Star Trek TC

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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

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.
Why would you do that? It's a TOS mod.
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Captain J
 
 
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Re: Star Trek TC

Post by Captain J »

it was just a thought. but does easter egg appearance does count as a right thing to do?
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AFADoomer
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Re: Star Trek TC

Post by AFADoomer »

Wiw wrote: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?
I'm still in touch with the old team lead, who wrote the script for the original. I've thought about maybe going that route, but haven't taken the time to reach out.
BFG wrote: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?
Not really... More inspired by the Argas Effect mod for Elite Force. I was frankly always disappointed in most of the so-called 'Star Trek' maps for Doom. Engine limitations kept them from really 'working' for me.
Eruanna wrote: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.
I'm glad you enjoyed it! Thanks for the offer - I'll let you know.
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.
Probably not... If any Easter egg-type music gets included, I'm thinking some Elton John. Or maybe the Beatles...
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

I hated the Trek mods in the '90s. They were always half-assed. They weren't cohesive, just a bunch of random maps. Of course, I never liked the abstract implementation that original Doom maps almost required. It makes me mourn the loss of the chairs and other artifacts that Doom lost before it was released. I understand that the gameplay has to take precedence, but they could have at least TRIED to make things look a little more natural and realistic.

But Star Trek really needs scripting with a story to tell. It's more like Half-Life than Doom.
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Viscra Maelstrom
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Re: Star Trek TC

Post by Viscra Maelstrom »

i remember playing an old Star Trek mod. it had like, one cool level in it, but the others were garbage. the first level had a Cyberdemon in it, for some reason, and it was frustratingly hard to play. on top of that, all the music in the mod were the Terminator theme and Mission Impossible on like 11 goddamn levels. i don't even know what the fuck to say about that.

this, however, like i said earlier, looks really good. i'd gladly show it to my boyfriend when it's getting to be more finished, as he's a big Trekkie. (myself, i've never really watched any of the shows or read any of the books, which might seem strange considering how much of a nerd i am otherwise)
wdaughtrey2011
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Re: Star Trek TC

Post by wdaughtrey2011 »

please help how do you install the file to zdoom and how do you get it to play any instructions on how to get it to play would be great thanks.
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

Should be able to download the .zip and drag it onto the GZDoom executable. This isn't gonna be compatible with ZDoom really at all.
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Wiw
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Re: Star Trek TC

Post by Wiw »

So um - how did you make the player character a 3D model?
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

You make a new 3D model, make a reference in MODELDEF and in the player definition use the sprite placeholders from the model.
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Wiw
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Re: Star Trek TC

Post by Wiw »

And how would I make it walk?
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

The frames of your model should be referenced in the player definition. You have to animate the model and then reference each frame in the model definition, which is then reflected in the player definition. The model frames replace the 2D sprites and the game engine interpolates them so they look like smooth animations.
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Wiw
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Re: Star Trek TC

Post by Wiw »

I see! I'll have to try it at some point.

How's the TC progressing, by the way?
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Galaxy_Stranger
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Re: Star Trek TC

Post by Galaxy_Stranger »

primary_hull_3.png
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Captain J
 
 
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Re: Star Trek TC

Post by Captain J »

Space in gzdoom, the final modding frontier! :D

By all means, glad it's still going on.
Last edited by Captain J on Wed Aug 03, 2016 3:11 am, edited 2 times in total.
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Ozymandias81
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Re: Star Trek TC

Post by Ozymandias81 »

That looks pretty nice.

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