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Topic Summary

Posted by: RocketMan
« on: 24. June 2022, 05:48:02 »

I've confirmed my underlying hypothesis that this level could be turned into an "earth 1" level, that would launch into the normal earth level.  While I'm sure there are much better ways to integrate this level into the game, doing the above is by far the easiest as there is no brush work to be done and I don't have to add training or any of that either. 

The work that does need to be done is:

1) Add some trivial objects at the end to indicate to the player that the recruitment center is decomissioned and that there's a detour via tram that will take you to the currently active recruitment center somewhere else.  This is nothing but a couple of objects and some signage.

2) The bulk of the work would be to export each unique gamesys archetype from this test level into whatever gamesys the player happens to be running.  Now I can do this manually and have done it on a few archetypes to verify that it works.  It does.  The problem is, it's not future proof unless I use DMLs to do it, but I don't know how to write DMLs. 

3) The real earth.mis needs a very simple and small alteration to the level start marker to let SS2 know where to spawn the player after the testlevel is over

4) cam.cfg needs to to be modified to launch the testlevel first instead of earth.mis

So, what I can do, if anybody is interested, is I can modify the level geometry to have that nice clean exit I was talking about, so as not to break immersion, and I can either A) post the latest SCP gamesys with the modifications already made to it, along with a modified cam.cfg, preearth.mis and earth.mis or B) attach a zip file with all the exported archetypes so that somebody else can amalgamate them into a single DML file.  I know B is the obvious choice but at the moment I only have the ability to do A entirely on my own.
Posted by: RocketMan
« on: 12. June 2022, 01:35:00 »

Theoretically, one could force this level to load first and then launch into the normal earth.mis, without breaking the game, yes?

EDIT:

I think this could be made to work.  I already blew away the normal level ending markers in the test level and replaced them with a tripwire in front of a tram that would send the player to the real Earth.mis.  Changing cam.cfg could start the player here first.  The problem is Ionosfear made a custom gamesys for this level which would be incompatible with the rest of the game and the gamesys it would likely use.

Is there any way to circumvent this overlapping gamesys problem?  If so, I think the easiest way to use this test level (which I have basically already done) is to treat it as a part of Earth where recruitment used to take place, which is now abandoned (fits with the somewhat silent and incomplete nature of the level).  Then I just block off the exit tunnels with a detour sign pointing to another tram that takes you to the real earth.mis starting location.  This way players get to enjoy this level without breaking immersion by having to exit the game and swap level files.
Posted by: unn_atropos
« on: 28. July 2013, 21:38:13 »

Posted by: Hikari
« on: 02. June 2013, 22:06:12 »

Pity. It looks nice. Just... Barren (not even 'locked' noises when approaching unopenable doors.. It looks very nice, much more expansive than the actual in-game intro level.

And the career selector works, which is nice.
Posted by: Kolya
« on: 02. June 2013, 20:54:15 »

Emon put in the career selection but otherwise, no.
Posted by: Hikari
« on: 02. June 2013, 20:30:06 »

Has anyone done anything with this level at all?
Posted by: Fironkkuify
« on: 23. March 2011, 07:41:49 »

This was a pretty neat idea.  I always felt that the Earth level could've been expanded a little more for exploration purposes, not unlike Ponterbee's Earth level.
Posted by: RocketMan
« on: 05. December 2010, 04:54:44 »

Hmm...I'll screw around with it a bit more and see if I can figure out what's wrong.
Posted by: Enchantermon
« on: 03. December 2010, 05:32:09 »

There's no drag-select that I know of. As for the texturing, you may have to redo it manually; I don't know. What I told you was all theory; I've never actually done it (other than testing to make sure it worked like I thought it did).
Posted by: RocketMan
« on: 03. December 2010, 04:45:46 »

Ok so far it looks like copying and loading multibrushes is about as easy as I figured it would be....that is if you don't count the fact that you have to shift-select every single thing in the multibrush manually....is there no way to highlight multiple items simultaneously by drawing a box around it or something? There are some really tiny objects that I feel like I'm going to miss.

Second problem I'm having is that when I paste the multibrush in the new earth.mis, the textures are screwed up.  They're plain gray tiles everywhere when they were clearly something different before.  I'm getting a headache thinking about what's involved in a copy/paste operation for ShockED
Posted by: RocketMan
« on: 01. December 2010, 23:28:00 »

Sounds straightforward enough....I'll give it a shot.
Posted by: Enchantermon
« on: 01. December 2010, 15:45:31 »

1. The default earth.mis appears to be stripped so there's no architecture to store in a multibrush.
The unstripped missions pack include earth.mis.
2. I don't know how to make and copy multibrushes from one file to another.
Select one brush, then hold down Shift while selecting all other brushes, then release. In the Multibrush menu, click Save Group and give it a file name. Load Ionosfear's level, go to the Multibrush menu, click Load Group and select your file. The multibrush will appear.
If you don't have the Multibrush menu then you may have to load custom menus; I don't know if it's there by default. I have NV's DromED menus installed, though I'm not sure where you can download them.
Posted by: RocketMan
« on: 01. December 2010, 04:13:59 »

