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Topic Summary

Posted by: icemann
« on: 10. October 2022, 05:40:48 »

Well that puts an end to that play through then. @laszlo your FM needs a walkthrough. On to Shock Rewired.
Posted by: Xkilljoy98
« on: 09. October 2022, 16:03:12 »

icemann
I would have to go back into the Fm and see as it has been awhile, IK I got as far as unlocking a big room with robots in it but didn't have enough ammo to go any further
Posted by: icemann
« on: 09. October 2022, 13:26:18 »

Xkilljoy98
In your play of the FM were you able to find both switches? I've been searching everywhere and can't find it.

Jump to: 1:07:48 in the video. I was able to find the first switch in the ladder shaft facing opposite to the door, but have yet to find the other one. Been driving me crazy, as searched all over.
Posted by: Xkilljoy98
« on: 09. October 2022, 13:15:28 »

icemann
Yeah SS1 mods have very little content on YT

I have considered doing videos on stuff, but IDK if I have the voice for it yet, rn my voice is kinda soft spoken so I might need to make it sound more interesting.
Posted by: icemann
« on: 08. October 2022, 19:02:41 »

https://www.youtube.com/watch?v=UC6-NjKqwEQ

Door is a little bit towards the end of the above video. I appear to be the first person to put up a lets play on Youtube as there was nothing else on there.
Posted by: Xkilljoy98
« on: 08. October 2022, 17:52:24 »

icemann
Ik a lot of the mod requires looking around small places like vents and such, the level is small but compact
Posted by: icemann
« on: 08. October 2022, 13:46:55 »

That's fine. So far I've managed to get a bit into it. Currently stuck at a door which requires 2 switches to be used, the first of which being right near by. Second I dunno where that is. Cyborg Enforcer in a hallway nearby.

If anyone recognizes the door I'm talking about, and knows the location let me know.
Posted by: Xkilljoy98
« on: 08. October 2022, 12:55:03 »

icemann
Gotcha, IDK if I will be able to see it, I might pop in if I can, but might give it a watch after the fact if I don't catch it live
Posted by: icemann
« on: 08. October 2022, 12:11:29 »

I'll be streaming my play through of it shortly, so keep watch of the Runtime section of the forum.
Posted by: icemann
« on: 08. October 2022, 12:06:25 »

I had to:
1. Disable auto updating of games in GOG Galaxy
2. Install the game (as it would not let me pick the version yet)
3. Click "Manage Installation" and select the version I wanted then click ok

It then rolled me over to the version needed for this FM.

Posted by: Xkilljoy98
« on: 08. October 2022, 11:58:46 »

icemann
You should see the option under settings, and patch version or something like that
Posted by: icemann
« on: 08. October 2022, 11:41:25 »

So I'm attempting to follow the guide on how to install the specific version of SS1EE under GOG and I'm not seeing at all the screens in the above video.

Tried via the GOG Galaxy app, and the website version and neither let me pick the version. Also the link provided in the readme file to the thread on GOG about installing different versions does not work.

[edit]
Never mind, figured it out.
Posted by: Xkilljoy98
« on: 12. September 2022, 01:33:12 »

Does anyone know how to beat this mod?, I got like halfway through it only to get stuck.
Posted by: Laszlo
« on: 17. May 2019, 00:28:42 »

wonder how a SS1 fm made for the DOS version plays with the Shockolate source port - if I remember correctly, the basic support should already be implemented.

It does work with Shockolate, but the music is broken, and the gamma is messed up. It is less than ideal.

I re-bought the game on GOG Galaxy just to try out the rollback method myself, and it does work!
I made a video to help everybody here!


You must use the game version: 1e.16

https://www.youtube.com/watch?v=TkHltgidbzc

I have also updated the mods' readme, as well as reorganize the folder structure for easier installation!
Posted by: voodoo47
« on: 27. April 2019, 16:52:38 »

wonder how a SS1 fm made for the DOS version plays with the Shockolate source port - if I remember correctly, the basic support should already be implemented.
Posted by: Laszlo
« on: 27. April 2019, 16:38:31 »

When I get time in the coming weeks, I can go through the files more thoroughly, and provide you with the specific assets. Worse comes to worse, I can call you over discord and screen share, going over specific assets and whatnot.
Posted by: 3RDplayer
« on: 27. April 2019, 16:25:29 »

I hope 3rd player or someone is able to port this to enhanced edition.  I would much rather play it there. Its much better than the dos version.

I'm currently working on it once in a while. I also received the original assets. The problem is tho, that there is still bugs in the Sourceport that make some resources not load. It could be solved by using the original assets and reimporting them into the resource files with the right conversion.

