Star Trek TC

For Total Conversions and projects that don't otherwise fall under the other categories.
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Evilfish6666
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Re: Star Trek TC

Post by Evilfish6666 »

Kirk, Spock and Bones approve!
They are so hyped for this mod they're preparing to beam aboard from my Avatar pic as we speak.

Damn degenerate pixelated ingrates!!!
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TDG
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Re: Star Trek TC

Post by TDG »

Hope this mod is still in development.

One of my biggest ambitions for the foreseeable future is to make a Star Trek Total Conversion of my own for Doom or another FPS, complete with a story driven campaign. (biggest wish would be an Elite Force 3(.
Setting wise I like both the 23th Century and 24th Century. 23th Century I would probably either go for the 5 year mission period, or perhaps the movie period between 4th and 6th movie (most of us try to forget TFF). 24th Century wise I would put it past Nemesis.

I actually was thinking of using the graphics style from the Star Trek 25th Century and Judgment Rites as a basis for the NPCs and models but perhaps I am a bit to nostalgic for these games.
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

It is! Just more slowly than I'd like...

I'm in the process of changing the DECORATE code all over to ZSCRIPT right now.

If you have five-year-mission-appropriate plot ideas that you'd like to share, feel free. My biggest hurdle right now seems to be in setting aside time to come up with plot lines...
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VGA
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Re: Star Trek TC

Post by VGA »

How many maps will there be? And will the plot be split into episodes?
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

That's the "pie-in-the-sky" plan... But it's just me working on this. So the game mechanics are all built out, the main ship map (which I plan to use as the central 'hub' of the stories) is in a very usable state... But I haven't had the time or ideas for building out storylines and episode maps.

As I've said before - ideas, maps, or any other contributions are welcome!
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VGA
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Re: Star Trek TC

Post by VGA »

I think one has to check out the atmosphere and the locations on the maps in order to come up with a story that would fit.
StarController
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Re: Star Trek TC

Post by StarController »

AFADoomer wrote: If you have five-year-mission-appropriate plot ideas that you'd like to share, feel free. My biggest hurdle right now seems to be in setting aside time to come up with plot lines...
I don't know what enemy sprites you have available to you, but it's fairly simple to have 'we've been attacked by X and they're beaming aboard' missions, which can take place on the enterprise map(s) you're building.

It would be fairly simple to have a story using the original doom sprites:
"
'Captain we're passing mars, heading home after a long mission, and there's a giant glowing pentagram on the old UAC museum. As you know, it was a facility used by some of the more war-like factions of your old earth. We detect all kinds of nasty life forms down there,'
'Suit up, grab your phasers, and lets beam down, we need to find out whats happening there, and see if any of the museum personnel are alive.'
"
What building blocks are available to us? I can come up with stories at least as good as the original doom plots without too much trouble. :D
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

You can see most of the building blocks as they stand now by loading the .pk7 from the github repository (here). Start a new game, or, in the console typing in 'map demo' will take you to a demo map that has both the transporter panel and the turbolift that will take you to pretty much everywhere that's mapped, as well as showing off some space effects out the windows. The ship map has a few turbolifts that aren't built out yet, and a couple of ladders that need to be connected with portals, but other than that is pretty complete.

I'd prefer to avoid using Doom resources/enemies... Maybe as an easter egg, but everything in the TC is modeled, so the low-res sprites are jarring.
Gez
 
 
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Re: Star Trek TC

Post by Gez »

There's another Star Trek TC, one which is more in line with Doom aesthetics. Might be a better place for crossover ideas. This Trek TC needs modeled enemies.
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

I haven't been able to dedicate as much time to this as I'd like, but there has been some good progress in the last month or so...

The biggest move forward is that a good chunk of the custom actors (enemies, weapons, decorations) have been converted to ZScript, which brings with it some cool new features. I've been able to get rid of a lot of duplicate code, and add some neat effects, like enemies dropping weapons with the enemy's current amount of ammo in them (with no ACS!). I've also completely redone the transporter particle effect so that the "swirling glitter" effect is more closely replicated.

Another thing that I don't think I've mentioned is that I have a real-time orbiting system in place - So I can place a sun and planets, set the planets speed argument, and the solar system will orbit without any other code changes. The same mechanics are applied to ships... I can place a ship, and it will go in a straight line until it hits a set radius from a planet, then will automatically turn and go into orbit (see the 'Demo' map int he Git repository - look out the windows, or noclip outside).

On the mapping front, I have begun working on the initial mission and intro cutscenes... Currently running into some problems with actors reliably stopping on nav goals, so I may be reworking those as well. I've also ported in, tweaked, and re-skinned a few new ship models and did some cleanup to silence the new namespace parsing errors that GZDoom and GZDoomBuilder began throwing a while back. Finally, I linked the ladder tubes from the engineering deck down to the recreation deck - still some doors and turbolifts that need to be placed, but you can navigate from the recreation deck all the way up to deck 7 via ladders/gangways now, stopping on almost every deck. You can even see the rest of the Enterprise out the windows in the dorsal/neck lounges!

The menu and menu graphics are also redone, though there are still some placeholders in a few locations.

A couple of teaser screenshots from the mission that's currently playable (final title pending):
Image Image

And the new menu screen and titlemap (the inset on the monitor is a camera view that shows moving ships and a space station):
Image
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

Space battles anyone? I'm not sure what role these will play in the TC - these were mostly a ZScript coding exercise, but they're fun to set up and watch!

Image Image Image
(click for larger)

These are completely autonomous, using a custom Look/Chase algorithm written in ZScript. Probably not the most efficient solution, but it works, and is random enough that I've yet to see two identical fights with the same set of ships. Each ship has unique weaponry and performance, with some unique capabilities in the mix as well.
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Captain J
 
 
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Re: Star Trek TC

Post by Captain J »

So small yet grand, looks really good in Gzdoom! :D
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Tormentor667
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Re: Star Trek TC

Post by Tormentor667 »

Please a video AFA :)
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TDG
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Re: Star Trek TC

Post by TDG »

Oh those space battle scenes look really fun. I definitely would like to see a video of those as well.
So neat to see you made 3D models of TOS era starships.
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

Thanks!

I can't take full credit for the ship models. They're converted and (at least partially) re-skinned from various Bridge Commander add-ons.

I'll see what I can do about recording a video... Not something I've done before with ZDoom.

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