D'deridex Command

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Sunbeam
Posts: 99
Joined: Tue Apr 09, 2013 4:38 am

Re: D'deridex Command

Post by Sunbeam »

It's really interesting to see Doom being changed into another game. I guess that quite some work went into making this! I tried to play this for a bit but my ship got destroyed every time and I could only kill one enemy before going down. I have no idea what's going on there^^ I also wonder why you did not include ANY kind of introduction text in this thread, it would be nice to get an idea what this is all about without trying to play the game first.
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Ethril
Posts: 2677
Joined: Sun Nov 16, 2008 2:59 am
Location: with you in the dark

Re: D'deridex Command

Post by Ethril »

what the fuck
no
you cant do this
its impossible
this is blasphemy
this is MADNESS

( :P )

Okay but seriously, this is completely amazing. Don't you dare stop being awesome.
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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: D'deridex Command

Post by LilWhiteMouse »

Changes for next version:
Reused GZShmup's character portrait feature. I'm raiding Morrowind for heads. Also found a use for the name generator.
Image
Added a visible shield effect for weapon hits. Shield automatically scales to fit the respective models.
Image
New mission.
TNG'd the First Contact Akira design to better fit. For giggles made TNG versions of the Aurora, Cheyenne/Constellation, Saber, Shelley, and Steamrunner classes.
I intend to add a shield/power item to give it a more arcade feel, and to pick up the gameplay pace.

[EDIT] I've nested the command menu:
Image
Top Menu - Ops, Helm, Tactical
Tactical - Return, Cloak, Shields
Helm - Return, Warp Drive, Impulse Drive
Ops - Return, Transporters, Objectives

Impulse drive cycles through "All Stop", "Half Impulse", and "Full Impulse". Half Impulse is the old speed. You move faster at full impulse, but you're less maneuverable.
I've nixed the power item. Just wouldn't be of much use I think.
Added windows to the warbird texture, and cleaned up the tail a little so the in warp shots look better.
New two part mission.
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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: D'deridex Command

Post by LilWhiteMouse »

http://www.prdarkfox.com/lwm/warbird.7z

New ships, encounters (total 30), tweaks.
Hold ALTFIRE and to bring up the Engineering applet. Use the movement/strafe keys to toggle a boost to the respective system. Only two systems can be boosted at a time. The fewer systems boosted, the faster the ship's repair rate will be.
Move Forward (Up) - Shields
Move Backward (Down) - Thrusters
Turn/Strafe Left (Left) - Propulsion
Turn/Strafe Right (Right) - Weapons

While cloaked, shields recover at 1/4 their normal rate.
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Arch
Posts: 491
Joined: Thu Nov 10, 2011 12:06 pm

Re: D'deridex Command

Post by Arch »

Hey, welcome back! Good to know you're still working on this, and better, caught it up with recent GZdoom versions :D
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justin_see
Posts: 183
Joined: Tue Jul 30, 2013 7:49 pm

Re: D'deridex Command

Post by justin_see »

Cool stuff.
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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: D'deridex Command

Post by LilWhiteMouse »

http://www.prdarkfox.com/lwm/warbird.7z
There's still some issues with not damaging targets, but they're mostly gone.

New ships, encounters. Rebuilt the Federation ships (Galaxy based).
Shields, cloak, transporters, and impulse drive now have defineable shortcut keys.
Auto targeting the closest enemy now also raises the ship's shields automatically.
Added the Planet Killer as a psuedo-Halloween addition. (It's also tradition, all my Star Trek space combat games have included the Planet Killer.)
The second half of multipart encounters are only unlocked after completing the first half.
Disabled the Badlands skybox until I can improve it.
Selecting a destination on the galaxy map automatically takes you there, no longer requiring you to wait for the ship to arrive.
Reduced spawn chance of Borg cubes.
Scaled Son'a ships.
Increased player speed.
Toyed with the bridge camera a bit, a few new heads converted from Morrowind.

Ship list:
Spoiler:
Encounter list:
Spoiler:
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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: D'deridex Command

Post by LilWhiteMouse »

http://www.prdarkfox.com/lwm/warbird.7z

New encounters, ships. Added Smuggler faction (no icon though).
When a sector is cleared and there is salvage on the map, a retrieval shuttle will automatically be deployed if your ship has room for salvage. It will collect the salvage and return to the controled warbird.
Fixed a few Galaxy map bugs.
Fixed the Jem'Hadar fighter.
Tweaked bridge camera.
Tweaked HUD.
Set a few of the encounters to avoid using the asteroid field skybox, to reduce clipping and poly counts.
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thonglover
Posts: 67
Joined: Thu Jun 13, 2013 5:08 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Hm

Re: D'deridex Command

Post by thonglover »

I got the wad to play but models won't show
Btw Using Gzdoom
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LilWhiteMouse
Posts: 2270
Joined: Tue Jul 15, 2003 7:00 pm
Location: Maine, US

Re: D'deridex Command

Post by LilWhiteMouse »

http://www.prdarkfox.com/lwm/warbird.7z

New encounters, improved some of the old ones.
Fixed an infinite loop in the escort script.
Fixed a bug with spawning too many fighters.
Fixed a few bugs with escorting shuttles.
A few enemies don't fire torpedos properly, don't know why yet. They're detonating at spawn.
Most of the more nimble ships now strafe instead of circling in annoyance.
Retrieval shuttle no longer warps at map edges, allowing it to pick up salvage that spawned outside the borders.
Current target name is now displayed on the HUD above the target shield/hull display.
Doubled fighter damage.
Added defense stations (Federation & Klingon only so far). Cross between starbases and defense platforms.
Improved nebula skyboxes.
Mines can now be destroyed/targeted.
Stealth ships no longer appear on long range sensors. They can still be auto targeted though.
Galaxy size is now determined by the skill menu.
Start map is now map100. Starting a new game from the menu properly starts you there.
thonglover wrote:I got the wad to play but models won't show
Btw Using Gzdoom
I seriously doubt this new version fixes that. How are you loading it? It's meant to just drag the 7z on GZDoom (which is supposed to be stated in the first post ::oops::).
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thonglover
Posts: 67
Joined: Thu Jun 13, 2013 5:08 pm
Graphics Processor: ATI/AMD (Modern GZDoom)
Location: Hm

Re: D'deridex Command

Post by thonglover »

it works now, Thanks!
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justin_see
Posts: 183
Joined: Tue Jul 30, 2013 7:49 pm

Re: D'deridex Command

Post by justin_see »

Gotta download this.

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