But even tho that I have the original assets (thanks again Laszlo) I can't really use them. I would need ONLY the files that made it into the final built.
But I have EVERY EXISTING asset, unfinished ones from early to mid developement and raws that didnt even made it into the final built of his mod. It's kinda a mess and its hard for me to find the files that truly need to be adjusted.

It's not his fault that he had deadlines to meet and no time to organise his files. And it's also not his fault that the mod support of the Sourceport isn't as good as it needs to be. So I am sorry to say that it might never be ported to Sourceport.
Posted by: Laszlo
« on: 27. April 2019, 14:43:35 »

I went to the Discord server to figure things out, and I have solutions for everybody!

This mod is compatible with the System Shock Enhanced Edition Ver. 1.0.0 and System Shock Classic Edition with use of the SSP Tool!

* You can rollback your version on GOG:
(https://support.gog.com/hc/en-us/articles/212806945-How-do-I-revert-rollback-to-an-older-game-version-)

* You can rollback your Steam version:
(https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994)
Posted by: Stingm
« on: 27. April 2019, 06:22:50 »

I hope 3rd player or someone is able to port this to enhanced edition.  I would much rather play it there. Its much better than the dos version.
Posted by: Laszlo
« on: 27. April 2019, 05:22:51 »

I went to the Discord server to figure things out, and I have solutions for everybody!

This mod is compatible with the System Shock Enhanced Edition Ver. 1.0.0 and System Shock Classic Edition with use of the SSP Tool!

* You can rollback your version on GOG:
(https://support.gog.com/hc/en-us/articles/212806945-How-do-I-revert-rollback-to-an-older-game-version-)

* You can rollback your Steam version:
(https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994)


******************
Original post to follow*
******************


I began this project way back before the finished source port existed. Classic Edition (DOS) was always the primary focus from the beginning, I had to keep project scope in check, to make sure I could actually complete it on time, avoiding feature creep.

When the source port came out, I realized I might have had to throw away a lot of my work I had already completed, and with a school related deadline to meet in order to graduate that wasn't an option. So instead, I didn't bother to figure out how SS:EE Mods function, as there was and still is little to no documentation on how to do so, and my focus was better utilized elsewhere.

From the tests I have done in recent times, the latest SS:EE breaks the music I composed anyways, and doesn't load up resources for some reason.

3RD Player offered to port my mod, and is working on a source port version, as far as I know. Whether or not he'll ever get it working is unknown.

In my eyes Lazarus Decay is complete, I have done what I had set out to do initially, and then some. Tell an original story utilizing the System Shock toolset, and create a game I'd want to play.

Thank you,
Tommy Laszlo
Posted by: icemann
« on: 27. April 2019, 04:49:18 »

Not compatible? Whaa?
Posted by: Laszlo
« on: 27. April 2019, 04:32:20 »

This mod is compatible with the System Shock Enhanced Edition Ver. 1.0.0 and System Shock Classic Edition with use of the SSP Tool!

* You can rollback your version on GOG:
(https://support.gog.com/hc/en-us/articles/212806945-How-do-I-revert-rollback-to-an-older-game-version-)

* You can rollback your Steam version:
(https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994)

It is only compatible with the DOS version of System Shock.

It is currently not compatible with SS:EE.

The readme explains the installation process.
Posted by: Stingm
« on: 27. April 2019, 02:27:55 »

How do I install this in the steam enhanced edition? I tried putting it in mission and mods folder but no go. It don't give instructions for the latest enhanced edition. Any help appreciated!
Posted by: voodoo47
« on: 26. April 2019, 22:56:33 »

if you want systemshock.org to host a download as well, just attach it to your post, and I will move it to the SS1 FM/Mod subforum. you won't lose the ability to edit your post and/or remove attachments.
Posted by: Laszlo
« on: 26. April 2019, 22:54:36 »

https://www.youtube.com/watch?v=0AdK--N6Mp4

It may be a bit early, but...

 :heart: Lazarus Decλy has been released!  :heart:

It can be downloaded on Mod DB: https://www.moddb.com/mods/lazarus-decy-a-story-driven-system-shock-modification

or directly from my Google Drive: https://drive.google.com/file/d/1Ju27_qSepPfFgeQXpyo9cpsxUik58fxF/view

This mod is compatible with the System Shock Enhanced Edition Ver. 1.0.0 and System Shock Classic Edition with use of the SSP Tool!

* You can rollback your version on GOG:
(https://support.gog.com/hc/en-us/articles/212806945-How-do-I-revert-rollback-to-an-older-game-version-)

* You can rollback your Steam version:
(https://steamcommunity.com/sharedfiles/filedetails/?id=1086279994)

I packaged in a few extra goodies into the download.

Thank you for all the support you've given me over the course of this project, I am eternally grateful!

