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Star Trek Voyager: Elite Force

MartinCaineMartinCaine Posts: 65
Hiro Protagonist
edited January 2015 in Showcase
Reddit Thread: reddit.com/.../star_trek_voyager_elite_force_for_oculus_rift/
Progress Updates: martincaine.com/tags/elite_force

I've been working on adding Oculus support in to my own engine which was pretty straight forward. Unfortunately I don't think my game Positron is well suited to the Rift however my helicopter game Critical Strike and racing game Shadow Racers both are. I'll be releasing demos of those later in the summer when the games are a little more fleshed out.

In the mean-time I've been looking in to learning Unity to knock together some small OR demos but to be honest I don't have the time to be learning Unity right now (I'm a professional game developer by day working with C++/Java/Obj-C and OpenGL/DirectX).

Seeing some of these older games getting support for the Rift got me thinking about some of my own favourite games. Many years ago one of the first games I ever played online was Star Trek Voyager: Elite Force. Those who played it online knew there was a strong following for the game and a very dedicated pool of players who enlisted in clans (or fleets) and we played matches regularly for many years.

The game's source code was released a long time ago (but only the VM which ran the Star Trek specific stuff on top of Quake 3), but there's also a version someone put together to work with ioQuake3. Using these two open source codebases I should have everything I need to start putting in stereoscopic rendering and then hook in the Oculus SDK. I've downloaded the source already and over the next few days will be building it and making sure it all still compiles in VS2010 (since the projects originally would've been using VC6).

I've started this thread to keep everyone updated with my progress. I would love to see this game in the Rift and there are thousands of community made maps for the game, some with whole ships to explore. I think this is going to be a relatively easy thing to get working and look forward to sharing it with everyone :). It's very early days for this modification but I really want to see this in the Rift and I hope it'll appeal to others too even if you've not played the game before.

If anyone is not familiar with the game, here are a few screenshots (this game was released in 2000 using a modified Quake 3 engine):

51H0CJKD3RL._SX385_.jpg

51A6BTJY38L._SX385_.jpg

51HXAK5CKWL._SX385_.jpg

Comments

  • OMG I wish I had tons of spare time to help you..

    this is REALLY Awesome..

    Would love to wander around the decks of voyager in a rift..

    do you have the code up anywhere on likwe codeplex or anything like that?

    Maybe I could find some time to help- if nothning else I will CHEER you on!

    Thanks!

    Brian
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    As I said I've only just begun this project and all I've done so far is download the ioQuake source and EF 1.3.7 code (which extends ioQuake to be able to load multiplayer EF maps). I'll likely put it up on my SVN on my site in the next week and don't think it'll take long to get it actually rendering in the Rift to some extent :)
  • drashdrash Posts: 2,849
    Neo
    Very interested. I remember reading through this thick nerdy book on the layout, schematics, and inner workings of various Enterprise starships. Would be really great to "see it in person" to better get an idea of how it's all put together! :)

    Let us know how it goes.
  • BigRobCoderBigRobCoder Posts: 48
    Brain Burst
    ...the ioQuake source and EF 1.3.7 code (which extends ioQuake to be able to load multiplayer EF maps)...

    As you mentioned above, the current ioquake3 EF port only supports multiplayer maps, do you intend to add support for single player? Or are you going to start by adding Rift support, then look into single player? Either way, I'm very interested in following this project!
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    For now I just plan to look at getting the holomatch working since the full source is there ready to edit. The Single Player VM code was also released a while back but will need a little work to get it working with ioQuake3.

    Right now I just plan to do the following over the next week (in my spare time in the evenings):

    1. Get EF 1.3.7 compiling with latest ioQuake3 source.
    2. Get it rendering in stereoscopic mode.
    3. Compile in the Oculus SDK.
    4. Get views properly offset through HMD properties.
    5. Hook in head movement code.
    6. Add some console vars to adjust IPD and lens type used.
    7. Get the view warping correctly, will likely render the scene to an intermediate buffer and process this afterwards in my own code.

