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Terminal Velocity  "Anyone played this game? NOT the movie starring Charlie Sheen."

User is offline   Striker 

  • Auramancer

#31

Getting closer. All briefing screens look fine except the text on the planet description doesn't scroll. That's a problem for those who want to read the information about what planet they are on. However, I have the throttle/shield bars fixed once again and now all I really need to do, is figure out how to fix the text scroll, the mini-map, and the opening story screen.

I wanted to make it so the HUD bar would not (horribly) scale horizontally with the resolution, which worked partially, but not entirely. I need the source code to the game for that, because the array for storing the related pixel information cannot be changed or adjusted easily. (Limited to 20490 bytes I do believe). The reason I need a larger array, is because the new status bar image is 640x64 instead of 320x64.

I hope Frederik Schreiber can find the Terminal Velocity source code... that will make my life infinitesimally easier.

This post has been edited by StrikerMan780: 17 April 2014 - 12:48 AM

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User is offline   Striker 

  • Auramancer

#32

Made a major breakthrough with the Large Map and Minimap code!

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User is offline   Lunick 

#33

I suppose this would be the right thread to bump...

The game was released on iOS and Android today with a new website too http://www.terminalvelocitygame.com/

iOS: https://itunes.apple...app/id974081191

Android: https://play.google....m.infernal.tv20
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#34

View PostLunick, on 05 June 2015 - 12:38 AM, said:

I suppose this would be the right thread to bump...

The game was released on iOS and Android today with a new website too http://www.terminalvelocitygame.com/

iOS: https://itunes.apple...app/id974081191

Android: https://play.google....m.infernal.tv20


Just downloaded the iOS app of TV! :)

Hoping the source code to Terminal Velocity is kept safe and sound.
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User is offline   Striker 

  • Auramancer

#35

The source code better come out eventually. Either way, this port is an instant-buy for me.

EDIT: Seems very crash-prone, but is an otherwise decent port. Hopefully they fix it.

This post has been edited by StrikerMan780: 18 June 2015 - 01:00 PM

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User is offline   Striker 

  • Auramancer

#36

I've been speaking to Mark Randel (TV's Creator), and convinced him to add modding / custom POD support to the Android port. This means if you have a legal copy of Fury3, you can load the files and play the game with TV's skin with a little effort. The version supporting this hasn't been released yet, but I'm helping test it out.

This post has been edited by StrikerMan780: 24 June 2015 - 11:31 AM

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User is offline   Striker 

  • Auramancer

#37

Good news. I have access to Terminal Velocity, Fury3, and Hellbender's official source codes. Including the editors for all the games (such as F!Zone's). However, the bad news is that I'm not allowed to open the source. It's to remain closed, as I've had to sign an NDA. (I'm allowed to tell you guys that I have it, but I can't show code. You'll have to speak to Mark Randel himself.)

What does this mean? I'll be releasing a new port known as Terminal Fury, which will run under windows, run at 1024x768 or higher, with OGG soundtrack functionality and functioning netcode. Some of Hellbender's features will also be backported (such as weather). Also, I'll be releasing an updated editor that won't crash and runs in high res so you guys can make your own TV Campaigns. There's also plans to make a new game, using the code as reference, but not used directly, in Unity3D.

This post has been edited by StrikerMan780: 26 June 2015 - 12:10 PM

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User is offline   MrFlibble 

#38

This is great news! I hope there will be support for the shareware and demo releases of all three games? (Or is Hellbender left out for now?)
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#39

Wow!
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User is offline   Striker 

  • Auramancer

#40

I don't see how the shareware versions wouldn't work.

And just so you don't think I'm lying through my teeth:
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This post has been edited by StrikerMan780: 26 June 2015 - 04:17 PM

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User is offline   Striker 

  • Auramancer

#41

I'm currently working on fixing up F!Zone's map editor. Goddamn this thing is full of programming errors. I'm going to be calling it VelociMapper, and will have much better resolution, and will of course be more stable (hopefully).
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#42

That is a fantastic name.
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#43

Looking forward to your port. I have the Macintosh version as well, which plays up to 1024x768. It looks amazing!