Please enjoy Lazarus Decλy

- Tommy Laszlo
Posted by: callum13117
« on: 26. April 2019, 03:00:36 »

Wow, a release date just two days from now! Argh, should I be responsible and keep sending out job applications for my currently unemployed self, or do I play your mod???

I watched Log 6, and I appreciated the nice little gameplay loop of finding the emp grenades, and then using them to take out the obstacle of the cyborg drone. Reminded me a little bit of Metroid's style of progression.
Posted by: Laszlo
« on: 25. April 2019, 22:21:22 »

https://soundcloud.com/tommy_laszlo/lazarus-decay-corridor-horror-arranged-trailer-overworld-theme

01001100 01100001 01111010 01100001 01110010 01110101 01110011 00100000 01000100 01100101 01100011 01100001 01111001 00100000 01110111 01101001 01101100 01101100 00100000 01110010 01100101 01101100 01100101 01100001 01110011 01100101 00100000 01101111 01101110 00100000 00110100 00101111 00110010 00110111 00101111 00110010 00110000 00110001 00111001 0001010 0001010 01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01110111 01110111 01110111 00101110 01110011 01111001 01110011 01110100 01100101 01101101 01110011 01101000 01101111 01100011 01101011 00101110 01101111 01110010 01100111 00101111 01101001 01101110 01100100 01100101 01111000 00101110 01110000 01101000 01110000 00111111 01110100 01101111 01110000 01101001 01100011 00111101 00110001 00110000 00110010 00110101 00110101
Posted by: icemann
« on: 31. March 2019, 03:52:43 »

Interesting. I look forward to playing the finished version.
Posted by: Laszlo
« on: 30. March 2019, 22:47:49 »

Yup, you hit the nail on the head!

Metropolis was a source of much inspiration for this project!

I use some character photos from the film as well as other famous real world scientists who have passed, to represent characters from my story.

Its my way of paying homage to them and to the film.

I had to recreate that font from scratch lol, it was a real pain but looks 10 times better than the old title screen.
Posted by: icemann
« on: 29. March 2019, 06:51:16 »

Not one that many would recognize those images from.

Metropolis
Posted by: Laszlo
« on: 24. March 2019, 01:20:21 »

Hello all!

I wanted take a moment to thank my voice actors and actresses!

Special thanks to Emily Radocha, Daniela Peña, Julián Armando Guerrero, Michelle Shellman, Carter John Rice, and John Emmanuel Campos for allowing me the opportunity to use their voices in LazarusDecay, it was fantastic working with all of them!

Words cannot possibly begin to describe how thankful and grateful I am to everybody who has contributed their voices to Lazarus Decay, bringing my story to life within the System Shock world!

Also here's a little teaser! This is the final game's title screen!
[escape.gif expired]
Posted by: Vegoraptor
« on: 04. March 2019, 02:36:56 »

So we are going deeper now. I like it.
Posted by: Laszlo
« on: 03. March 2019, 22:01:23 »

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Posted by: RocketMan
« on: 01. March 2019, 18:27:54 »

Hex?  Now things are getting serious!
Posted by: JosiahJack
« on: 01. March 2019, 04:40:39 »

59 61 20 69 74 27 73 20 67 65 74 74 69 6e 67 20 72 65 61 6c 6c 79 20 63 72 61 7a 79 20 61 72 6f 75 6e 64 20 68 65 72 65 2e 20 20 54 68 69 73 20 6d 6f 64 20 73 6f 75 6e 64 73 20 69 6e 74 65 72 65 73 74 69 6e 67 20 74 68 6f 75 67 68 21
Posted by: fascinate4
« on: 28. February 2019, 19:01:27 »

01001001 00100111 01101101 00100000 01110111 01110010 01101001 01110100 01101001 01101110 01100111 00100000 01100110 01110010 01101111 01101101 00100000 00110010 00110000 00110001 00111001 00101110 00100000 01000001 01101100 01101100 00100000 01110000 01100101 01101111 01110000 01101100 01100101 00100000 01110011 01110000 01100101 01100001 01101011 00100000 01100010 01101001 01101110 01100001 01110010 01111001 00100000 01101110 01101111 01110111 00101110 00100000 01010100 01101000 01101001 01110011 00100000 01110111 01101111 01110010 01101100 01100100 00100000 01101001 01110011 00100000 01110011 01110100 01110010 01100001 01101110 01100111 01100101 00101110
Posted by: JosiahJack
« on: 28. February 2019, 17:17:10 »

00110001 01010100 00100111 00100100 01000101 01000101 01001101 00110101 00101110 01000110 01010101 01001110 00110010 00101101 01001101 00110011
Posted by: Laszlo
« on: 27. February 2019, 05:45:15 »

