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Thread: Leaked Content from Unreleased Dark Engine Game

  1. #76
    Member
    Registered: Aug 2001
    Location: Virginia, USA
    Y'know, this really has more right to be in the ShockEd forum.

    Just looking at the gamesys right now. (I love Python.)

    Code:
    WeaponType AKA47
    A Kalishnikov by any other name?

    Oh my god! They killed ScriptParams! You bastards!
    Well, don't expect to see custom scripts for DC anytime soon.

    ps. doesn't "deep cover" sound like the name of a porn game?

  2. #77
    Member
    Registered: Mar 2001
    Location: Ireland
    Quote Originally Posted by Telliamed View Post
    Y'know, this really has more right to be in the ShockEd forum.
    *Ahem*

  3. #78
    ZylonBane
    Registered: Sep 2000
    Location: ZylonBane
    Quote Originally Posted by Telliamed View Post
    Code:
    WeaponType AKA47
    A Kalishnikov by any other name?
    Well, from looking at the models we already knew that was going to be in there. Looks like the weapons were going to include the AK-47, Colt-45, Sten Mk IIS, rifle (type unknown), crossbow, knife, and pen.

  4. #79
    Member
    Registered: Aug 2001
    Location: Virginia, USA
    Quote Originally Posted by MH.TheFreak View Post
    Maybe Telliamed's "ObjTree" can open these gamesys files...
    Yes. Load up the SS2 schema for it to get most of the properties. There's not that much new as far as data formats. Properties that are in both T2 and SS2 have been updated to the T2 version. New ones are AI_Dog_Combat, AIFrob, DPCAIRanged, QuickDecal, and "Decal Sentinel" (which continues the Dark Engine tradition of misspelling.) There's also a "Decal Sentinel" link flavor.

    Stuff from T2 mostly has to do with rendering. Fog, weather, invisibility, runtime object shadow, and face animation. Suspicious is also there, but without the minimum light field. GunReliability gets an extra field. AI can path water, but can't fire through objects. There's no big AI.

    For gameplay, it's pretty much the SS2 system. QuestBits, ecology, CharGen, logs. But the LandingPoint link isn't there. Elevator related properties are also only half-there. So I think it was just going to be a linear story, (Maybe they intended to add MissLoop later.)
    Curiously, there's both TrapFlags and TripFlags properties.

    Biggest change is a version bump for receptrons. And this is why I think you can't load some of the files in Dromed. The size for receptron data was increased from 32 to 64 bytes. If you use ObjTree, stay away from the receptrons. I'll have to rebuild the program to accomodate it.

    In the meantime, however, I made this python script to convert a file (MIS or GAM) back to the old receptron format. It just chops off the extended data bytes. If there's non-NULL data there, it will print the name of the receptron action with "!", otherwise it just shows the name.

    Edit: see my next post

    No idea if this will do any good, as a thunderstorm just rolled through and cut of main power.
    Last edited by Telliamed; 25th Aug 2007 at 14:41.

  5. #80
    Member
    Registered: May 2001
    Location: Stir Crazy
    Great, now if this game could be realized by our fan mappers/coders it would be just great, too bad it will have to use either SS2 or T2 engine.

  6. #81
    Member
    Registered: Aug 2001
    Location: Virginia, USA
    Okay, I fixed it so all missions can open in D2. Shocked's physics and rendering abilities are too weak, I'm afraid. hrmm.. I wonder if it would be appropriate to set the game cfg to "shock"? (Still wouldn't be able to see half the properties regardless.)

    The issue with receptrons I mentioned above only affects the most recent gamesys, SHIPPING\DEEP.GAM. All the others were still using v2 receptrons. (Except the Mar16 gamesys which was kinda broken. Just throw that one away.) I still couldn't open some missions and tracked it down to the use of CreatureType 5. Solution is to just toss out the entire CRET_SYSTEM database (and you also have to remove the CreatureType property from concrete objects or Dromed gets really confused.)

    http://whoopdedo.org/dcstuff.zip

    Two python scripts, one for the gamesys another for MIS files. Run as:
    Code:
    python dcfixgam.py SHIPPING/DEEP.GAM DEEPFIXED.GAM
    python dcfixmis.py SHIPPING/Sleuth.mis SleuthFixed.mis
    Also includes a structinfo schema for ObjTree.

