SysDooM Shock

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Wivicer
Posts: 367
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)

SysDooM Shock

Post by Wivicer »

System Shock, but it's DooM but it's Hideous Destructor



I started working on this in summer of 2021 while waiting for the official NightDive remake. I took a LONG break and only recently got back into working on it again (though it's been a few months since I had time). I decided it was finally time to show it to you guys.

Please note this is an EXTREMELY early WIP, so you will find bugs. Feedback is welcome.

IMPORTANT
This requires Hideous Destructor 4.7.1c (here) to run. Load order should be HD first, then HD-SystemShock.

Things to note:
The HUD is 16:9 only. Still figuring the ZScript status bar stuff out.
Enemies and crates are lootable. Press the use key while looking at a corpse or container and a little thingy will pop up in the corner. Primary and secondary fire cycle through the slots and the HD hotkey for unload removes the highlighted item and places it in your inventory. Be sure to bind inventory cycling and item use!
Doors can be interacted with by looking at them if they're closed. If they're open, you can close them by looking at the sides of the door frame.
Press the use key when facing a ladder to mount it. Forward and backward climb up and down respectively, jump dismounts.
There aren't any text or audio logs yet, so just in case you haven't played the original, the code to exit the healing suite is 451.

If you haven't played Hideous Destructor, I recommend it. It's a good time :grr:

There's a lot of controls to bind, so make sure you check the options menu!
Spoiler: videos
Download:

Clicky
Last edited by Wivicer on Wed Jul 12, 2023 2:05 pm, edited 2 times in total.
ghostboy1225
Posts: 28
Joined: Fri Aug 12, 2016 12:51 am

Re: SysDooM Shock

Post by ghostboy1225 »

bit of a tip but link the zdoom forums on your git as well. other than that played quite a bit of the mod and feel pretty good. just know that if your playing the max height your character will require to duck for a lot of the 1 square tall hallways. that not an issue for me but it was funny.
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Wivicer
Posts: 367
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: SysDooM Shock

Post by Wivicer »

ghostboy1225 wrote: Thu May 04, 2023 5:26 pm bit of a tip but link the zdoom forums on your git as well.
Oops. Forgot to do that. Thanks!
just know that if your playing the max height your character will require to duck for a lot of the 1 square tall hallways. that not an issue for me but it was funny.
Heh, didn't even think about that. That is pretty funny, imagining the hacker going around Citadel just smacking his head on the ceiling everywhere :biggrin:
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ZikShadow
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Re: SysDooM Shock

Post by ZikShadow »

Played through the single map the other day, very promising stuff. I really like how faithful the map is, and how HDest's mechanics lending really well for a SShock-esque experience. Almost makes me wish it'd lean more into it, though I understand why not. Stuff like zerkpacks or doorbusters (maybe the plastiques could count?) would probably make navigating Citadel very strange, indeed.

Also liked the view sprites that are cobbled up for the mod. As much as I loved SShock1, the weapon sprites leave much to be desired, often being recolored cylinders. I suppose an alternative interpretation would be that Citadel SShock1 fan remake that recreates all the classic weapons in 3D and uses them for their view models, but that'd probably require one to either learn Unity dev to cheat all the weapons in and study them or play the whole game while keeping track of all the weapons.

Appreciate not cutting out any weapons unlike a certain remake.

Did found the new sound design choices to be a bit odd. The sound quality dissonance felt very off when you got sound effects that came straight from SShock1 right next to ones that sound significantly higher in quality. Very noticeable with the Sparq when you use the primary vs overcharge. Unless you intend to revamp the entire sound design from SShock1, which is quite a monumental task (not even going into non-sound library stuff like all the audio logs or SHODAN), I'm not sure how one would tackle that issue without resorting to audio upscalers.
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Wivicer
Posts: 367
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Graphics Processor: nVidia (Modern GZDoom)

Re: SysDooM Shock

Post by Wivicer »

