Star Trek TC

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Wiw
Posts: 768
Joined: Thu Jun 11, 2015 1:58 am
Graphics Processor: nVidia with Vulkan support
Location: Everywhere and nowhere.

Re: Star Trek TC

Post by Wiw »

Oh no, the newest build has problems! I get this message when trying to load it.

Code: Select all

:actors/zscript/weapons/weaponsbase.txt, line 85: Attempt to override non-existent virtual function CreateTossable

Execution could not continue.

1 errors, 0 warnings while compiling :actors/zscript/npcs.txt
I don't know what it means, but now the whole thing is unplayable! Come to think of it, has any progress been made at all with this TC?
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AFADoomer
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Joined: Tue Jul 15, 2003 4:18 pm

Re: Star Trek TC

Post by AFADoomer »

Are you running the current GZDoom release or newer? I don't have any errors in my working copy, and that code hasn't changed (It's part of the code that makes your player actor drop/spawn all of your weapons when you die).

Progress has been slow... Real life (and Blade of Agony work) have been taking a lot of my time, but work is still ongoing (I have pending GitHub commit with 2000+ changes - mostly in file structure and reorganization, but a bunch of content as well). A lot of my work in Blade of Agony has made its way into (or originated in) this mod, so there's that, too... I've slowly been converting everything (including a bunch of the ACS - like the on-screen hud map display) to ZScript, and have added a few new models and items.

I also am in significant need of mapping motivation (or collaboration). ...and energy, but that's a different problem.

EDIT: Bonus Screenshot:
Image
Not edited except for resizing. In game, the planets orbit around the sun, and the Enterprise orbits around the planet that you can partially see bottom right...
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Captain J
 
 
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Re: Star Trek TC

Post by Captain J »

Despite how the other project and real life treating you, you're doing a great job and i didn't forgotten this. Gotta love enterprise's model and the light!
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Wiw
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Graphics Processor: nVidia with Vulkan support
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Re: Star Trek TC

Post by Wiw »

AFADoomer wrote:Are you running the current GZDoom release or newer? I don't have any errors in my working copy, and that code hasn't changed (It's part of the code that makes your player actor drop/spawn all of your weapons when you die).
Does using a dev build count?
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Tormentor667
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Re: Star Trek TC

Post by Tormentor667 »

This looks amazing AFA, pretty sure it's even better in motion :)
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

Thanks for the feedback, everyone!

@Torm - Yes, it is! :-). I've never had any luck recording video of GZDoom sessions, or I'd upload a quick clip...
Wiw wrote:Does using a dev build count?
It should be working, then... I'll try to clean some things up and push a commit this weekend. Never mind... Pushed everything just now. Let me know if you get errors with this build.
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TheRailgunner
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Joined: Mon Jul 08, 2013 10:08 pm

Re: Star Trek TC

Post by TheRailgunner »

wolf00 wrote:i think you can use xindi reptilants/insectoids in role of emenies,in your mod
Pfffff get up on outta here with your enterprise

@Galaxy_Stranger: I've been wanting to do something with Borg stuff lately - any chance I can grab dat Borg cube?
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

Yeah, I'll see about it tomorrow after work. What form do you want it in?
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

A work in progress...
Image
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Galaxy_Stranger
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Location: Shropshire

Re: Star Trek TC

Post by Galaxy_Stranger »

Beautiful!

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