  7. #82
    Moderator
    Registered: Jan 2003
    Location: NeoTokyo
    Quote Originally Posted by Martin Karne View Post
    too bad it will have to use either SS2 or T2 engine.
    On that note, if a team of fans were to try to make a game out of these .mis files ... what sort of game could it be? (just for discussion's sake at this point).

    I'm sympathetic with the trend being towards SS2's gameplay; it fits ... except for the light-meter. Because of an engine choice, does that mean we'd have to choose between guns (SS2) and a light-meter (Thief)? It seems like those two things would be the core of the game mechanic around which other things could come or go. Anyway, I'd really hate to lose the light-meter.

    Is there any way to get it into the SS2 engine, or would it be better to rig guns into the Thief engine and lose the other SS2 elements? Or maybe there are other options...

  8. #83
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    With the right arms and custom motions, guns are entirely possible in T2. In an upcoming mission, I have a "gun" of sorts as well as three thrown weapons, but all are used from inventory since I don't have the arms and motions to go with them.

  9. #84
    Member
    Registered: Aug 2009
    Location: WearyTaffer
    I seem to have lost my deep cover stuff, anywhere I can download the file again-those links at the start of the thread don't work.

  10. #85
    Member
    Registered: Sep 2009
    Location: The Olde Quarter
    WOW! Thanks for bringing this up NightRanger or I would never have found out about this!
    I too would like a copy of these files.

  11. #86
    Member
    Registered: Aug 2003
    Location: Abyssal plains
    Thirded

  12. #87
    Member
    Registered: Apr 2001
    Location: Lost in the BSP...
    Me as well.

  13. #88
    Desperately Dodgy Moderator
    Registered: Nov 2001
    Location: Fields of bluegrass
    Digi should be along shortly with a link - I asked him for the same privately a few weeks ago and he gave me a working link then.

  14. #89

  15. #90
    Member
    Registered: Aug 2003
    Location: Abyssal plains
    Excellent! I'll be stealing that later tonight ...

  16. #91
    Member
    Registered: Aug 2009
    Location: WearyTaffer
    Haha! I started a stampede!

  17. #92
    Member
    Registered: Sep 2009
    Location: The Olde Quarter
    Thank-you Brethren for the link.
    This 'Deep Cover' sounds very interesting...

  18. #93

  19. #94
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    If you Guys want i can pack each single object from "Deep cover" project to a zip file with a screenshot of the object , the object file and the object textures.

    I can´t believe i have missed these unreleased goodies that i could have used in previous missions.

  20. #95
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by Cardia View Post
    If you Guys want i can pack each single object from "Deep cover" project to a zip file with a screenshot of the object , the object file and the object textures.
    Don't want to force you but honestly that would be awesome. Don't forget to use RSouls ObjZipper^^

  21. #96
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by Daraan View Post
    Don't want to force you but honestly that would be awesome. Don't forget to use RSouls ObjZipper^^
    Alright i will do it, and i can also do it with system schock 2 objects, do you know or anyone knows if i have permission to upload these objects to Thief object repository? What´s the advantages of using Rsoul objzipper?

  22. #97
    Member
    Registered: Jan 2012
    Location: Gèrmany
    Quote Originally Posted by Cardia View Post
    What´s the advantages of using Rsoul objzipper?
    You can add various bin files to it it then looks for the associated textures and packs "by default ... each object into its own zip file, named after the .bin file"

  23. #98
    Member
    Registered: Aug 2006
    Location: France (Saint-Gobain)
    Quote Originally Posted by Daraan View Post
    You can add various bin files to it it then looks for the associated textures and packs "by default ... each object into its own zip file, named after the .bin file"
    Thank you Daraan

  24. #99

    Hey do you can remake the game on unity?

    im still want to get some of the remakes of deep cover on unity should get like this 1. get all models including scripts 2.download unity 3. make the game 4. upload it to file dropper 5. im gonna injoy psnly creators make the game
    Last edited by kostyabud2009; 28th Jun 2018 at 04:28.

  25. #100
    Member
    Registered: Oct 2004
    Location: Ireland/Poland
    I'm in - give me one week time, cause I'm away for the next three days, OK?

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