Terminal Velocity "Anyone played this game? NOT the movie starring Charlie Sheen."
#91 Posted 06 July 2015 - 11:19 AM
#92 Posted 06 July 2015 - 07:26 PM
This post has been edited by StrikerMan780: 06 July 2015 - 07:26 PM
#93 Posted 06 July 2015 - 10:43 PM
If you wish to take part, post some demos of stuff you've done in the past.
This post has been edited by StrikerMan780: 06 July 2015 - 10:44 PM
#95 Posted 08 July 2015 - 03:07 PM
This post has been edited by StrikerMan780: 08 July 2015 - 03:07 PM
#96 Posted 08 July 2015 - 11:41 PM
Juris3D, on 08 July 2015 - 11:00 PM, said:
Not for Velocity3. Velocity3 is only a back-to-back port of functional of fury3 with support of every POD file from both terminal velocity and fury3 (that includes F!Zone, trials and both disk and cd versions).
The reason for the project is portability (and a groundwork for tvhd) - Terminal Fury as of today can only work on windows systems, and even then there are some problems with windows 8. You, of course, can still play dos version but you going to loose ability to set any resolution, and you also will be stuck with stereo-only sound. Velocity3 fixes that but running on modern engine, supporting any resolution and 5.1 sound with immediate windows/linux/mac releases.
As for "enhanced" models - that's where TVHD comes in. It's gonna concentrate on reworking most of the graphical assets to bring them to at least 2006~ level of quality, including models, textures, terrain and effects, while trying to keep original gameplay, only making compromises where necessary.
#97 Posted 09 July 2015 - 08:18 AM
Juris3D, on 09 July 2015 - 12:46 AM, said:
With all honesty - they're not as good as you make them out to be. Problem is that ship lacks in weight and inertia since there is no physical system, beyond simplistic gravity pull, to speak of. After playing dozens of games where inertia present (planetside 2, unreal tournament 2004 vehicular combat, freelancer, star conflict etc) TV does feel more like an old arcade shootemup in first person, rather than, say, flight simulator.
But yea, i'll copy-paste all flight mechanics directly from original source.
#98 Posted 09 July 2015 - 09:38 AM
Juris3D, on 09 July 2015 - 09:15 AM, said:
Ah, okay.
Speaking of which, here are few previews from TVHD wips
#99 Posted 09 July 2015 - 10:23 AM
(also preeeeeetty sure the windows on the ship aren't meant to simple jut outward like that)
#100 Posted 09 July 2015 - 11:28 AM
Carl Winslow, on 09 July 2015 - 10:23 AM, said:
(also preeeeeetty sure the windows on the ship aren't meant to simple jut outward like that)
I do not draw - i 3d doodle directly - easier to come up with better topology that way. This one is 6th iteration.

Also i don't think these are windows (or else middle of cockpit doesn't make any sense), besides if you look beneath TV-202 - same 'windows', so my guess is that they're actually armor plates and internal cockpit has no window

Juris3D, on 09 July 2015 - 10:24 AM, said:
btw, here is a ship 3D model by somebody who obviously also loves "TV":
http://crazyyoda.dev...2-WIP1-33965531
Thank you
#101 Posted 09 July 2015 - 09:17 PM
It's weird when you consider how much better the Fury3 ship looked, too. it almost looks viable, and it's design plays with the advantages of low polygon counts rather than against them.
...then Hellbender fucks that right up all over again.
This post has been edited by Carl Winslow: 09 July 2015 - 09:19 PM
#102 Posted 10 July 2015 - 01:40 AM
Carl Winslow, on 09 July 2015 - 09:17 PM, said:
It's weird when you consider how much better the Fury3 ship looked, too. it almost looks viable, and it's design plays with the advantages of low polygon counts rather than against them.
...then Hellbender fucks that right up all over again.
It actually doesn't. Hellbender, for interstellar ship with inertia dampener installed is quiet viable design. It's a curved wing, yes, but those can technically survive in atmosphere.

