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Posts posted by PaulWeston
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Jazzed up the deck 6 Movie Theater a bit - you can now sit in the chairs, and there are some new clips available...
We now have the guys at Star Trek Continues on-board, and have two of their complete episodes available to watch!
Some video of the theater:
N1Hl_mUUewk
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Any news on DK2/CV1 support?
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Hey all,
So, if I wanted to take another shot at porting up to 3.8, and have support for dk2, which is the best branch to use at this time?
Thanks :)
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New build posted today - huge improvement!
Basically the turbolift system is now a giant roller-coaster ride :)
The video below shows an X-Ray view of the ship as the lift moves through the system... You can see how the decks load in when the turbolift arrives at its destination.
This was a real mind-f*** puzzle to figure out, but it turned out pretty awesome...
- 88 turbolifts in all
- spread across 24 decks
- 2 vertical shafts
- over 7 thousand possible to / from permutations
- all handled with only 142 paths using 10 nodes each
You can now go from anywhere, to anywhere, riding the moving platform turbolifts through the shafts... Just use the map to pick a deck and a destination and off you go.
(drops mic)
qoSZSUBz8KI
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Thanks :)
Working on the menus right now, they are going to have a Star Trek TOS look to them when we're done, to complete the package.
Final release looking good for April 22 !
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And a new splash screen :)
http://gambitrealm.com/ncc1701-50th/title-logos.png
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Doing a little clean-up on the Game GUI, optimizing screen space by putting most things down the left side, the icon bar at the bottom.
Still a bit of work to do, but not bad so far:
http://gambitrealm.com/ncc1701-50th/new-gui.png
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In the second Gold shirt mission, the instructions tell you to sit at the helm... Then there are only a few buttons there, you click until you find out what does what.
Left to right, the 4 red helm buttons are:
Exit Dock
Enter Dock
Go to Warp
Go To Impulse
It's real easy, in that mission you just have to press the exit dock button, then watch the viewscreen as you leave orbit. Then a message will tell you to go to Warp Speed. When you go to Warp it will tell you to go to Impulse and then you will reach your destination and automatically enter the space dock.
You repeat that process 3 times to finish the Ensign Training mission, this takes you to all 4 planets.
To beam down to the planets, from the main menu you would pick the Sulu character, then load up the Explore All Decks mission, click on the AI Sulu to kick him out of the helm chair, then sit down and take the ship to wherever you want to go... There are coloured buttons at the top of the helm console, and each sets a course for one of the planets.
By default you will go in this order if you don't select a course:
Vulcan
Andoria
Tellar Prime
Earth
But you can use a helm button to set a course to anywhere while you are in warp, and then you will emerge at that location.
Once in space dock, you go to deck 7, find a transporter room, click on the guy and you will beam down. Explore around, then click the transporter icon to beam back up.
In Explore All Decks, you can do this indefinitely, going to any planet and then beaming down, coming back up, going somewhere else, etc.
You can even take a shuttle from the hangar, and fly towards the planet, and you will eventually go through the surface and see the terrain and can land. When you take off, fly towards the North and you will emerge into space and see the Enterprise, where you can land the shuttle. Then go back to the bridge and take the Enterprise to another planet.
You can also run the helm from the deck 7 auxiliary bridge, and the deck 19 battle bridge.
Hope this helps, have fun!
Cheers
P
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And here's a video of flying into space dock by sitting at the helm controls.
In free play, you can go to 4 different planets and beam down to each one and explore.
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Having some fun in the turbolift shafts...
Got a TSAttachable working as a moving lift, but it's just an experiment right now - not scalable to go all over the ship or anything, but really fun for a test!
This will be included in the final release of the game as a side exploration mission.
Enjoy!
KaTlWKt21Zo
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Nice work!
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New build posted this morning...
Fixes a few outstanding issues:
- Mission variables are now properly reset when you do two missions consecutively (so you don't get improper prompts and instructions)
- Cleaned up the menus a bit, updating images and buttons, etc
- Improved the loading status screen (it now rotates through several images while loading, making load time seem shorter)
- Fixed up deck 20 recreation area mission (the ball in the gym can now be kicked and punched to make it bounce around)
- Various bugs fixed in some of the interactive episodes (they should flow properly now and you should be able to complete them following the instructions)
- On missions where you beam to a planet, the rotating planet is now visible outside the ship through the bridge dome
Have gotten a lot of downloads, but very little feedback...
Is anyone out there playing this? If not, you should, it's pretty fun!
Cheers
P
Here is the Enterprise in orbit around Tellar Prime:
http://gambitrealm.com/ncc1701-50th/Command-04-Diplomacy_preview.jpg
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New build posted this morning...
- Improves the loading of Deck 7 (door arches and other parts should load in faster now, when you arrive on that deck).
- Fixes up the Arcade level, if you load the Oculus .exe you can play Flash arcade games in the Deck 8 recreation area (no Rift required).
- Deck 22 now has working emergency transporters, as well as Franz Joseph's bowling alley from his original plans (use the Oculus .exe to play).
- Updated images for main menu and loading screen.
Here is a shot of the Flash bowling alley game, still needs the room filled out a bit but you can see the Flash working :)
http://gambitrealm.com/ncc1701-50th/bowling.png
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Here's a screen grab of the emergency transporters in action, very cool :)
http://gambitrealm.com/ncc1701-50th/StarTrek50th-EmergencyTransporter-800.jpg
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New build posted this morning...