ZikShadow wrote: Fri May 05, 2023 10:04 pm Played through the single map the other day, very promising stuff. I really like how faithful the map is, and how HDest's mechanics lending really well for a SShock-esque experience. Almost makes me wish it'd lean more into it, though I understand why not. Stuff like zerkpacks or doorbusters (maybe the plastiques could count?) would probably make navigating Citadel very strange, indeed.
Yeah, I've thought about trying to make the HD mechanics work, but my vision for this is more or less a straight recreation of the original game. If I do add in compatibility with HDest's mechanics, it's going to be much further down the line.
Also liked the view sprites that are cobbled up for the mod. As much as I loved SShock1, the weapon sprites leave much to be desired, often being recolored cylinders. I suppose an alternative interpretation would be that Citadel SShock1 fan remake that recreates all the classic weapons in 3D and uses them for their view models, but that'd probably require one to either learn Unity dev to cheat all the weapons in and study them or play the whole game while keeping track of all the weapons.
I drew the weapons myself. I started with the view sprites from the original game (which are literally just the ends of the gun barrels) and extended them downwards based on the pickup sprites, then layered the hands on. I don't consider myself much of an artist so it's heartening to hear they're at least passable.
Appreciate not cutting out any weapons unlike a certain remake.
lol yea
Did found the new sound design choices to be a bit odd. The sound quality dissonance felt very off when you got sound effects that came straight from SShock1 right next to ones that sound significantly higher in quality. Very noticeable with the Sparq when you use the primary vs overcharge. Unless you intend to revamp the entire sound design from SShock1, which is quite a monumental task (not even going into non-sound library stuff like all the audio logs or SHODAN), I'm not sure how one would tackle that issue without resorting to audio upscalers.
To be fair, the original sfx are a mixed bag in terms of quality too lol

I'm still waffling on redoing the sound effects for everything. I kind of like the idea of trying to recreate them from scratch, but you're right, it would be a huge undertaking - especially to try to recreate the organic enemy sounds. Robot sfx can be replicated with software synths, but the speech, screeches and other organic noises would be much more difficult.
Fun fact: Some of the new sounds are actually the original sound effects with other sfx layered in to give them a bit more depth and fidelity.

As far as audio logs and messages go, I haven't really thought about them that much. I wonder if I could get away with using the original sound files anyway and explain it away with some sort of in-universe excuse, like they're being played through a small speaker or something. Though it's more likely the neural interface is playing the sounds directly in the hacker's head... Hmm. Something to think about, anyway.

Thanks for playing! I appreciate the feedback.
nooflorist
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Joined: Sat Aug 27, 2022 8:58 pm

Re: SysDooM Shock

Post by nooflorist »

This is simply amazing! Great job!

I booted this up in GZDoomVR and actually BEING on citadel station is a dream come true! :D

In VR movement is a bit problematic though. The System Shock style sluggish movement does not fit VR very much, and turning is very janky and jittery. I don't really know why, but i guess it is because of some movement modification like head bobbing or weaving. Could you maybe make movement modifications optional via a menu-option?

Anyways i can't wait to see where this project is going! :thumb:
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Wivicer
Posts: 367
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Graphics Processor: nVidia (Modern GZDoom)

Re: SysDooM Shock

Post by Wivicer »

Hey, thanks! I'm stoked you're excited!

The player movement code comes from Hideous Destructor, and it's very different from vanilla. I'm going to leave it as is for now since my intention is to basically create a modernized version of the original SShock experience (though not to the extent of NightDive's remake). I'll put VR compatibility on my to-do list as a possible feature in the future though!
ghostboy1225
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Re: SysDooM Shock

Post by ghostboy1225 »

nooflorist wrote: Sat May 13, 2023 10:55 am This is simply amazing! Great job!

I booted this up in GZDoomVR and actually BEING on citadel station is a dream come true! :D

In VR movement is a bit problematic though. The System Shock style sluggish movement does not fit VR very much, and turning is very janky and jittery. I don't really know why, but i guess it is because of some movement modification like head bobbing or weaving. Could you maybe make movement modifications optional via a menu-option?

Anyways i can't wait to see where this project is going! :thumb:
that would be the hideous destructor aiming mechanics coming into play. it simulates a lot of things such as weapon bobbing, height over bore, and the disconnect between the head turns and the position of your weapon. other mechanics such as stun will mess with your aiming. in HD you might notice this for a few seconds when throwing armor on and swapping weapons, but it can also show up from getting shot in close range with full armor.
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Wivicer
Posts: 367
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)

Re: SysDooM Shock

Post by Wivicer »

Added an early WIP dynamic music system. Latest version is available on the github.

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