#SYSTEM SHOCK 2 GOG TORRENT MODS#You guy seem particularly angry about the wording that Guillaume used in the interview he gave with RPS (There are some user-made mods out there which do phenomenal work on the games stability, but none of them were quite perfect, so we took the game to our expert techninjas to analyse and swat the remaining bugs). It's worth noting that any changes that we want to make to a build have to go back through the approval process with the publisher (Night Dive) again, however, so anything that we decide to do together will take time to go into effect. We're open to suggestions from this community on how we can address your concerns about the community-created content in the build in a manner that's fair to all parties. We're not bad guys and we're sorry about the fact that we've upset you all and caused this uproar. Many of you guys here know us we have worked with some of you before on a paid basis to develop patches and fixes for games that we sell. Absent the knowledge of what those fixes were, we couldn't really request permission / get acknowledgement for the fixes from the community here. Armed only with the knowledge that it contained some "community fixes" for the game, we made a few changes on our own and then, after testing, found it was as stable as any 13 year old game is likely to be. Night Dive provided us with a build for us to use when we signed the game with them, and it worked pretty well out of the box. About the patches from this community that are in use in our build of System Shock 2: Whenever we receive a build from a publisher / developer on GOG.com, that's the build that we have to use. Apologies it took so long, but what with some of the involved people being in Poland and some being on the West Coast of the US, there's a long time lag in getting answers.ġ. the head marketingbot at GOG we've heard the comments from you guys here and, after investigating, wanted to get back to you with a reply. #SYSTEM SHOCK 2 GOG TORRENT MOD#The one thing I made that did end up as a mod was the psi-amp replacement which some very smart people fixed up into a very mod friendly format for the game: (also very old) The biggest hassle is getting the stuff into the engine which is even harder for the skinned models. Wonder what kind of specs you'd have to deal with.ĭid this one ages ago, the specs I used were above ss2 ones but below the rebirth mod ones, 256 for the texture if I remember right, the original was 128x256, the specs are around the same you'd see from quake3 era stuff, and there's PLENTY of artistic room to move around in, I'd say some talented polycounters could use the same specs as the original but pretty it up quite a bunch. It really is about time someone had a better go at those higher res character models. Even those maintenance bots who talk like C3P0 manage to be incredibly menacing at times. The audio across the board is pretty masterful exercise in being utterly terrifying.
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