Fixes a bunch of stuff:
- Major performance improvement in the All Decks Exploration mission (the zones and portals were not working properly, now they work much better and speed things up).
- Blue shirt science missions should now work (was an issue in Medical).
- Decks 3, 4 and 5 have been filled out with furniture.
- Deck 7 transporter room consoles now work.
- Deck 8 recreation area updated with playable arcade games (using our Oculus EXE only, because they use Awesomium).
- Deck 8 emergency transporter consoles now work, you can beam a ton of guys in and out now :)
- Fullscreen checkbox in Options screen is now available (needs to be chosen each time you load, but it works, and may help performance on some video cards).
- "Quick connect" button on Join screen should now work (although for Internet games they still don't want to connect through my master server, maybe using Hamachi or something would work though).
- LAN play co-op campaign has been extensively tested and should mostly work without issue.
... There are probably more more fixes I can't remember... Been busy...
Anyhow, it's up at the usual download link - get it and enjoy!
And please leave feedback here, or through the email listed in the READ-ME-FIRST file included in the download.
Cheers!
P
http://gambitrealm.com/INSTALLER/arcade.png
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I would love to try a multiplayer test sometime, anyone download the latest yet and want to give it a shot?
Tested great on my LAN with three machines, but have no idea how it will handle over the Net, would be neat to try.
Cheers
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Unlimited bandwidth here, yes, nice and quick :)
I know the console is full of spam, I tried to reduce it a bit and then realized I just don't care lol. The game works fine so I let it go.
Am aware that there are performance issues, but don't know what else to do... Going to just leave it as is I think, let's just play and have fun!
Cheers
P
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Happy Valentine's Day!
New build posted this morning, includes Co-Op Campaign mode, lots of fun to hook up with friends and do missions together :)
Cheers
P
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New build up tonight, fixed a bunch of bugs from yesterday's build - some files had been missed, sorry about that.
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OMG awesome, the Compatibility Mode issue is now solved!!!!!
In the end, after fussing forever with both engine code and scripts off and on for months, it turned out to be something so simple...
Do not try to load too many custom client scripts within the ClientInit() function!!!
I had about a dozen custom client scripts being loaded at the bottom of that function, if I commented them out the Compatibility Mode error disappeared... So, I just moved those script loads to the MainMenu::OnWake function, so they happen a few seconds later rather than during initial startup.
Somehow, this frees up whatever memory conflict was happening, and the game loads fine without needing the Compatibility Mode.
This error was only occurring in 64-Bit builds, 32-Bit were fine. What an odd one... Must be I have some strange memory corruption or leak somewhere that didn't like all that code being loaded at startup.
Anyhow, I'm just glad that's fixed, was real annoying to say the least!
Have updated the download with that and a couple of other fixes, it's running pretty nice and tight now, feel free to try again and let me know how things work.
Has anybody actually tried to progress all the way through the missions? I had my kids test it and they all worked, but am curious what any true fans out there might think :)
Cheers
P
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We don't actually have the DK2 yet, I am just trying to stay ahead of the game :)
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Hey, great work everyone, wow Dx11 will really change things...
Noticed that the Oculus code in platform/input/oculusVR is still all dx9 - any chance you could take a look at porting that up too?
Am hoping to be able to make a build that uses latest oculus sdk and runtime, and a dk2, to make sure the engine is compatible moving forward with the consumer headsets. As noted in the DK2 thread, they deprecated dx9 after version 5 of the oculus sdk. And they are up to version 8 now. So, it would be awesome if that code was kept up with the other dx11 changes.
Thanks so much for all the hard work!
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Trying this repo as well:
https://github.com/Azaezel/Torque3D/tree/afx3.8_DX11
Any way somebody can take a look at the code under platform/input/oculusvr and see about porting that up to DX11? All the refs are for Dx9 in there...
Looking to have a modern build using latest Oculus sdk, which needs dx11, for testing in a dk2 and the new consumer units. Dx9 is no longer supported, as mentioned further up the thread... To stay current and be compatible moving forward that code needs a bit of tweaking...
I'm taking a look, tried replacing dx9 refs with dx11, I know it's not that simple, but am starting there and seeing if I can figure something out. I'm not hopeful though lol.
Anyone up for taking a look?
Thanks cheers
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Wow, so much to think about... Thanks all for this info.
Doesn't really get me started on a solution or anything, it all seems a bit over my head, but it's educational nonetheless.
So, what we're basically saying here is that Torque is inherently limited in the amount of objects that can be placed in a world, at least with out of the box T3D code?
That's kind of a bummer, and a huge limitation, funny that this has never been a priority for anyone to tackle and put a fix into the stock T3D engine code.
Do people only make T3D games with less than a couple hundred objects in a scene or something?
I really liked my game where we could build a castle out of blocks and then destroy it into all its pieces. I had it set up so everything was TSStatics, and when you shot them they turned into Physics objects and flew all over the place. I have lots of great working code for that... The problem has always been that any decent castle has at least 500-1000 1X1 cubes, so you build two castles and frame rate drops to below 10 FPS. Always puzzled me, since my blocks are super simple objects with just one simple low-res material on them - you'd think you could load thousands of them without a problem. Sadly this is not the case for me :(

Star Trek 50th Anniversary Tribute Game
in Show-off
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More video...
Firing torpedoes from both torpedo rooms:
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