01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01101001 01101101 01100111 01110101 01110010 00101110 01100011 01101111 01101101 00101111 01011000 01101100 01000001 01100110 01101001 01010000 01110101
Posted by: icemann
« on: 27. February 2019, 03:38:40 »

I call it original, as not everyone would go and run that through a binary to text converter.
Posted by: Vegoraptor
« on: 26. February 2019, 13:33:20 »

While I do appreciate the idea of cryptic teaser material, having a link to a picture of some distorted text in binary seems a little excessive.
It does get old rather quickly as well.
Posted by: Kolya
« on: 25. February 2019, 21:25:01 »

{alt}
Posted by: Laszlo
« on: 25. February 2019, 19:33:05 »

01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01101001 01101101 01100111 01110101 01110010 00101110 01100011 01101111 01101101 00101111 01011000 01100111 01010110 01110000 01001001 01110100 01001100
Posted by: Laszlo
« on: 25. February 2019, 19:31:38 »

01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01101001 01101101 01100111 01110101 01110010 00101110 01100011 01101111 01101101 00101111 01000100 01001101 01000100 01100101 01001110 01011001 01011010
Posted by: JosiahJack
« on: 22. February 2019, 11:59:02 »

Something always goes wrong when trying to grasp immortality.
Posted by: Kolya
« on: 21. February 2019, 23:29:48 »

Well that's ominous. In fact I could tell you 2167 reasons why this would be a bad idea. For starters doing science in underground facilities is a major factor in scientific experiments going horribly wrong. There is at least a strong correlation.
Posted by: Laszlo
« on: 21. February 2019, 17:53:34 »

01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01101001 01101101 01100111 01110101 01110010 00101110 01100011 01101111 01101101 00101111 01110000 01000110 01101111 01000101 00110111 01001001 01001101
Posted by: Laszlo
« on: 20. February 2019, 17:50:29 »

01101000 01110100 01110100 01110000 01110011 00111010 00101111 00101111 01101001 01101101 01100111 01110101 01110010 00101110 01100011 01101111 01101101 00101111 00111000 00110000 01110100 01011010 00110100 00110000 00110110
Posted by: datiswous
« on: 21. January 2019, 23:20:34 »

Interesting.. It sounds like you know what you're doing. I guess it's too early for me to make conclusions after a couple of demo video's.

Regarding the gameplay becoming, a 'relaxing shooter.'

Unless you play System Shock a lot, and are very familiar with the in-game shooting mechanics, it's not going to be a cakewalk by any means.

I meant only the atmosphere of the music. I can see the gameplay being very challenging.
Posted by: Laszlo
« on: 17. January 2019, 23:13:48 »

Very nice. I have to say that the tone of the music is very "happy", which might have an impact on the gameplay, so it might become a relaxing shooter (shoot-and-smile), don't know if that's the idea. I think that's only for some elements in the music, so if you want to make it darker you can probably still use 70% of the instruments.

Thank you for your feedback!

Regarding the different sections of the music: The calm sections, combat sections, jazzy interludes, chorus interludes, etc.

They are all meant to invoke different feelings from the Player during different situations, for example:

When the 'Encounter' music kicks in, its' frantic, frenzied, staccoto'd, arpeggiated and uneasy nature is in stark juxtaposition to the calm, mellow, 'ambient air of mystery' found within the 'Exploratory' theme.

Likewise for the jazzy interlude and chorus interlude, both of which are meant for transitioning into any of the, 'Encounter, Combat, or Exploratory' themes.

The 'Combat' theme is meant to encourage the player, with its' guitar shredding bass line, crying electric organ solo, and crazy drum buildup; Provoking the Player to think, "Maybe I can do this! Maybe I can find a way out! I've got to keep going!"

Without all these elements working together, playing off one another's strengths and weaknesses, my music wouldn't serve the Player, the story, the in-game environment, the critters, or the mod as a whole.


Regarding the gameplay becoming, a 'relaxing shooter.'

Unless you play System Shock a lot, and are very familiar with the in-game shooting mechanics, it's not going to be a cakewalk by any means.

Each enemy encounter in Lazarus Decay, requires the Player to stop and strategize, making sure they are prepared before moving forward, else suffer a difficult fight. Lazarus Decay is a heavily exploratory driven experience, there are clues to help you out along the way, but you are encouraged to explore, discovering secrets and the way forward.

Posted by: datiswous
« on: 17. January 2019, 21:21:18 »

Very nice. I have to say that the tone of the music is very "happy", which might have an impact on the gameplay, so it might become a relaxing shooter (shoot-and-smile), don't know if that's the idea. I think that's only for some elements in the music, so if you want to make it darker you can probably still use 70% of the instruments.
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