System Shock 2 now available on Steam!

Somehow I've never played this..

I'm always a bit unsure about picking up a dated game, I sometimes find its great if its something you played the first time around but if not you can be rather put off. However I think I'm going to have to buy this, I've heard so many good things about it and being a huge fan of the bioshock games it seems wrong not to.

Thanks for the mod links.
 
So why do ppl like the game as i dont really get why its popular. To me it just seems a game where your on your own and it sounds pretty boring and a lot of digging around for clues and stuff like reading logs (boring) and stuff. Kinda sounding like defcon 5 on the psx.

Unless im missing something of course.

Edit - Hmm watching a review seems really not my type of game. Also gfx seem really dated and i thought you were alone i.e no enemies just lots of reading but its got action which looks a bit poor to me tho giving the time of creation probably didnt look bad back then.

Audio sounds pretty good but thats all i can really see about the game from my pov.
 
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So why do ppl like the game as i dont really get why its popular. To me it just seems a game where your on your own and it sounds pretty boring and a lot of digging around for clues and stuff like reading logs (boring) and stuff. Kinda sounding like defcon 5 on the psx.

Unless im missing something of course.

Edit - Hmm watching a review seems really not my type of game. Also gfx seem really dated and i thought you were alone i.e no enemies just lots of reading but its got action which looks a bit poor to me tho giving the time of creation probably didnt look bad back then.

Audio sounds pretty good but thats all i can really see about the game from my pov.

In a word; atmosphere.
 
It's a retro thing, if you weren't on the scene when these old games came out then they hold no nostalgic value. For me it's about replaying game moments that I still remember. I don't play these games now thinking wow what an amazing game, I reminice and think wow what an amazing game it was back then.
 
Never played it before, just bought it.
How well does it hold up to today?

The learning curve is very steep and you'll find the start of the game a bit frustrating...Stick with it though and it's literally one of the best FPS/RPG/Horror games ever made - even compared to modern games :)
 
nice, about time. It's v2.42 as well, so all of the newdark stuff is included, which means proper widescreen support, support for windows vista and newer, no resolution changing between menus and tonnes of other fixes as well.

NewDark Changes
System Shock 2 v2.42 update
===========================

2.42 Notes
----------
This is a hotfix for v2.41 to fix broken multi-monitor support (which was made worse by the multi-
GPU and display fix in v2.41) and a pair of minor glitches. Otherwise this is identical to v2.41.


2.41 Notes
----------
This is a maintenance patch for v2.4. It fixes a handful of mostly smaller, but also some more
serious, issues. See list below. Consider v2.4 obsolete and do not use it any more.

Various documentation has been updated and extended; it's recommended that you browse through them
again even if you're already familiar with them from a previous update.

Note to anyone who adjusted vertical mouse sensitivity ("mouse_sensitivity_y_scale" in user.bnd):
As of v2.41 the vertical and horizontal sensitivity is the same so you have to change
"mouse_sensitivity_y_scale" back to the default value of 1. The old behavior can be enabled with
"mouse_sensitivity_use_aspect 1".

Note to anyone with multiple GPUs or display devices:
Due to a bug fix the game may now end up using the "wrong" device (again), or rather the correct
device because it previously used the wrong one. Go to the Video options menu and change the device
under "Choose Hardware Driver". Alternatively edit "cam.cfg" and remove the line "d3d_driver_index"
to restore default device usage.


Overview
--------
This is an unofficial patch for System Shock 2 (SS2) which updates the game from v2.3 to v2.4,
providing improved support for modern hardware and correcting many known bugs. SS2 can be purchased
digitally from GOG (www.gog.com) or can usually be found on Amazon (or similar).

This patch is made available "as is" and without warranty of any kind. It was not developed by
Electronic Arts (EA), Irrational Games, Looking Glass Studios, or Amazon, and is neither supported
nor endorsed by them or anyone else. The aforementioned parties cannot be held responsible for
any problems or damages incurred by this software. If you do not agree with these terms then do
not apply the update.

SS2 and its resources/executables are the property of Star Insurance Company.

Permission is granted to any party that has obtained the legal rights to sell previous versions
of the game to include this update, as long as they also have been granted permission by the same
entity/entities from whom they obtained the original selling rights.


Installation
------------
Requires Windows 2000 or later.

You must have a valid install of either SS2 v2.3 or v2.4. If you have an install that is older than
v2.3 then you have to update to v2.3 first.

Extract the contents of the "new_dark.zip" and "contrib.zip" archives into your SS2 directory, and
you are done. If you are updating an install that has already been patched to v2.4 or newer, then
you are well advised to make backup copies of the configuration files "cam_ext.cfg", "cam_mod.ini"
and "lg.ini" before installing the new update.

v2.41 should be able to load savegames made with v2.3, but this is best avoided. Savegames made
with v2.4 are however NOT compatible with v2.3. v2.4 savegames work fine with v2.41.

