I've been wanting to start an independent thread for this for a long time, but never got around to it. I wanted to share some of the progress I've made with my TV/Fury3/Hellbender port.
As you can see, rendering is pretty much spot-on, and is good enough for a start. It'll need a lot of optimization, and a few additional features to make it on-par with software rendering (such as brightmaps to replace the "fullbright" colors).
However, I still have a long way to go with sound, input, UI, text drawing (namely timed and wrapped messages), and supporting TV and Fury3 again. I'll get around to it eventually.
How much longer will it take for me to get a release out? Hard to say... I'm still trying to build up my skillset, and am still dealing with the day-to-day struggles of life and health issues, but I'll try the best I can.
TerminalFury (Teminal Velocity/Fury3/Hellbender Port) Progress
#1 Posted 23 January 2019 - 11:39 AM
This post has been edited by Striker: 23 January 2019 - 11:40 AM
#2 Posted 23 January 2019 - 11:55 AM
I'm a fan of these games so I'll be curious to see where you go with this. I actually read a previous thread about this before I signed up on the forum. Probably everyone involved remembers what happened so I won't bring it up again, but I hope you're doing better, man.
#3 Posted 23 January 2019 - 12:08 PM
I'm happy to see that you are still working on this project. TV is one of my all-time favorite games. The idea to perhaps play TV, Fury3 and Hellbender in a modern port somewhen in the future fills my heart with joy.
Wishing you all the best for the future, both for your health and the progress of your project.
Wishing you all the best for the future, both for your health and the progress of your project.
#4 Posted 23 January 2019 - 06:06 PM
Pretty freaking awesome. I've never played these games so I'll be excited to try them when this is ready.
#5 Posted 23 January 2019 - 07:21 PM
I loved Hellbender despite I just played a shareware demo that came with a Windows 95 CD-ROM. It's nice to hear that you are working on this.
#6 Posted 24 January 2019 - 04:20 PM
That's excellent, I can't wait to try it!
I know Terminal Velocity for playing the demo from the Duke Nukem 3D CD, but I never got the full game because I thought Duke Nukem Forever would come out soon, so I would not have time to play Terminal Velocity... oh man.
I know Terminal Velocity for playing the demo from the Duke Nukem 3D CD, but I never got the full game because I thought Duke Nukem Forever would come out soon, so I would not have time to play Terminal Velocity... oh man.
#7 Posted 26 January 2019 - 03:42 AM
Mike Norvak, on 23 January 2019 - 07:21 PM, said:
I loved Hellbender despite I just played a shareware demo that came with a Windows 95 CD-ROM.
Same here Awesome music in the demo level.
#9 Posted 06 March 2019 - 09:59 AM
Cool remix! That tune always stuck with me too from the demo. I never even played the game much.
#10 Posted 10 March 2019 - 06:45 AM
MusicallyInspired, on 06 March 2019 - 09:59 AM, said:
Cool remix! That tune always stuck with me too from the demo. I never even played the game much.
Same here. I only played the shareware and found the Ymir episode awesome (owing in part to this cool tune), got to the second planet but stopped playing soon after.
#11 Posted 07 August 2019 - 05:42 PM
I regret to say that there hasn't been any progress since last update, however, I have an excuse: I've been focusing on EDuke32-related things, that hopefully will prove very beneficial in due time.
#12 Posted 11 August 2019 - 06:29 PM
MrFlibble, on 06 March 2019 - 09:39 AM, said:
Love this tune:
This track is in the high-def audio POD file for TerminalFury. TF supports loading .ogg files in place of the original MODs if the name matches. (JEST.OGG will replace JEST.MOD, for example.)
Don't worry, it'll be optional. I plan on hooking everything up so you can choose original music or CD/OGG music.
This post has been edited by Striker: 11 August 2019 - 06:29 PM
#13 Posted 11 August 2019 - 08:55 PM
Thanks for updating us on the status, I can understand. As one may claim, sometimes you have to give up one fury for a different fury.
#14 Posted 16 October 2019 - 08:47 PM
Glad to see this is still going on. For a year or so I thought that it was abandoned.
#15 Posted 27 May 2024 - 11:07 PM
Resurrecting this thread (that I totally forgot about).
A few weeks ago I posted this video, showing off some of my progress.
Since then, I've fixed many bugs, optimized a ton of code, got brightmaps working to bring the OpenGL renderer in parity with software.
And tonight, I've got the beginnings of the new GUI up and running, which is soon to replace the windows-based UI altogether:
A few weeks ago I posted this video, showing off some of my progress.
