »

If your up for a challenge - To take a page from a competition we attempted here a few years ago. Try turning the training bits into playable levels.

By training I'm referring to the bits at the start of the game where you select which training you want to do, which in turn results in you receiving stat bonuses.

Your the sort of person that I know could accomplish it, given the great work you did on the existing version of this mod.
Posted by: xdiesp
« on: 08. June 2016, 10:02:31 »

Sounds cool! I enjoyed Infinite, so might be worth a play.

We've been spending a lot of time defining the basics, on the design document! As soon as everything's crystal clear on this side, I'll open a topic in Recreation, or WIP Mods to gather ideas and helpers.

Infinite's premise worked as a container, which enables all kinds of stories to be set "in the infinite reboots" of the Von Braun. By the final version of the mod, the glass was overflowing with alternate scenarios and endings. With this new idea, not only we'd look into threading new ground in gameplay but also keep a low profile in "storytelling".
Posted by: callum13117
« on: 05. June 2016, 19:47:56 »

Sounds cool! I enjoyed Infinite, so might be worth a play.
Posted by: xdiesp
« on: 30. April 2016, 16:25:01 »

I got an idea for a spin-off, slash "recut" version of the project. Still working on the details, but the basis is quite experimental. We would definitely have to leave some movies & stories behind, but the switch of focus in the gameplay department alone would be worth a try.

I'll check in with the usual suspects for opinions (not that we would have to record anything). Still, time is a tyrant and presently I can't afford the spare-no-expense approach. So far the project is codenamed Cat o' Nine Tails.
[crew.jpg expired]
Posted by: xdiesp
« on: 16. January 2016, 09:36:11 »

iwantss3: thanks! I loaded the savegame and first the air regulator played the wrong audio file, then crashed. You might be using a slightly outdated version of the mod, before the recent swap of audio files (and latest round of fixes). Try this and save on different slots, in case the bug reappears:

1) Keep playing with your current version: destroy the cysts blocking the door with this fix, and move to the tear (or further in the level) without using the air regulator.

2) Apply the latest patch 2.41: then proceed with this save, made right before the Body.
[Save before Many.7z expired]
[Laser vs Cyst.7z expired]
Posted by: iwantss3
« on: 16. January 2016, 00:17:14 »

there you go

thnx!
[crash.dmp expired]
Posted by: voodoo47
« on: 16. January 2016, 00:14:45 »

your own crash.dmp would be nice as well.
Posted by: iwantss3
« on: 15. January 2016, 23:51:38 »

Hi!

Unfortunately I have saved 2 hours before entering the many :(
Here is the savegame, where you have to put the vial in the regulator and after the korenchin dialog, you got the crash.
I have attached also shock2.log

Thanx!

[save_10.zip expired]
[Shock2.log expired]
Posted by: xdiesp
« on: 15. January 2016, 22:41:02 »

iwantss3: see if you can reload a savegame, from before you entered the Body of the Many. If you don't have one, you may skip that part of the level and just continue forward. If that's not acceptable, send me your savegame (current or immediately previous).

If I remember correctly, Dark Archon used to have a crash in the Brain area.
Posted by: voodoo47
« on: 15. January 2016, 21:21:28 »

get your shock2.log and crash.dmp, zip them up and upload somewhere, and post the link.
Posted by: iwantss3
« on: 15. January 2016, 21:06:16 »

Hi guys!

I love the game and love the mod, but I have the same problem as Dark Archon. After applying the vial in the storegeroom korenchin starts speaking and after he finishes it the game crashes. I tried to run into the tear in the next room, it loaded fine, but when I went back to the reality game crashed :(

What shall I do?

Thank you!

forgot to say I have 2.44 version
Posted by: iwantss3
« on: 15. January 2016, 21:05:20 »

Hi guys!

I love the game and love the mod, but I have the same problem as Dark Archon. After applying the vial in the storegeroom korenchin starts speaking and after he finishes it the game crashes. I tried to run into the tear in the next room, it loaded fine, but when I went back to the reality game crashed :(

What shall I do?

Thank you!
Posted by: xdiesp
« on: 31. December 2015, 12:19:13 »

I've updated the Addons & Fixes file on Moddb with the new German translation, and an addon which brings back Kinetic Redirection. :) As usual, big thanks to UNN Atropos which managed the newly moved logs from v2.41.

Any further change will have to wait until next year!

Posted by: xdiesp
« on: 29. December 2015, 15:36:40 »

The Audio Logs page has been updated, and the German translation files will be up and running again.
Cheers for a happy new year!
Posted by: xdiesp
« on: 21. October 2015, 16:33:54 »

I updated both files on Moddb with the latest fixes. Testing went well, so I had the time to add a few extras. Now there's a note by Shephard hinting at saving before bulkheads, and there's more details in the finale. Meanwhile, I experiment with those custom levels.
Posted by: xdiesp
« on: 20. October 2015, 21:23:13 »

Alas, it still falls after Korenchkin's messages.

Wait, what did you do? I thought you had already solved this, swapping that file in and out momentarily.

If the situation's screwed, apply the new patch and reload a save from before you entered the Body. If you don't have one, that can be fixed too.
Posted by: Dark Archon
« on: 20. October 2015, 20:13:40 »

Alas, it still falls after Korenchkin's messages.
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