TerminalFury (Teminal Velocity/Fury3/Hellbender Port) Progress
#32 Posted 06 July 2025 - 07:41 AM
Hi Striker !
I saw your last YT video on January.
Do you have any hot news about TerminalFury ?
I'm very impatient
I saw your last YT video on January.
Do you have any hot news about TerminalFury ?
I'm very impatient
#33 Posted 16 September 2025 - 03:38 PM
It's probably still another year or two out, but I have good news, I finally am making progress on gutting the old, crusty Windows 95 sound system dependencies, and writing my own sound system:
https://shadowmaveri...16_17-19-40.mp4
Finally figured out the 3D Matrix math required for proper panning and 3D sound. Now I just need to migrate everything in the engine to the new system, then I can yeet the old crappy one out. That'll be one less windows dependency, allowing me to port these games to other OSes and platforms.
https://shadowmaveri...16_17-19-40.mp4
Finally figured out the 3D Matrix math required for proper panning and 3D sound. Now I just need to migrate everything in the engine to the new system, then I can yeet the old crappy one out. That'll be one less windows dependency, allowing me to port these games to other OSes and platforms.
#35 Posted 12 October 2025 - 03:53 PM
Anyone here familiar with making TTF fonts? I'm asking because I'm looking for someone with more skill than myself to put together a vectorized TTF font in the style of the Fury3 font, which I have here:

Cleaned up version:

Cleaned up version:
#36 Posted 13 October 2025 - 02:32 AM
Managed to do it myself with fontstruct.

EDIT: Fixed the aspect and got rid of the glow since it was causing problems.

EDIT: Fixed the aspect and got rid of the glow since it was causing problems.
#38 Posted 22 November 2025 - 12:01 PM
Striker, on 19 November 2025 - 02:58 PM, said:
Getting closer to fully functional.
It is very impressive ! you're doing a great job !
What do you think about improving the mountains geometry ? There aren't many polygons, maybe it could be possible to add more of them by interpolation.
This post has been edited by Gaelou: 22 November 2025 - 12:02 PM
#39 Posted 24 November 2025 - 02:14 PM
Won't happen. Engine isn't designed for it, isn't flexible enough to do that, and my plate is already full enough as it is. Also, interpolation would screw up intentional geometry design, like the buildings in New Kroy, which are meant to be sharply angled, and not rounded off.
#40 Posted 28 November 2025 - 02:45 AM
Got ship shadows working again:

Also, another good milestone: Got it compiling as a 64-bit executable now.

Also, another good milestone: Got it compiling as a 64-bit executable now.
#41 Posted 18 December 2025 - 02:42 AM
The development on this is looking good so far, is there a possible release date yet?
#42 Posted 20 December 2025 - 08:26 PM
I won't be giving out any release dates. I'll be ready when it's ready. Still a lot of backend code needs rework.
#43 Posted 21 December 2025 - 06:37 AM
Striker, on 24 November 2025 - 02:14 PM, said:
Won't happen. Engine isn't designed for it, isn't flexible enough to do that, and my plate is already full enough as it is. Also, interpolation would screw up intentional geometry design, like the buildings in New Kroy, which are meant to be sharply angled, and not rounded off.
Thanks for your feedback ! I understand now, it will be very hard to implement and it could generate ton of collision bugs.
Any way, thank you for your work ! trying to revive not just one but 3 games is a masterpiece !
This post has been edited by Gaelou: 21 December 2025 - 06:37 AM
#44 Posted 19 January 2026 - 07:31 PM
While I don't particularly like the way it looks (and thus is off by default), I've added a texture filtering option.

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