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Baal

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Everything posted by Baal

  1. Yes, there are a some mods that update the visuals: https://www.systemshock.org/index.php?topic=4447.0 (see "Recommended mods"). System Shock 2 wasn't the best looking game when it came out and it doesn't look very good on screenshots. You have to experience it in motion and especially with audio (just like Thief). Edit: If you don't like it, like Anderson, that's fine. But you should at least try it. There's a reason a lot of people regard it as an all time favorite.
  2. If someone knows what's best for you Biker, it's us, who have played Shock 2.
  3. We could just ban him if he continues to not play System Shock 2.
  4. 7543 gives me some ffmpeg related errors. I haven`t had the time to look into it yet. Can I move to a newer revision?
  5. Do I know this place?
  6. Revision 7532 compiles and seems to run fine. I haven't updated the data files yet though. The machine I'm currently using is a notebook with an Intel Celeron (N2840@2.16GHz) on Archlinux with the Mesa OpenGL drivers. Not really suited for gaming but it is playable.
  7. Thanks. Isn't that was version control is for? Just curious. How stable is trunk? Does it break or fail to compile often?
  8. I have question regarding 2.06 on SVN. There is a directory called 'release2.06' in the source tree that also contains the sources. Why is it there and which do I need to build the mod? Thanks.
  9. I don't think so. Biker may have tried, but I never worked on or tested that. By the way, how much work is it to add that feature?
  10. Thanks for taking the time to write this. It's very much appreciated. I agree with all your points except for the optional knockout limit. I see it as a kind of explicit feedback on how sneaky you were. The premise justifies it; your goal is to impress and show of your skills.
  11. Thanks. Sorry for being lazy. I still think that changing the default behaviour would be better but, since someone would have to implement it, I'll shut up about it.
  12. I agree with the OP. Zombies closing doors behind them seems very wrong to me. They are mindless, reanimated corpses. Why would they bother? (By that logic, they should also only be able to push them open.) In my opinion, they should leave them open by default and the doors can be set to autoclose where necessary by the mapper. It's not that big of an issue though. May I ask how?
  13. Hey Biker. I wish you all the best. Don't beat yourself up too much about things you have or may have done wrong (I don't really know what happened). You also were of great help to a lot of people, including me. I would most likely never have released a mission without your help. So thank you again.
  14. Do you remember Duke 3d, Blood or Shadow Warrior? Then you might love this. I do.
  15. This is a beautiful little mission. Short but fun. Well done. I played on the medium difficulty and in addition to the mission not ending, I also could kill a guard (on the streets) without failing the no kill objective. Maybe you are already aware of that, just saying.
  16. There's a demo now. http://Hitman.com/free
  17. The generated glimp_logging.cpp does not compile because it doesn't contain the qgl* declarations. glimp_dlopen.cpp does, can they be moved to a header file?
  18. I need access to the programming sub forum.
  19. Still compiling. I'm thinking about trying to adapt dhewms cmake files. I don't like Scons.
  20. Which (free) version of Visual Studio could I use to take a look at the windows build and compile the code? Would be nice if it ran on Wine.
  21. I'll try.
  22. Not necessary. I just had to comment the declaration out. On to the next error!
  23. Maybe we should use Glew (GL extension wrapper) to manage OpenGl?
  24. Shouldn't that result in a runtime error? Or am I misunderstanding how that works?
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