Unreal System Shock
News FAQ Crew

FAQ

Ok, ok, so this isn't really a true FAQ yet, only some of the questions have been asked but I felt that all of these needed answers, so here goes...

1. Why haven't you updated in so long?!
2. What parts of System Shock are you going to remake?
3. What is the current status of this project?
4. What will I need for it to work?
5. When are you going to release it?
6. How can I join?
7. How can I contribute ideas?

Why haven't you updated in so long!?

Well, because there hasn't been much to report. For a while, I wasn't contributing a whole lot, and most of the work that was getting done was by IceNine and Grey/Geist, as well as a couple maps by Zerker. I was dealing alot with school, and really wasn't making this project a priority at the time, so I got real quiet, and stopped working on code, and everyone started to drift apart. Durring that time, there where some brief flurries of communication, but things went basicly by the wayside. Well, all that is changing now because, for basicly the first time sence this projects conception and initial blitz, I'm making this my number one priority after my family. So there you have it. My personal lack of comitment led to a temporary halt to this project, though I'd like to say that I think IceNine at least more qualified to be a leader than I am, condisering the great job he did while I was incomunicato but that's not what he wants to do. I don't really either, but I don't have a choice, I started this!
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What parts of System Shock are you going to remake?

Ok, I bring this one up, because of some discussion of the legal standing of this project, which is not resolved any by the loss of Looking Glass Studios from the gaming community. Right now, the plan is to redo as much of the content as possible, using none of the original game content; however, one group of content is not really feasable to redo (at least not with out current resources), the audiologs/voice transmitions. It's certain we can (and must) redo the textures, maps, models (sprites origally, remember?), code, background music, and soundfx to go into this remake, we simply don't have the voice talent, nor the audio recording gear to be able to remake the logs, so, while I'm sorry to say it, we may have to do the logs text only, at least at first. If this status changes, be sure I'll let everyone know, most likely with much fanfare.
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What is the current status of this project?

Well, as I said, things have gone rather slow for quite a while now. Currently, most of the textures have been redone by the skillful and dedicated IceNine, a few of the models have been recreated by Gray, Zerkers done another level (not telling which, you'll have to wait till it's released) and is working one more (currently he's redoing a level for Ultima Underworld he got started on a while back and wanted to finish), and, well, I've done most of a remake of the Sensaround. As for more info than that, you'll have to wait for it to come down the pipe.
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What will I need for it to work?

Unreal Tournament, plain and simple. Originally, I'd intended for this to be an Unreal mod, but because of some of the features that are missing from it (mostly the lack of the mouse driven windows that'll be a vital part of the UI for this remake), I've decided to go with Unreal Tournament exclusivly. Plus, it's being updated to be much more technologicly advanced, so it'll have a longer lifespan. Plus, everyone and their brother has a copy now. Oh, and in case anyone is wondering, I plan to fully test this mod under both the Windows, Linux, and Mac versions of UT, so whichever version you've got, you'll be able to play it. When we release stuff of course.
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When are you planning to release it?

When it's damn good and ready ;) Though as far as getting to test stuff, here is basicly how it will break down. When Zerker does maps, we'll release versions you can DeathMatch in, and when I've gotten any particularly modularised piece of code done (like the weapons, or a HUD enhancement, or some pickup), then I'll release a mutator of that, first to some beta testers (don't ask yet!!), then to the general public for stress testing of the code. This is to ensure that the mod is tested every step of the way, and that each part works on it's own, as a piece unto itself. That way, when the time comes for a full mod beta, we'll know that for instance, the guns will fire, and the HUD will show up and so on.
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How can I join?

First, you've got to have a passion for anything System Shock. If you're in this for some other reason, you've missed the point. Second, you've got to really have some skills. Each of the people in this project, while not master of their craft, are skilled individuals interested in having a cohesive group of likewise skilled people to work with. As such, we want to be able to see some example of your work, whatever that might be. Finally, you've got to be able to devote some time to this project, at least enough to get some work done each week, and to keep active in the group discussions. If you've got all of that, then check out the crew page, and see if we need someone with your skills.
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How can I contribute ideas?

For the time being, write them down somewhere, and keep them handy. When the time comes, I'll start posting threads on the SS & SS2 board, asking for ideas and contributions. Or, you can always prove your skills and join the project. That'll always be the best way to get your idea into the project ;)
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Right, I think that about covers it for now. Keep watching this space for more! Oh, and I know my spelling sucks, it's an old, bad habit, and comes in part from being dyslexic.
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