If OpenAL is available on your system, it can be enabled in the Audio options menu through the option
"Hardware Acceleration", which will toggle between "ON", "OFF" and "OpenAL". If you don't have OpenAL
but you want to use it, you will have to install the OpenAL libraries first (link provided below).

IMPORTANT: The "Visual Studio 2008 SP1 C++" and "DirectX End-User Runtimes (June 2010)" runtime
DLLs are required to run (the DirectX ones are only required when running with DX9,
which is default). While most systems probably already have them installed, by default
or through other applications and games, they can be missing on some. Below are the
official download links.

Visual Studio 2008 SP1 C++ runtimes:
http://www.microsoft.com/downloads/...75-3B97-4AB7-A40D-3802B2AF5FC2&displaylang=en

DirectX End-User Runtimes (June 2010):
http://www.microsoft.com/download/en/details.aspx?id=8109

OpenAL Installer:
http://connect.creativelabs.com/openal/Downloads/oalinst.zip


Disclaimer
----------
THIS SOFTWARE IS PROVIDED "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING
IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.


Changes and fixes for v1.42
---------------------------

General:
- fixed handling for multiple displays and GPUs
- fixed a small non-critical glitch in FMSel

DromEd:
- fixed issue that caused wireframe drawing in 2D viewports to go nuts on some video cards/drivers, when running DromEd with hardware rendering

Sources:
- added missing file to FMSel source package (fltk patch)
- updated sources to build referencing the latest CRT DLLs (VS08 SP1 9.0.30729.1) so the private assembly fallback works


Changes and fixes for v2.41
---------------------------

General:
- fixed sky (non-)rendering bug when texture palette contained more than 246 textures
- fixed crash when using movie_disable/fm_movie_disable/movie_crop_exclude/fm_movie_crop_exclude config vars
- fixed bug with game dir write access test (gave false positives if game directory was assigned a custom icon in Windows)
- fixed issue with garbled HUD text on some older video cards
- fixed rare crash when using HUD buttons to change ammo type or reload
- fixed issue with crouching on crates
- fixed alpha calculation bug on scaled bitmap particles
- fixed bug with pendulum tweq stopping for angles larger than 32 degrees
- fixed issue with duplicate receptrons when added by a DML file
- fixed bug with force_ani_settings material flag not having any effect
- fixed crash when Corona property has no texture name specified
- fixed crash bug with "ForceCameraOverlayNormal" config var
- fixed song sound load failure if other format than in specified song file (i.e. if file is ogg but song file has wav)
- fixed crash when song sound file was not found
- fixed bug with display device selection on multi-device systems (probably picked the opposite device than the default/selected)
- fixed crash related to 4096 sized textures
- fixed walk forward bind in options menu, in patch_ext.crf, so walk speed is normal (requires re-bind to take effect)
- changed so horizontal and vertical mouse sensitivity is equal when "mouse_sensitivity_y_scale" is 1
- added "mouse_sensitivity_use_aspect" bind var to enable old behavior where horizontal/vertical mouse sensitivity differ based on resolution aspect ratio
- added support for RLE compressed BMP images (RLE4/RLE8)
- added localization support to FMSel (so FMSel UI can be translated)
- added FM language support to game and updated FMSel to make use of it
- added support for the original indeo5 codec (ir50_32.dll), may improve movie playback on slower CPUs
- added option to use enhanced ray trace for AI body/suspicious obj detection ("enhanced_aidetect_trace")