This post has been edited by filipetolhuizen: 27 June 2015 - 08:00 AM

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User is offline   MrFlibble 

#44

BTW, just curious, why do the copyright holders wish to not open source the games?
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User is offline   Striker 

  • Auramancer

#45

I've managed to get the editor function without crashes. Here's the editor running at 1024x768!

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View PostMrFlibble, on 27 June 2015 - 11:17 AM, said:

BTW, just curious, why do the copyright holders wish to not open source the games?


Mark Randel wants to open the source, but long story short... his lawyers are being cunts basically.

This post has been edited by StrikerMan780: 27 June 2015 - 11:32 AM

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User is offline   Radar 

  • King of SOVL

#46

View PostStrikerMan780, on 27 June 2015 - 11:27 AM, said:

Mark Randel wants to open the source, but long story short... his lawyers are being cunts basically.


Can he not say "you're fired" and get some new ones? :)
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User is offline   Striker 

  • Auramancer

#47

Don't know, depends on how the contract works. It might be the case that if he does that, all the rights to his stuff goes with them.

This post has been edited by StrikerMan780: 27 June 2015 - 01:08 PM

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#48

View PostStrikerMan780, on 27 June 2015 - 01:07 PM, said:

Don't know, depends on how the contract works. It might be the case that if he does that, all the rights to his stuff goes with them.

Damn, that's messed up.
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#49

TV's source code has the same bad case as Blood's? Not fair! Who owns those IPs anyway? Microsoft? The crew from Terminal Reality?

BTW have you gave the copy of the TV source to Frederik Schreiber for safe keeping StrikerMan?
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User is offline   Striker 

  • Auramancer

#50

Ok, good news, the editor can now run at resolutions up to 1920x1200.

Frederik would have to talk to Mark Randel himself. If you're reading this Frederik, PM me, and I'll direct you to the appropriate E-Mail.

This post has been edited by StrikerMan780: 27 June 2015 - 05:00 PM

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User is offline   Hendricks266 

  • Weaponized Autism

  #51

View PostDustFalcon85, on 27 June 2015 - 04:47 PM, said:

BTW have you gave the copy of the TV source to Frederik Schreiber for safe keeping StrikerMan?

That's not how NDAs work.
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User is offline   Striker 

  • Auramancer

#52

Hendricks is correct. I cannot give the source, Frederik would have to speak to Mark and sign the NDA.
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User is offline   Striker 

  • Auramancer

#53

The Tunnel Editor, running at a glorious 1920x1080.
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User is offline   Striker 

  • Auramancer

#54

Good news everyone, I've doubled the draw distance!

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User is offline   Striker 

  • Auramancer

#55

Got everything working aside from Random Tunnel Generation.

I'm now just in the process of writing documentation for the editor. (Basically a list of all the hotkeys. The editor never came with documentation originally.)

This post has been edited by StrikerMan780: 28 June 2015 - 10:04 PM

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User is offline   Radar 

  • King of SOVL

#56

Dude, when I saw that list of things you wanted to add in, I was thinking "hm, ok I'll check on this in 2 years". But the progress you've made on this is absolutely stunning. Thank you. :)

This post has been edited by Nopony: 29 June 2015 - 02:48 PM

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User is offline   Striker 

  • Auramancer

#57

Funny thing is, I have very little C/C++ experience, but I have made a lot of game mods in the past, so the concepts are similar, plus... I learn fast, and this Source was my motivation to go wild.
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User is offline   Max Payne 

  • Skinny little Russian liberal faggot

#58

is this mapping source going to be better then mapster? is there something special about this one? just curious cuz i think mapster is better. but i dont really understand anyway

This post has been edited by Max Payne: 29 June 2015 - 10:57 AM

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User is offline   Striker 

  • Auramancer

#59

Did you even read this thread? This has nothing to do with Duke3D.

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This post has been edited by StrikerMan780: 29 June 2015 - 11:36 AM

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User is offline   Sixty Four 

  • Turok Nukem

#60

Just to let you know...

I don't think he meant it for Duke 3D or to be hated. I have seen other games made on the engine before even with higher quality. After speaking to him what he meant was.... Is it more advanced then mapster in its mechanics and functionality could it be better to use this rather then mapster or no? For example the sloping there looks more like landscaping from udk4, rather then individual sectors formed to create a slope. He did not mean to offend.
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