Star Trek TC

For Total Conversions and projects that don't otherwise fall under the other categories.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
User avatar
AFADoomer
Posts: 1336
Joined: Tue Jul 15, 2003 4:18 pm

Re: Star Trek TC

Post by AFADoomer »

In light of the unnecessary bumpage...

I've updated the first post with a link to the mod web site and to the mod's Github repository. You can keep up with the commits as they happen, there (regardless of how sparse they may be), or you can download the zip and play the mod in its current, plot-free, sometimes buggy state.

I'm open for feedback and critique, but please bear in mind that this (both the mod and the web site) is very much a work in progress still. Contributions and ideas are always welcome.
User avatar
Galaxy_Stranger
Posts: 1326
Joined: Sat Aug 16, 2003 11:42 pm
Location: Shropshire

Re: Star Trek TC

Post by Galaxy_Stranger »

I shall crank one off to this tomorrow.
User avatar
Jblade
Posts: 127
Joined: Fri Jun 25, 2010 9:11 am
Location: England

Re: Star Trek TC

Post by Jblade »

Wow - those screenshots look pretty fantastic! I really like how you're going after TOS' aesthetic rather than TNG and onwards that nearly every other Star Trek game has gone for. It gives it a really interesting look.
User avatar
Tormentor667
Posts: 13534
Joined: Wed Jul 16, 2003 3:52 am

Re: Star Trek TC

Post by Tormentor667 »

I love the aesthetics so much. You captured the TOS feeling perfectly AFA.

What are your plans towards enemies and gameplay in general?
User avatar
VGA
Posts: 505
Joined: Mon Mar 28, 2011 1:56 am

Re: Star Trek TC

Post by VGA »

Script error, "baseTrekpk3-master.pk3:actors/enemies.txt" line 395:
You cannot pass parameters to 'A_Wander'
I get this with gzdoom 1.9.1, do I need a newer one?

Also, what is the status of the Blake Stone TC? :D
User avatar
Wiw
Posts: 766
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 »

Absolutely amazing! I love what I'm seeing. I also love that you've put in the Desilu Stage 9 configuration as its own map!
User avatar
AFADoomer
Posts: 1336
Joined: Tue Jul 15, 2003 4:18 pm

Re: Star Trek TC

Post by AFADoomer »

Tormentor667 wrote:I love the aesthetics so much. You captured the TOS feeling perfectly AFA.

What are your plans towards enemies and gameplay in general?
Thanks, Torm!

Right now I have at least a Klingon enemy (though I need to get permission to use the current placeholder head model from the old Argas Effect team lead, or create my own models). Right now I'm envisioning a hostage rescue mission aboard a heavily damaged Klingon ship or something similar... Possibly also an invasion-style map where you are defending a base from Klingon fighter craft and ground troops. But neither of those is beyond initial planning stages at this point.

This is honestly the weak point of the mod - I don't have a full storyline or set of scenarios planned out, yet... I'm essentially building out the mod's features so that once I have map ideas I can get them laid out and built without worrying about tweaking scripts/graphics/weapons/etc...
VGA wrote:
Script error, "baseTrekpk3-master.pk3:actors/enemies.txt" line 395:
You cannot pass parameters to 'A_Wander'
I get this with gzdoom 1.9.1, do I need a newer one?
Yes.
VGA wrote:Also, what is the status of the Blake Stone TC? :D
It's kind of at a standstill due to lack of motivation and a variety of other personal reasons. I've not worked on it in a while. Some of the code is in this mod :-) (the turbolift/transporter code is the Blake Stone elevator menu, re-vamped significantly).
Wiw wrote:Absolutely amazing! I love what I'm seeing. I also love that you've put in the Desilu Stage 9 configuration as its own map!
Thanks!

I need to go back and re-build that map with the updated/detailed rooms from the full map versions. I did some texture optimization and cleanup, and that map suffered the most (it was the original map that I was experimenting with, so used a lot of redundant resources) and hasn't been updated... I'm thinking I'll make it a bonus or multiplayer level.
User avatar
wolf00
Posts: 215
Joined: Sat Apr 15, 2006 6:47 am
Location: kladno czech republic

Re: Star Trek TC

Post by wolf00 »

low rank emeny can have something like em 33 pistol or something similar http://www.phasers.net/2150/em33.htm & two more excample http://www.phasers.net/2150/phasep.htm , http://www.phasers.net/2150/class3.htm ,http://www.phasers.net/2150/maco.htm
yes they are obsolete in 23 century era, but no everyone have resource like starfleet ...
User avatar
Wiw
Posts: 766
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 »

Maybe you could remake the Argas Effect story? They had to have it all planned out beforehand. Perhaps it could be told in full with this TC?
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Star Trek TC

Post by BFG »

Spock would be proud of this masterpiece! is this mod inspired by those old Star Trek maps you got on Doom CDs back in 90's?
User avatar
Rachael
Posts: 13635
Joined: Tue Jan 13, 2004 1:31 pm
Preferred Pronouns: She/Her

Re: Star Trek TC

Post by Rachael »

This mod makes me very excited. I downloaded the Git snapshot and went around exploring just for fun, and got lost in the corridors.

AFA, if you ever need any surface textures later on (grass, sand, brick, marble, etc), I can easily whip some stuff up for you. I'm pretty good at making that stuff from scratch, or at least taking pictures from real life and transforming them into seamless textures. Just shoot me a PM.
User avatar
cem26
Posts: 124
Joined: Wed Jan 07, 2015 3:34 pm
Location: i will ask somebody ''where i am?!''

Re: Star Trek TC

Post by cem26 »

This topic allways remind me this thing:

User avatar
Captain J
 
 
Posts: 16890
Joined: Tue Oct 02, 2012 2:20 am
Location: An ancient Escape Shuttle(No longer active here anymore)

Re: Star Trek TC

Post by Captain J »

am i wishing for this music should be in this mod for the title music or an easter egg? i think so.
User avatar
ThomasNoname
Posts: 19
Joined: Mon Mar 07, 2016 3:00 pm
Location: Arrakis

Re: Star Trek TC

Post by ThomasNoname »

Interesting concept. I've always liked the fact that there are so many Doom WADs with different themes. I'm gonna test it when I get the opportunity.
User avatar
BFG
Posts: 603
Joined: Tue Feb 17, 2015 5:54 am
Location: Germany

Re: Star Trek TC

Post by BFG »

Captain J wrote:am i wishing for this music should be in this mod for the title music or an easter egg? i think so.
I hope not! I would prefer this mod to be connected with the Shatner era

Return to “TCs, Full Games, and Other Projects”