DromEd:
- fixed rare mono console related bug that caused editor to hang (was remedied by enabling monolog, no longer necessary)
- fixed/changed angle parameters in Gun->"AI Gun Description", Gun->"Player Gun Description" and Gun->"Kickback" properties (IMPORTANT: any exsiting DML files with these params will need to be updated to specify values in degrees)
- fixed a less common crash when compiling rooms, caused by newly created room brushes that were excluded from compile usually by a me-only area brush (crash was preceded by a "Attempt to get room 0 of 0" assert)
- fixed crash bug when selecting sky surface if texture palette contains more than 246 textures and editor is using software rendering
- fixed a couple of crash bugs related to editing the Creature Type property
- fixed bug where loading a stripped mission could result in wrong texture assignments on terrain surfaces
- fixed bug in reconstruct_rooms that it assigned default room instead of reconstructing the original room types
- fixed crash that could occur during extensive UV editing when running editor with HW rendering
- fixed so creating a new stimulus archetype doesn't require editor restart for propagators to work
- fixed sunlight object shadow bug
- fixed crash that under certain circumstances could occur during UV align editing
- fixed crash when loading file at editor startup through "file" config var
- fixed crash with Scaled bitmap particles when invalid bitmap and added mono warnings
- fixed issue with precision select and tiny point sized brushes
- fixed issue with uvmap_cylinder when using non-symmetric textures and rot 90 (and allowed it to be used on pyramid brushes)
- fixed prim_special command to only allow setting valid types, to prevent more or less obvious bad things from happening (even if it appeared to work in previous versions, it could cause memory overwrites which are very bad)
- added prim_cylinder/pyramid/cpyramid commands for quick type set and sides
- added proper support for negative Extra Light property again (worked in T1 but was removed after)
- added "Use Model 5" flag for random model tweqs, so randomization includes Model 5 (2.4 falsely always included it, which could break existing content)
- added support for "Bitmap disk" particles to use the default disk texture if no bitmap name is specified
- added support for mission (and location) defined env maps
- added viewport bg image support
- added lg.ini option to enable word wrapping for Editor Comments property
- added "default_tx_scale" config var for user defined default brush texture scale
- added option to show texture index in texture palette
- added hilight brushes using texture command to texture palette context menu
- added support for user configurable precision of sdesc formatted floats ("sdesc_decimals")
- added extended option for sunlight to allow all shadowed/unshadowed quad/non-quad combinations
- added config option "show_world_limits" to draw world limits in 2D viewports (line color can be changed with "edit_color_grid_lim")
- increased max length for "bitmap\" images (with ani frames) from 6 to 28
- changed room building so room brushes with invalid room types still get used, with the default room type, instead of being ignored

(No changes to multiplayer.)


A small sample of changes and fixes for v2.4
--------------------------------------------

Renderer:
- Added windowed mode
- Added single display mode option - no resolution change between menus and game
- Added ingame support for all common resolutions, including widescreen
- Added support for 32-bit color
- Textures can now be automatically promoted to 32-bit, improving quality and effectively eliminating the palette limit
- Added UI framerate cap option to avoid GPU fan spinning up in UI
- Added DDS/PNG image support
- Added full 24/32-bit TGA/BMP image support
- Increased the maximum number of frames allowed in animated textures from 20 to 99, and increased the allowable filename length for animated textures (before the underscore) to support more than 7
- Animated texture rate can now be specified via a material file for that texture
- Fixed a bug where Transparency property didn't (correctly) apply on objects that contain transparent polys

General:
- Replaced video player lib with an FFMpeg based one to play cutscenes. LGVid.ax or other codecs are no longer required
- Option to use OpenAL (if available) instead of DirectSound. Includes support for audio effects in Windows 7 without an EAX-enabled driver (e.g. ALchemy)
- Added "head_bob" config var to control amount of head bob
- Added mousewheel support to options menu
- Fixed player ground contact tracking when walking off an object (caused footstep sounds to get "stuck" on previous material)
- Fixed sound cap per schema type bug and upped max sound channels to 48
- Changed screenshot output format to BMP and also added support for PNG screenshots
- Changed mouselook sensitivity to be resolution independent
- Added check to avoid trying to open files with reserved system name like com ports
- AIs now breathe from their head instead of their stomachs. They will no longer drown when up to their waist in water.
- Lowered player crouch height by a tiny fraction so he's less likely to get stuck on 4 unit tall spaces
- Added better support for binding actions to the mouse wheel (can bind wheel up and wheel down as separate actions, with modifier key support)
- Fixed star rendering
- Added "log_player_pos" command that dumps current player pos to log file (when enabled)
- Added the ability to detach from ladders by crouching
- Improved mantling a bit and added optional new mantling algorithm with lower failure rate
- Fixed a bug which limited number of sound channels to 16 even if more were selected
- Fixed a bug that sometimes caused doors to float away into infinity
- Fixed (or at least greatly improved) a bug with edge triggered OBBs sometimes failing to detect collision (in particular for slow moving objects)
- Fixed framerate dependent speed issue for camvators/moving terrain (with collision type: none)
- Added "fixed_star_size" option for resolution independent star size
- Fixed some bugs when attaching to a ladder from water.
- AIs who are facing very close to a wall will no longer turn to face south when the game begins
- Fixed a crash when the "current" folder is missing (it will now be created)
- Added an option to only use a single binding file, eliminating the "broken use/shoot mode" bug once and for all
- Added option to have the quicksave save to a proper slot (now defaults to last regular save slot), complete with proper name (as opposed to "crouchhold")
- Removed four junk lines at the bottom of the map window
- Fixed gun jitter