Since then, I've fixed many bugs, optimized a ton of code, got brightmaps working to bring the OpenGL renderer in parity with software.
And tonight, I've got the beginnings of the new GUI up and running, which is soon to replace the windows-based UI altogether:
#17 Posted 28 May 2024 - 03:15 PM
Good to see that you're still kicking. I'll be posting some progress as regularly as I can.
Speaking of which, I've experimented with neural network upscaling for the in-game cockpit and hand:
Speaking of which, I've experimented with neural network upscaling for the in-game cockpit and hand:
#18 Posted 29 May 2024 - 03:27 PM
Textures are rotated wrong, object positions are out of wack, and the scale is fucked six weeks to Sunday, but Fury3 maps are loading in TerminalFury now, albeit with a Hellbender coat of paint.
This used to just crash the game outright, or be overwhelmingly corrupt.
This used to just crash the game outright, or be overwhelmingly corrupt.
#19 Posted 30 May 2024 - 12:23 AM
And now they're rendering (mostly) correctly, with correct object positions:
#21 Posted 31 May 2024 - 07:55 PM
More progress:
Sky renders correctly, fog boundary is the correct distance in scale with the terrain.
The Deathbringer is now the default ship model when playing Fury3 maps. (Also leveraged Hellbender code for engine particles, need to fix the color though.)
Sky renders correctly, fog boundary is the correct distance in scale with the terrain.
The Deathbringer is now the default ship model when playing Fury3 maps. (Also leveraged Hellbender code for engine particles, need to fix the color though.)
#23 Posted 17 June 2024 - 07:36 PM
Been leveraging Hellbender's features, like rain/lightning weather effects to enhance some of the Fury3 maps.
#24 Posted 26 June 2024 - 01:27 PM
Almost got Fury3's cockpit UI implemented in Hellbender's engine:
(Some obvious issues, it's a WIP after all.)
EDIT: Now widescreen extended
(Some obvious issues, it's a WIP after all.)
EDIT: Now widescreen extended
#25 Posted 27 June 2024 - 02:00 PM
Mmm... Cockpits... ;-)
Striker, on 26 June 2024 - 01:27 PM, said:
Almost got Fury3's cockpit UI implemented in Hellbender's engine:
(Some obvious issues, it's a WIP after all.)
(Some obvious issues, it's a WIP after all.)
#27 Posted 11 July 2024 - 02:45 PM
I need some help from someone with some artistic/photoshop skills, or at the very least, someone who knows how to train an AI model with some source images for upscaling.
Here's a zip with the explosion sprites from Terminal Velocity, and the stock footage used to make it. I need help getting a higher res (256x256) version of the explosion, making sure to preserve the shape, aspect ratio, and number of frames of the TV/Fury3 sprite (16).
https://shadowmaveri...MOV_convert.zip
Here's an example/comparison of the images within:
Credit will be given if used.
Here's a zip with the explosion sprites from Terminal Velocity, and the stock footage used to make it. I need help getting a higher res (256x256) version of the explosion, making sure to preserve the shape, aspect ratio, and number of frames of the TV/Fury3 sprite (16).
https://shadowmaveri...MOV_convert.zip
Here's an example/comparison of the images within:
Credit will be given if used.
#28 Posted 11 July 2024 - 03:00 PM
Posted link to this on my Twitter timeline.
Striker, on 11 July 2024 - 02:45 PM, said:
I need some help from someone with some artistic/photoshop skills, or at the very least, someone who knows how to train an AI model with some source images for upscaling.
Here's a zip with the explosion sprites from Terminal Velocity, and the stock footage used to make it. I need help getting a higher res (256x256) version of the explosion, making sure to preserve the shape, aspect ratio, and number of frames (16).
https://shadowmaveri...MOV_convert.zip
Here's an example/comparison of the images within:
(quoted images removed)
Credit will be given if used.
Here's a zip with the explosion sprites from Terminal Velocity, and the stock footage used to make it. I need help getting a higher res (256x256) version of the explosion, making sure to preserve the shape, aspect ratio, and number of frames (16).
https://shadowmaveri...MOV_convert.zip
Here's an example/comparison of the images within:
(quoted images removed)
Credit will be given if used.
#30 Posted 11 July 2024 - 10:10 PM
Here is a Tweet link:
https://twitter.com/...535862133661761
https://twitter.com/...535862133661761
Striker, on 11 July 2024 - 08:41 PM, said:
Thanks. Got a link so I can watch for replies?