If you look at it - it's just a shortened harrier design but with overhead wing and rocket pods located at edges.
This post has been edited by Smoke Fumus: 10 July 2015 - 11:20 AM
#104 Posted 11 July 2015 - 04:31 PM
#105 Posted 11 July 2015 - 06:41 PM
filipetolhuizen, on 11 July 2015 - 04:31 PM, said:
What they essentially did is they converted arctic landscape into tundra landscape, both are valid, it wasn't about realism but about better looking overall picture.
#106 Posted 11 July 2015 - 08:14 PM
Smoke Fumus, on 11 July 2015 - 06:41 PM, said:
That's what I meant, thanks.
#108 Posted 12 July 2015 - 10:21 AM
While I own and played Terminal Velocity a good bit back at release, and I read this thread whenever I visit the forum, I don't have anything to add beyond "Thank you for your work."
Interesting view though.
Back to lurking...
MrBlackCat
#109 Posted 12 July 2015 - 11:51 AM
This post has been edited by Carl Winslow: 12 July 2015 - 11:52 AM
#110 Posted 12 July 2015 - 07:20 PM
MrBlackCat, on 12 July 2015 - 10:21 AM, said:
While I own and played Terminal Velocity a good bit back at release, and I read this thread whenever I visit the forum, I don't have anything to add beyond "Thank you for your work."
Interesting view though.
Back to lurking...
MrBlackCat
Carl Winslow, on 12 July 2015 - 11:51 AM, said:
Ok to eliminate any speculation, here's a quote from Chuck Ritola (developer of another enhanced port - terminal recall)
Quote
This means that engine loaded terrain tiles and enemy positions gradually from x/y and when it overflew it continued from the other side.
Here's the problem with constructing round worlds:
- First of all - every level wraps. This means that if you perform your mission on single planet - planet is different 3 times each level - which doesn't make any sense. It's a cool trick, but nothing more.
- Secondly - some worlds are actually suppose to be on the huge object - like moon dagger missions.
- And third - level territory is miniscule - each tile is 64 feet, whole map is suppose to be - excerpt from the actual code
Quote
which is 3.103~ miles or roughly 5 kilometers wide. For comparison moon equatorial length is 11 km. Trees cannot grow with such conditions, so planetoid this small surely gonna be a naked rock without atmosphere.
My idea right now (for tvhd) is to not implement wrapping for sake of making resemblance of sense (and also because if i am gonna implement it with use of old 'short' (16bit) buffer it will result in rewriting unity collision system completely from scratch) - here's how i gonna achieve it:
- Worlds gonna have limiter edges with abandon mission trigger if player stays starts approaching edge for more than 15 seconds. That's for fully fleshed out maps - say first 3 levels on a planet
- For the canyons i will implement singular world with conditional rules (energy field above canyons).
- Moon dagger gonna be one huge ship with a lot of deathstar greeble over the surface (it is a trench homage after all).
- Et cetera.
This post has been edited by Smoke Fumus: 12 July 2015 - 09:59 PM
#111 Posted 13 July 2015 - 01:26 AM
Juris3D, on 12 July 2015 - 11:29 PM, said:
Here's another problem with wrapping - as i've stated before it is hard to implmement it on ready-to-use 3d engine such as unity3d, because it practically needs that i'll need to
- Create a multiplatform C++ based component which gonna create completely different type of terrain - one which can load it's tiles independently with ability to address them via short/ushort
- Write collision detection compatible with physx for said terrain.
- Add Quadtree terrain pixel error calculation to reduce number of distant rendered polygons.
- start assigning every enemy to said coordinate system as well which means rewriting unity transform. That or adding a continious check for every enemy which gonna put a strain onto game speed.
In the end it just not worth the time and effort to create such a gimmick for something which doesn't even make any sense. :V
#112 Posted 13 July 2015 - 09:41 PM
I don't like the idea of having boundaries. That sense of freedom, even if it was an illusion, was a big part of what made Terminal Velocity and Fury3 great. A lot of people who liked the original would likely pan the game if this was changed.
This post has been edited by StrikerMan780: 14 July 2015 - 04:13 PM
#113 Posted 14 July 2015 - 05:59 PM

Made a new icon, based on the original Fury3 one.
This post has been edited by StrikerMan780: 14 July 2015 - 07:06 PM
#114 Posted 15 July 2015 - 02:31 AM
#115 Posted 15 July 2015 - 08:11 AM

And here's 3d viewer https://sketchfab.co...04730d640a31e51
A quick explanation for what the hell are symbols - if you've read manual you know that ASFAR pilot is member of Ares squadron. Well i extrapolated a bit on that idea and came up with this insignia

Ornament on the armor is basically celtic ring ornament. I did it because from the top fighter looks like a hilt and a handle of an old celtic war sword. (hence the name "Warsword"
#116 Posted 15 July 2015 - 09:52 AM
StrikerMan780, on 15 July 2015 - 02:31 AM, said:
My trifecta for tracking down random bugs is Valgrind, ASan, and Xcode (believe it or not). Not at the same time though.
#118 Posted 15 July 2015 - 11:57 PM
Juris3D, on 15 July 2015 - 11:21 PM, said:
About ship in upcoming remakes, well, let's just put some clone of Snow Speeder (from Battle of Hoth) here, we all know we want that
Already have that as third iteration of adamant
http://smoketh.devia...ork-3-424854561
#119 Posted 17 July 2015 - 04:56 AM
Assembler fucking sucks.... *sigh*
If I can't get this done, the project is dead in the water.
This post has been edited by StrikerMan780: 17 July 2015 - 04:57 AM
#120 Posted 17 July 2015 - 05:33 AM
StrikerMan780, on 17 July 2015 - 04:56 AM, said:
Assembler fucking sucks.... *sigh*
If I can't get this done, the project is dead in the water.
I can take a look. Shoot me a PM.

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