    I think each of these steps are going to be pretty easy to implement except for the first, EF 1.3.7 is a little old now so it's not guaranteed to work with the absolute latest ioQuake3 source but it shouldn't be too hard to get it running if there are any issues. I'll keep everyone updated on my progress in here. I hope by this time next week I'll at least have it rendering in the Rift :).
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    Only had a small amount of time to work on this yesterday. Got ioQuake3 compiling just fine and have the patches ready for ioSTVEF to look at tonight. Working this weekend so likely not going to have much time on it for the next few days either. Will keep everyone updated with my progress :)
  • MrGeddingsMrGeddings Posts: 604
    Art3mis
    you the same guy who did the reddit post on your new tshirt and poster? Good work cant wait to try it out. some way to disable the HUD would be nice too if you just want to look around (i.e. with virtual voyager and stuffs)
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    Yeah that's me :-p. I will be disabling the HUD and weapons by default but plan to add those back in with proper Rift support at a later date. The aim right now is just to get it working with the Rift's SDK :)
  • MannyLectroMannyLectro Posts: 558
    Hiro Protagonist
    You, sir, are my god ! Can't wait to walk on the voyager bridge.
    Rift 3d models available here : viewtopic.php?t=1514
    321d7a56-bfc9-4667-85ce-3a67291aa90a.jpg
  • 2EyeGuy2EyeGuy Posts: 1,084
    Trinity
    I'm impressed by this. It should be good.
    I'm more interested in single player though.
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    Small update on this. I've now got round to getting it all compiling and even rendering side by side views was pretty easy. Need to hook in the Oculus SDK for proper stereoscopic separation and head tracking but it's well on the way now (had very little time to work on this).

    I'll be looking for some beta testers in the coming weeks, please let me know if you have the game as you'll need it (and the expansion) to be able to play Elite Force Rift.
  • MannyLectroMannyLectro Posts: 558
    Hiro Protagonist
    Please pick me ! Please pick me ! I'm both a huge rift fan and voyager fan !!!
    Rift 3d models available here : viewtopic.php?t=1514
    321d7a56-bfc9-4667-85ce-3a67291aa90a.jpg
  • veritasveritas Posts: 2
    Hey there,

    I run a large ST: EF roleplaying community using the RPG-X mod, called The Last Outpost. We distribute a free (legal) version of EF and the mod called RPGXCE, which you can find here, and we have a big and active community of players who would probably adore Rift support for the mod!

    Personally I don't have a rift, but if this becomes a viable thing I might have to seriously consider getting one. We would be happy to help you out in any way we can!
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    veritas wrote:
    I run a large ST: EF roleplaying community using the RPG-X mod, called The Last Outpost. We distribute a free (legal) version of EF and the mod called RPGXCE, which you can find here, and we have a big and active community of players who would probably adore Rift support for the mod!

    Personally I don't have a rift, but if this becomes a viable thing I might have to seriously consider getting one. We would be happy to help you out in any way we can!

    Good to hear the RPG community is still playing. Have to admit I never really got in to RPG maps since I was a long time clan player in DM/CTF ;-). Seems this ioCow you're using as your base executable is based on a slightly more up to date source port than what I've been using too, I'll take a look at that!
  • veritasveritas Posts: 2
    We have an even more up-to-date version in the rpgxEF engine, which we're currently using in a closed beta. I sent you a PM about that, take a look and I'll be happy to get you set up with it. It's significantly more advanced than ioCow.
  • SMOK3YSMOK3Y Posts: 259
    I cannot wait till this is finished as I love the series :D
  • RosenklotzRosenklotz Posts: 92
    oh this is sooo great, I love Star Trek and I loved the game back then...is it really 13 years old? Can`t believe :lol: This will be so f*cking great, thank you
  • UmranUmran Posts: 3
    Wow what a great game to pick for a O.R conversion(one of the best ST games?), best of luck and will be reading this thread for updates :D
  • MartinCaineMartinCaine Posts: 65
    Hiro Protagonist
    Thanks guys. Just to give you a short update, I've had very little time to work on the conversion having had a busy time with work (released Superfrog HD on PS3 and Vita this week and also an enhanced version of Burn Zombie Burn on NVIDIA Shield).

    Over the next couple of weeks I'll be trying to find more time to work on this and also adding OR head tracking in to my own games Positron, Shadow Racers, and Critical Strike!
  • OMG this will be good. but remember to take the cinematic out of the single player campaign
  • darthcoffeedarthcoffee Posts: 2
    NerveGear
    Hey, any chance you need some help on this? I just got my dev kit and i've been looking for a few things to work on in my spare time.

    I'm a C#/C/Objective-c programmer with little experience with game programming (only unity), but I could help with some debugging and bugfixes.
  • ELSIIIELSIII Posts: 14
    NerveGear
    Has this project died? Source code for both Star Trek Voyager Elite Force and Star Trek Elite Force 2 are available on the net so hopefully someone can get them into the Oculus Rift.
  • mrphilipjoelmrphilipjoel Posts: 3
    NerveGear
    I know i'm 3 years later, but is this still a thing? I just bought a Go, so my brother and I can game easily long distance, and would love to play ST: EF on the GO. Maybe just campaign mode using teleportation.
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