I'm trying to do this myself but my absense of ShockED skills is getting in the way.  After analyzing the default earth.mis and the new one, I think I know how to fix this level in theory but not in practice:

I need to make a multibrush of the training areas and copy them into the test level (somehow)
I need to create a teleport trap linking from the booth in the main part of the level to the test area's teleport trap.
I need to add a couple of sound traps with the correct sound schemas so the robot talks to you.
I need to make a button or something for the basic training booth since you can't currently get to it and then make the button teleport you to basic training instead of using a trap for that.
I need to make sure the process is reversible by setting a marker or something at the origin point in the main part of the level so you can return from training.

Is this right so far?

Couple problems with this...

1. The default earth.mis appears to be stripped so there's no architecture to store in a multibrush.
2. I don't know how to make and copy multibrushes from one file to another.
G. Somebody do it for me so I don't have to continue embarassing myself :P
Posted by: Enchantermon
« on: 09. September 2010, 01:36:53 »

Heh. No, I never got back to it; I didn't have the time. If you want to do it, go ahead; I may get to it at some point, but it's up in the air at the moment.
Posted by: RocketMan
« on: 08. September 2010, 07:26:41 »

Hate to bump an old topic but did the sounds ever get put into this level?  In other words, is it the same as the original except better or is it better in some ways, missing in others?
Posted by: Enchantermon
« on: 22. May 2009, 11:05:04 »

No problem. I'll let you know. :)
Posted by: Kolya
« on: 22. May 2009, 07:26:34 »

Thanks Enchantermon. If you think you're done with it, give me a sign and I'lll replace the level in the first post with your updated version.
Posted by: Enchantermon
« on: 21. May 2009, 16:16:01 »

To be honest, I didn't really do much, but thank you anyway. :)
Posted by: Rainalkar
« on: 21. May 2009, 16:14:11 »

Nice work
Posted by: Enchantermon
« on: 21. May 2009, 16:08:56 »

I changed a few properties so that all of the career selectors now work properly. In other words, you can now use this level in place of the original earth.mis. I may paste the trainings and loudspeaker messages in later as well, if Ionosfear doesn't mind.
Posted by: Kolya
« on: 03. May 2008, 08:17:53 »

Yeah, as Ionosfear mentioned above the level is not fit to be used as a start for the official campaign. I'll make a note in the first post until someone makes the pointer lead to medsci.mis.
Posted by: Liam
« on: 03. May 2008, 00:52:40 »

I relly like this new earth level but when i chose my career in loading it turn of my game and says system shock 2 stoped working.
Posted by: Ionosfear
« on: 22. April 2008, 14:09:38 »

Well this is interesting, I didn't expect a following for a test level I did ages ago :)

Basically I scrapped this level, for several reasons, the primary being an error in polycounts (stand in the corner and look down both streets at once), it being too fucking big with not enough detail in, as someone pointed out, a dead world (the impressive white building, I believe it was the triop building a very long time ago had to be cut because of engine restrictions.  If I remember correctly it had a triop hollograph spinning on the reception desk) and as it was my first level, I really wasn't happy with it.

Issues aside, the 'pointer' as it were, leads to a level called "washington" (I don't have dromed here so I'm guessing"  which was another level 80% made but never released, which is why it exits after the cutscene, as you don't have that one :)
Posted by: Not You
« on: 11. April 2008, 03:26:19 »

This looks simply amazing.  I'll have to test it out when I have some free time.
Posted by: ViralHatred
« on: 10. April 2008, 21:14:50 »

Same, Mine CTD'd too. The Tutorials do not work either, If I understood the whole installing/editing/mapping thing I would do it myself.
Posted by: miracle.flame
« on: 10. April 2008, 21:03:21 »

It's so different. Another level. And such a dead place. I like it.
It seems to be WIP as there is no voice navigating you and the training courses are not working. I don't know if it's me but after I choosed my career the cutscene played and then CTD.
Posted by: ViralHatred
« on: 10. April 2008, 18:16:53 »

I'll try it, I was hoping to learn to do this myself :)

Edit:

I tried it, but it lacked the feel of the city that the original had, I would have appreciated more buildings to visit.
Posted by: Kolya
« on: 10. April 2008, 17:09:09 »

Tags: °mis °object °SS2
IonosFear's test level extends the earth level in SS2.
Being a testlevel it's not fit to be used as a start for the official campaign and doesn't have a plot to follow. But it's a pleasure to look at.
(As discussed on TTLG)

EDIT: Updated version that works as a first level.

Stapled together by IonosFear,
Edited textures originally from SHTUP, created by Zylonblane
Reskinned signs originally from G'len's shocked deluxe
Triop Glass Table half-inched from TSP, model created by G'len
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