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Thread: The Dark Underworld

  1. #1
    Administrator
    Registered: Oct 2000
    Location: Athens of the North

    The Dark Underworld

    An interesting project has been posted at the Dark Mod forums concerning extracting the levels of the Underworld games (and System Shock) to a form that works with the Dark Mod engine. It appears the author has done some implementation of the trap / trigger system that Underworld uses to control level events which sets it apart from mods that just concentrate on graphical rendering. It'll be interesting to see how this one develops even if it's just a useful resource for the future (he's published the source code here)

  2. #2
    Member
    Registered: May 2009
    Location: Germany
    Some nice looking first screenshots for the SS1 levels can be found on SystemShock.org.
    https://www.systemshock.org/index.ph...65059#msg65059

  3. #3
    Very cool. It sounds like the games are a little less hard-coded than I had imagined, which is nice. It would still be a monumental task to recreate one of the games entirely, so I shan't get my hopes up, but it seems as promising an attempt as we've seen. Nice to read that he's been able to leverage some of the previous fine work done by others, too.

  4. #4
    New Member
    Registered: Feb 2008
    I'd totally forgotten that I actually had a TTLG account. I'm the author of the tool in question. I don't know where the project will lead to but I'm enjoying working on it still.

    Personally I'm still calling the tool Underworld Exporter but I do like the Dark Underworld name.

  5. #5

  6. #6
    Moderator
    Registered: Sep 2000
    Location: Australia
    That's really quite amazing, mrh, and goes much further than just being an exporting tool (which is still a feat in itself anyway). Also very surprised to learn that the project is still alive, albeit using a different engine now.

    Apart from bringing UW into a modern engine do you have any other plans with it? E.g. Are you considering making any enhancements to the game such as the interface, animation system, physics etc?

  7. #7
    New Member
    Registered: Mar 2005
    This looks amazing!!! Would love to play it once itīs done.

  8. #8
    New Member
    Registered: Feb 2008
    And a demo to mark 500 commits to github.

    http://www.mediafire.com/download/qd...1_20160823.zip

  9. #9
    New Member
    Registered: Mar 2005
    Just tried the demo - great job! Itīs simply amazing to have mouselook in UW. Love the project.
    Do you think it would be possible to do a complete playthrough in the current version?
    I donīt mind smaller bugs, but is all the content already there?
    Also, I couldnīt find in the docs how to save/restore. Is this already possible?
    Thanks!

  10. #10
    New Member
    Registered: Feb 2008
    Quote Originally Posted by Gertius View Post
    Just tried the demo - great job! Itīs simply amazing to have mouselook in UW. Love the project.
    Do you think it would be possible to do a complete playthrough in the current version?
    I donīt mind smaller bugs, but is all the content already there?
    Also, I couldnīt find in the docs how to save/restore. Is this already possible?
    Thanks!
    Thanks.

    Save and Load isn't in yet and I'm a good bit away from even starting on that side of the program.

    I've beaten the game twice with a character with infinite mana.

    Most of the content is there including conversations, trigger events, level objects etc. A good cross section of magic spells have been implemented. A lot of work on AI and RPG systems still needs to be done though.

  11. #11
    New Member
    Registered: Mar 2005
    Cool, thanks for your reply.
    I understand and will patiently wait
    Itīs just that the first 15 minutes I played almost seemed like a finished product so I started wondering.
    Will follow this thread and am looking forward to whatīs to come.

  12. #12
    New Member
    Registered: Mar 2005
    Ah it seems there is more information over here: https://www.systemshock.org/index.php?topic=6045.0
    Great to see that this project is still going strong!

  13. #13
    New Member
    Registered: Feb 2008
    Still working on this. I tend to post infrequent updates on the Systemshock.org thread so you can check out there for fuller summaries of where I am with it. Suffice to say I am very very close to a beta release that requires the user to have the original game files.

    https://github.com/hankmorgan/UnderworldExporter

  14. #14
    Moderator
    Registered: Sep 2000
    Location: Australia
    Sounds awesome. Can't wait to try it out.

  15. #15
    New Member
    Registered: Feb 2008
    Cross posting from the other thread on systemshock.org:

    I've just published to Github a zip file containing all you need to be able to play UW1 in Unity
    There are instructions in the zip file on how to point the game at your game files. You will require the commercial release of UW1. See the attached readme for more info.

    https://github.com/hankmorgan/Underw...rter/releases/

    Your honest feedback is welcome. Please note however that "gameplay" is still a work in progress.

    I will attempt to upload the development environment tomorrow night for anyone who wants to pull that apart.

    PS
    This project would not be possible without the trailblazing work of Blue Sky Software (LookingGlass Studios) and the various teams that dug deep into the file formats of the Underworld and Shock games. If you post or lurk here thanks. See the code credits.txt file for some specific examples where I used code from earlier projects.

  16. #16
    Moderator
    Registered: Sep 2000
    Location: Australia
    Thanks for the update. Looking forward to trying this out over the weekend.

  17. #17
    New Member
    Registered: Feb 2008
    Release version 1.0 of Underworld Exporter (UWE)

    https://github.com/hankmorgan/Underw...eases/tag/v1.0

    Requires original game files.

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