DromEd:
- Added support for full game mode backup/restore
- Lightmaps are now properly displayed in the editor 3D view
- Added support for HW rendering in editor viewports
- Increased the maximum number of visible on-screen terrain polies from 1024 to 20480
- Increased the maximum number of visible on-screen objects from 128 to 1280
- Added some safety checks to object scaling operations to prevent objects with 1.#INF scale
- Fixed a crash when computing pathfinding with an improperly linked moving terrain object in the mission. An ignorable assert is thrown and the object is skipped gracefully instead of crashing.
- Prevented a crash if you apply a model of one creature type to an object assigned a different creature type
- Fixed "Attempt to mark from invalid room id 0" assertion to actually show the room id that is invalid, instead of always showing 0.
- Integrated csgmerge tool into editor exe
- Added support for 32-bit lightmaps
- Fixed the bug where cloning a multibrush with particles would duplicate every object in the mission
- Fixed a bug where the game would crash when deleting a large multibrush
- Added fallback check to find Motiondb.bin in resource paths
- Fixed resource lock errors when loading TGA images (for object textures and distance art)
- Fixed solo view editor issues when going back to edit mode from game mode
- Added ability to change the brush colors in DromEd via values in DromEd.cfg.
- Added light-based transparency property
- Vast improvements to editor dialogs, including crash fixes and improved functionality
- Increased brush limit from 7068 to 16384
- Increased rooms limit from 1024 to 4096
- Increased ambient sound limit from 256 to 1024
- Increased cell limit from 28672 to 32760
- Increased the maximum number of sides in a cylinder from 10 to 26.
- Increased automap location limit from 64 to 256 locations per page
- The texture rotation control can now interpret negative values
- Fixed a crash while generating reports
- Added a warning dialog when attempting to save one filetype (mis/gam/cow) as another
- Added new Windows-style texture palette (which also supports more than 256 textures)
- Added support for all editor window sizes
- Added Pendulum (/sinusoidal) curve type to tweqs
- Added DetailAttachement link type
- Added Distance Alpha property
- Added Bitmap Color property for custom modulation color on bitmap objects
- Added "Face camera (axial)" setting to Bitmap Worldspace
- Added color param, additive blending and spotlight cone falloff support to coronas
- Added "Editor Comments" property
- Added "show_vhots" command for debug visuals of vhot placement and numbering on objects
- Manually deleting links in the link view dialog no longer deletes attached object for ParticleAttachement/DetailAttachement links
- Added the ability to place graphical decals on book pages
- Corpses with Contains links no longer count as pickpockets
- The Auto-Multibrush property no longer crashes DromEd if the .vbr file was not found.
- The stimulus on existing receptrons can now be changed
- The intensity for sources is no longer reset when changing the propagator
- The receptrons list now correctly shows the max intensity value for existing receptrons
- Meshes can now be scaled with the Scale property
- Scaled objects now cast properly scaled shadows
- Objects can now obscure coronas
- Bitmap Worldspace objects can now be locally lit
- Precipitation will now collide with OBB objects as well as terrain
- The brush_to_room command can now be given a negative number, to be interpreted as an absolute size instead of a percentage (e.g. brush_to_room -0.1 would create a room brush 0.1 units larger than the selected brush.)
- It is no longer necessary to explicitly add the Hidden property to a secret object for the secret to be properly counted
- Added numeric keypad input support
- DromEd will no longer stop working after 03:14:07 on Tuesday, 19 January 2038
- Added "scroll here" option to the right-click menu for solo views, similar to the "teleport camera" option for non-solo views
- Fixed some issues with calculating which room cells are in (which might have caused problems with precipitation and fogging or elevable objects)
- Increased the time range of Tweqs to 0-65535
- The same property can no longer be added to an object multiple times
- Fixed a crash when adding the Texture Anim Data property to a concrete object

- See the included modders_notes.txt for more details on editor changes
 
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nice, about time. It's v2.42 as well, so all of the newdark stuff is included, which means proper widescreen support, support for windows vista and newer, no resolution changing between menus and tonnes of other fixes as well.

New Dark is included with the steam version?
If so, do you need to unpack stuff to install it, or is it integrated and managed through steams update system?
 
It's a retro thing, if you weren't on the scene when these old games came out then they hold no nostalgic value. For me it's about replaying game moments that I still remember. I don't play these games now thinking wow what an amazing game, I reminice and think wow what an amazing game it was back then.

Which is a shame, because there are some older games that can still hold their own when judged on merit (e.g. Freespace 2).

Looking at my savegame dir I played SS2 back in September 2004 and I wasn't particularly impressed, the interface is quite clunky and the graphics not up to much. It also seemed to suffer a bit from lack of hand-holding (a typical 90s trait), i.e. I seem to recall wandering around quite a bit getting lost and not much in the way of objective indicators, but my memory is a bit hazy. Some people will view that as a good thing, I'm sure, but I can get quite frustrated if I spend 20mins not getting anywhere.

I might go back to it one day as it sounds as though the enhancements have moved on a bit since then, but certainly not high on the list.
 
Would be nice to hear how newcomers to the game find it - I grew up through the 16-bit era, so nice GFX are not a dealbreaker. However, given that I have a backlog of games to get through I would need some strong justifications to go for this one.
 
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