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*The attention to detail on the computer consoles.
*The various props (tricorder + phaser) you can find scattered around
*Different rooms that are as if they were quite literally torn straight from the show.
Stuff that could be improved:
*Could be more interactive like enterprise A map.
*Could have more easter eggs.
Stuff i would add:
*Interchangeable viewscreen images.
*A comm badge prop
*Ability to manually trigger transporter effect.
Overall verdict: 8/10, absolutely stunning.
Ps. I would like to see a map for voyager.
Love it - spend a lot of time in the Maschine room - nice - so many details
;) now we need all star ships
Now I just need some crew quarters or captain's suite to go to sleep in.
Can’t wait to see what additions are made in the future.
Everything is just so bloody impressive!
Just a random thought, but if you DO end up making a locomotion tool, it would be effing genius if you scripted it into a tricorder or some other Star Trek hand-held gadget.
I'm actually an idiot, and after having posted a similar comment on Rectus's own workshop page, I finally noticed that Rectus DID in fact post a guide and a repository for all the scripted items! I wish everyone who made Steam VR Home environments knew about this.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1466953613
Anyway, long story short, true locomotion can be done. Valve SHOULD have added it as a default option from the very beginning! Unfortunately, they left it up to each and every environment author instead. If you're able to contact Rectus, maybe they would be willing to share their script with you?
Now, the work around for this is a 3rd party app called HomeLoader. What this essentially does is it allows Steam users to make edits to environments that they've subscribed to. It creates a copy of the environment that they can tinker with on their own. I've used this app to successfully import Rectus's locomotion gadgets into Broly's Super Mario 64 environment, as well as Harha's Ragnarok Online. The results in both were fantastic.
The drawback to HomeLoader is that it's still highly experimental, and often you get mixed results depending on the environment. It can also be rather complicated for someone to tinker with their first time out.
HomeLoader
by cogent
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1620667283
Super Mario 64
by Broly
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1893827253
Ragnarok Online - Prontera
by Harha
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1122499762
Hi @Citizen,
I apologize in advance for flooding your comments, but there's that silly character limit. lol
I think what @AmericanFear was referring to was the actual way that Steam VR Home works for movement. By default, it only allows for teleporting. However, there is a utility that another environment author created that actually allows for true locomotion. (Sliding around with the analog stick instead of teleporting a few steps across the floor.) But you have to script it into an item in your specific environment in order for it to work.
Scripted Item Test Range
By Rectus
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=929520573
Downhill Skiing (Which requires Scripted Item Test Range installed)
by Rectus
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1135645775
Any chance for the shuttle bay?
And another Trekkie has been measuring the sets via the show for what looks like years. They've said they will update the information they have but the PDF is already precise. Here's their DeviantArt link: Galaxy Project set blueprints [www.deviantart.com] . If their calculations are correct; the basic rectangular doors should be 78 inches to the inside-top of the doorframe. Your relative scale between parts looks to be about right so you could scale things to the door and call it a day.
Thanks for the work!
Is the scale correct? The teleporter pad, doors and consoles feel low. Are you limited by map size?