System Shock Source Code Release

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Kinsie
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System Shock Source Code Release

Post by Kinsie »

https://github.com/NightDiveStudios/shockmac/

GPLv3. Based on the PowerMac version. Supposedly it compiles out-of-the-box if you have a battered old MacOS9 PowerPC box and a copy of Codewarrior… but you probably don’t, so you’ve probably got a bit of stuffing around ahead of you if making it portable is on your agenda. Supposedly Night Dive will be releasing their own source port "in the near future", so it might be worth waiting for that, but at least this is a nice piece of history.
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Nash
 
 
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Re: System Shock Source Code Release

Post by Nash »

Wow, this came out of nowhere! Really looking forward to seeing modern SS ports in future.

I don't suppose there's a chance Ultima Underworld 1 and 2 would get the same treatment... ? :S
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Re: System Shock Source Code Release

Post by Kinsie »

Nash wrote:I don't suppose there's a chance Ultima Underworld 1 and 2 would get the same treatment... ? :S
Ultima is owned by EA. This doesn't make a source release impossible, but it certainly complicates matters.

Thankfully, there's also Hank Morgan's UU rewrite in Unity, which while not "the real deal" code-wise is better than nothing, at least.
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Re: System Shock Source Code Release

Post by ramon.dexter »

Well, cant wait for a modern source-port of SystemShock Engine. The geometry and architecture of SS's levels was far superior than what doom showed us. While the gunplay was slower, it allowed much nicer features. I'm just happy to see that SS will have a source-port.
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Re: System Shock Source Code Release

Post by Trance »

System Shock's map format was pretty limited actually when it came to geometry. It allowed for slopes and fake room-over-room using flat box-shaped 3D models, but the base geometry was bounded by square-shaped or right-triangle shaped walls. Ever looked at a map of one of the levels?

Image

They accomplished a lot despite that limitation, but I'll take Doom's format over SS1's any day. We could probably replicate SS1 in GZDoom right now; we likely wouldn't ever be able to replicate Doom in whatever SS1 port that comes along.

Still, the release of the SS1 source code is far and away the best thing Night Dive has done for the series. Put it in the hands of the fans at long last, so they can work their magic.
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Re: System Shock Source Code Release

Post by Arctangent »

Trance wrote:fake room-over-room using flat box-shaped 3D models
There's certainly something stunning about having 3D models but no floor-over-floor in the same engine.
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Re: System Shock Source Code Release

Post by leileilol »

If anyone needs a burst of optimism on a port... there is this
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Re: System Shock Source Code Release

Post by JPL »

Thus far the most someone has done with the code publicly is this (cross-plat-leaning) OSX port: https://github.com/Interrupt/systemshock. You can see his progress here, lots of the game works now: https://twitter.com/cuddigan/status/992559619456221184

Night Dive is apparently working on their source port based on the same GPL3 code but nobody knows anything about it yet.

Ultimately it would be really nice if this code became the basis for a modern, moddable Shock1 + Ultima Underworld 1&2 source port.
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Re: System Shock Source Code Release

Post by Trance »

The way that SS loads their resource files is super similar in a way to how Doom WADs work, I think modding support could just work out of the box if we told the game to go load more files.
Neat.
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Re: System Shock Source Code Release

Post by Kinsie »

JPL wrote:Night Dive is apparently working on their source port based on the same GPL3 code but nobody knows anything about it yet.
Supposedly it'll be replacing the "Enhanced Edition" on Steam, so I suspect it'll basically be a re-do of that, except everything is implemented natively instead of via gross reverse-engineering and with a couple of added niceties like widescreen support and a hardware renderer.
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Re: System Shock Source Code Release

Post by ramon.dexter »

Niice, the source port has entered BETA phase, that's available to anyone owning the Enhanced edition on steam just go to properties, and enter the following code, that will unlock the beta: "saltthosefries"). Playing it, it just like the original system shock, with control and graphical options. Level editor planned and in development. Niice :D
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Re: System Shock Source Code Release

Post by Trance »

Interesting that this thread should get necro-bumped, because I just recently learned of the existence of the very first SS1 fan mission. After 24 years, someone's finally gone and made some custom levels for the game.

Check this out.
SYSTEM SHOCK: ReWired

System Shock: Rewired is the very first full fan made singleplayer campaign for the original System Shock in over 24 years! 3 brand new levels with branching paths, 4 new cyberspace sections, new puzzles, new audiologs (currently text only), new on-screen text and so much more awaits in the now dark corridors of the hospital ship UNN Bismarck. Playable with all existing versions of System Shock (Enhanced Edition recommended).
This must be what 90s Doom fans felt like when they learned they could make their own stuff in the engine. It's a lot like the really early Doom work too; there's nothing in the way of new resources as far as I can tell, just a rearranging of what the game already had into new playable spaces. As time goes on, I'm certain that will change, and all kinds of cool new sights and sounds will come out of System Shock.

Jeez, I'm stunned. At the beginning of this decade I felt like one of maybe two dozen people on Earth who'd heard of this game, and now it's coming back to life in a big way.
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Re: System Shock Source Code Release

Post by leileilol »

On the port front we have a bare rough recent Shockolate release that's showing lots of promise thus far........

https://github.com/Interrupt/systemshock/releases

the state of faithful System Shock ports is at better-than-ROTT levels already
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Re: System Shock Source Code Release

Post by Trance »

New SS1 editor released: HackEd, part of the InkyBlackness Toolset by dertseha
This new editor, in its initial v1.0.0 release, essentially copies the structure of the previous "deck" package from InkyBlackness. It allows for basic fan-mission editing. Though, the new project was also done with the following goals:

-Much better UI/UX - This editor now supports Undo/Redo, as well as better UI-controls.
-Integrate findings of the source release - Although hardly anything of this noticeable in this first release, the engine can do way more than what was originally reverse-engineered.
-Support for future extensions to engines - With the begin of fan-based engine ports (e.g. Shockolate), as well as the upcoming "Source Port" from NDS, there will be extensions made that would have been tricky in the old editor.
The more shocking revelation about this is learning that there was already a SS1 editor in existence. Things are moving fast now.
Last edited by Trance on Tue Aug 07, 2018 11:54 am, edited 1 time in total.
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Re: System Shock Source Code Release

Post by ramon.dexter »

Wow, just wow
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