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Star Trek: Deus Ex 
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UNATCO
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Joined: Wed Feb 15, 2012 8:34 am
Posts: 295
Post Re: Star Trek: Deus Ex
Sweet, like the idea. I'll def keep an eye on this.

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Wed Apr 04, 2012 8:04 am
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X-51

Joined: Thu Jan 27, 2005 9:56 am
Posts: 911
Location: A planet near mars
Post Re: Star Trek: Deus Ex
To give everyone a preview on what this mod will be like, I have decided to do one DXMP map with new sounds and textures, using the TNAG weapons (The New Agent of Goat if anyone doesn't know). There won't be any new characters or anything like that yet, but basically it will be:

Set inside a starfleet ship. The map will be two cargo bays and the halls between with a couple of jefferies tubes and some star trek transporters that will take you from one part of the map to the other. Weapons will be spaced out, not like normal for DXMP, but makes it more fun/interesting that way. Might have some free time this weekend so may be able to work on it and it should only take a few hours. Just need to make up textures (NewVision quality) and get some sounds. I have Star Trek DS9: The Fallen game which uses Unreal 1 engine so will look at how when the player enters a map, they look like their beamed in and try and add something similar for when you enter the DXMP maps. Also adding a short few seconds welcome intro when you start the map or respawn so it shows the holodeck room, then fades to the map your playing in for more realistic Star Trek feel.

In full version of DXMP Holomatch, in team death match, all players who choose say "Starfleet" as their player, will start at a certian area, while whose who choose "Borg" will start in another area just for them. For now though, I'll do that one map and see how things go. Thought I'd better start small as I don't want to commit to anything big and not be able to finish it or work on it much.

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Thu Apr 05, 2012 3:32 pm
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X-51

Joined: Thu Jan 27, 2005 9:56 am
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Location: A planet near mars
Post Re: Star Trek: Deus Ex
I'll post a test video of this when I am done, but I have created new player start that will, if used instead of a regular player start, will show the player as if they are beaming into a location.

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Sat Apr 14, 2012 10:47 am
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Illuminati

Joined: Thu Apr 24, 2008 7:40 pm
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Location: Leicester, England, UK.
Post Re: Star Trek: Deus Ex
Now that is cool. :mrgreen:

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Sat Apr 14, 2012 11:32 am
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X-51

Joined: Thu Jan 27, 2005 9:56 am
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Location: A planet near mars
Post Re: Star Trek: Deus Ex
nerdenstein wrote:
Now that is cool. :mrgreen:


I can also do that with custom teleporters, so that you get the beam out/in when you teleport (also with beaming sound playing when you use them), I'll post info/ screens when done, had an issue and lost the code I created, so have to do it again. Also trying to make it you don't have to have the "Loading" when your teleporting to another area in the same map as it takes away the fun of using the Star Trek transporters I am putting in my DXMP Holomatch maps which I have about 4-6 per map as you'd want to spawn instantly at the new location...

OR I could keep the waiting and remove the "Loading" text and replace it with sort of slipstream animated texture so it looks like your in the matter stream...kinda of like when Barclay went through the transporter in the TNG episode "Realm of Fear" if that would look better.

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Sun Apr 15, 2012 1:11 am
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X-51

Joined: Thu Jan 27, 2005 9:56 am
Posts: 911
Location: A planet near mars
Post Re: Star Trek: Deus Ex
Not had much time to work on this since I am moving house in a few weeks, but thinking of a new way to store items. I have not figured this out much as my coding skills require work, but essentially it would be this (if I can ever figure it out):

You have your inventory same as always. You also have a personal room on your starship that holds items for you (Like a locker room). However, when your on the ship, you can access this room and you can always drop items in it and pick up items already in it, and the room will be the same as you left it last visit, no matter how many times you entered or exited different maps in between visiting the room. (The room would be a separate map and I would want it to work the say as if you had a teleporter in the map to enter/exit it rather than a map exit so that any changes in the room were not reset when you entered it again). The thing I was hoping to do, if it wasn't too over complicated, was have a way you could store and retrieve items from the room, if your on an away mission, away from the ship.

Since with star trek, people and items can be transported from great distances, what I wanted to do, is you'd have a button on the inventory screen that said "personal store" and if you click it, you'd see a list of all the items in your personal room that you could equip. What would happen is that you'd either press a button that says "Deposit" or one that says "Equip". The Deposit button is for taking items from your inventory and "beaming" them to the room for storage and the Equip button is the opposite, taking an item from the room for you to use. When you equip an item, it "beams" down beside you and is laying waiting for you beside your feet. When you deposit an item, it is removed from your inventory and ends up at the room. The list of items in the room would update, depending on what you beamed in or out. When you go back onto the ship and visit the room, you'll see any deposited items are there in the room and any equipped items have been removed as they are now in your inventory.

However, in certain situations, you wouldn't be able to access your room due to not getting a signal (either being in an area you couldn't beam items to or from, or too far away from the ship to access your room) so in these maps, the mission script will be coded so the "personal store" will be disabled in those situations.

I am not saying this could work or that it will ever be in this mod, but if anyone has ideas on how to do such a thing, it would sure be welcomed. I have always had an idea for something like this, and at first it was using computer terminals. You'd use special options to enter the room and then when in the room, you'd press the same button on the room map and end up where you used the computer, even if it was a different location and/or map each time.

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Fri May 18, 2012 1:26 am
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