3/28/2023 0 Comments System shock 2 port forward![]() For example, in its Turok for the N64 remaster, the studio made a previously unfindable shotgun much easier to find and gave users the option to keep the fog on or turn it off. Not only is keeping the game's original content a priority, but it needs to offer something for more modern players who might not have played the game the first time around. Nightdive now has way more experience crafting remakes and remasters. "The more that we worked on the game, the more that we wanted to do, and the further we got from the original concepts that made System Shock so great." It also seems to strike a great balance between old and new, between classic and modern, which has been at the core of many great remakes and remasters over the past few years. Based on my brief time with the footage, it seems on track to hit the studio's target for later this year. While we didn't get hands-on time with System Shock at GDC, we were shown a number of recorded snippets from the game, including a trek through maintenance on Level 3 and one from later on. Kuperman noted that the developers want to release the game simultaneously across all platforms. Larry Kuperman, director of business development at Nightdive, was on hand at GDC to give updates on System Shock, and said it's "largely complete." He referred to it as being in "pre-beta" the PC version has all of the weapons, enemies, and other elements, but the team is still working on the console versions. The remake has been through an engine change and a few different teams, but it's finally on its way towards release. * Damage effects of certain weapons made more logically consistent.Īnd more - see the readme for full changelist.The team hasn't been silent about the process involved with bringing this retro game to newer platforms and audiences, however, thanks to monthly updates on the Kickstarter. * Enhanced weapon projectile and impact visual effects. * Upgraded lightmap color depth from 16bit to 32bit (no more banding). * Fixed transparency errors in a few textures. * Fixed issues in many object models (zfighting, missing polys, etc). * Used some previously unused resources (sounds, models). * Fixed missing or incorrect impact and footstep sounds. * Fixed many upsidedown objects not behaving correctly. * Many more objects uniquely identified in the HUD. * Minor fixes and enhancements to some of the quest logging. * Corrected typos and inconsistent terminology in text strings. * Corrected and improved sound propagation. * Corrected object scales and physics dimensions. * Hovering objects given proper supports. * Improved signage for a couple of confusing areas. * Certain nonsensical areas made more sensical via minor cosmetic additions. * Subtle improvements to level architecture. * Even more tweaks to terrain texturing to fix tiling errors, scale errors, wrong texture errors, poor * Literally hundreds of tweaks to object positioning to fix floating, misalignments, etc. It’s just SS2, but better - think System Shock2 Gold. It is not SS2 for experts, nor is it SS2 for newbies. It is not a total conversion, a source port, a reimagining, or a remake. SCP is intended to serve as an unofficial patch for System Shock 2 that delivers an authentic but also highly polished gameplay experience, hopefully approximating the form SS2 would have taken if Irrational had had a few more months to work on it before release. ![]() Fully compatible with all the popular mods. ![]()
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