Terminal Velocity "Anyone played this game? NOT the movie starring Charlie Sheen."
#121 Posted 17 July 2015 - 08:13 PM
#123 Posted 18 July 2015 - 03:13 AM
Daedolon, on 18 July 2015 - 03:01 AM, said:
Last Active: Nov 29 2014 02:19 PM
I think we need to get his butt online
#124 Posted 18 July 2015 - 01:18 PM
I want to get it working, because it's far superior to Fury3's renderer, as it has better texture precision, Goraud shading, dynamic lighting, and more. However, since it's x86 Assembly written for MASM, not only will it not work with other processor architectures, it'll never work on anything but Windows, meaning no Linux or OSX support. (WINE will do no good, as it doesn't support the latest VC2015 runtimes as far as I'm aware. Besides, doesn't beat a native port.)
#126 Posted 18 July 2015 - 02:30 PM
Smoke Fumus, on 18 July 2015 - 02:01 PM, said:
OGRE (Object-Oriented Graphics Rendering Engine) is a scene-oriented, real-time, 3D rendering engine (as opposed to a game engine).
So you're curing the disease by killing the patient.
#127 Posted 18 July 2015 - 03:31 PM
Hendricks266, on 18 July 2015 - 02:30 PM, said:
So you're curing the disease by killing the patient.
Nope, we're replacing patient's face with an appropriate one, instead of hackjob which looks like mix between scarecrow and michael bay's decepticon.
At this point - there is no point in keeping old renderer at all - it is slow, not precise (texture warping along edges because of the low precision), doesn't support even simplest Lambert lighting model (which has been around since unreal tournament), and just cannot be restored from ASM mess in hellbender's code. Best solution right now is to scuttle the obsolete software renderer, and switch to OGRE.
On top of that - Striker found a way to forward-combine hellbender pieces of sourcecode up to the point where resulting executable will be able to support all 3 games at once with possiblity to, say - play terminal velocity campaign via hellbender gameplay. (proper energy system, ability to hang in place, better arsenal (although that will require to partially re-map bonuses on maps to encompass all hellbender's ones)
#128 Posted 18 July 2015 - 04:16 PM
My current plan is to keep the the software render from Fury3 (for now, and for reference) until I can get everything rendering fully and correctly in OGRE (which actually is quite suitable for games, and has a good backend for setting up UIs, which I'm gonna need to do if I'm going to strip out MFC and make it cross-platform.) It'll still be running off of the original game engine. The reason for using OGRE is because I have zero experience in OpenGL coding, and I'm not about to waltz into that nightmare until I gain more experience in general. (I'm just learning C, myself. I've managed to pull off a lot, but I'm still learning.)
This post has been edited by StrikerMan780: 18 July 2015 - 04:32 PM
#130 Posted 18 July 2015 - 04:44 PM
Oh, and just as a treat, if I can get Hellbender backported, I'll be able to backport Monster Truck Madness 1. The full game's source is in Hellbender's source, which can be enabled via a toggleable define.
I know dumping the software renderer may be akin to dumping the baby out with the bathwater, but... in this case that baby is the one from Eraserhead. It's probably for the best.
If only I had someone like Plagman...
This post has been edited by StrikerMan780: 18 July 2015 - 05:05 PM
#131 Posted 19 July 2015 - 01:57 AM
Juris3D, on 18 July 2015 - 11:16 PM, said:
Here's the deal - if you want 100% pure experience - you can always play the original. That's the way it goes.
We are trying to create a package which would work properly in better conditions, and yes, look just like the original. Think about it like GL_Quake version of Quake 1 - same thing but hardware accelerated.
#132 Posted 19 July 2015 - 01:56 PM
#133 Posted 19 July 2015 - 05:42 PM
#134 Posted 20 July 2015 - 12:44 AM
Juris3D, on 19 July 2015 - 10:11 PM, said:
While on topic about old games in "our" style, when I was writing here about my favorites next to "Terminal Velocity" (i mentioned "Crimson Skies", "Rogue Squadron 3D"), I forgot one important title: "Archimedean Dynasty" (original german "Schleichfahrt"). Later kind-of sequels (Aquanox) sucked. At one point there was remake project "Silent Depth", but I think it died (http://www.irrlicht3...ntry.php?id=229). Also there is this attempt: http://sourceforge.n.../schleichfahrt/
And here also somebody loved "Terminal Velocity" a lot:
http://www.phatcode....oads.php?id=132
On semi-related note - Microsoft's Deadly Tide was kinda made in same key, and as FMV games go - not that bad.
#135 Posted 21 July 2015 - 07:48 PM
#136 Posted 21 July 2015 - 08:05 PM
#137 Posted 21 July 2015 - 08:53 PM
Hellbender had the code to the Terminal Velocity S3 ViRGE version still in it, but I didn't have the ViRGE SDK until now.
The old S3 Renderer is closer to OpenGL's syntax than Direct3D's. MUCH closer. The D3D Renderer is a nearly undecipherable mess (to me, at least).
Now, I should be able to translate things much easier.
This post has been edited by StrikerMan780: 21 July 2015 - 09:06 PM
#138 Posted 21 July 2015 - 10:36 PM
If you haven't played it though, I suggest you pick up a copy from eBay or Amazon. It's a fantastic game.
This post has been edited by StrikerMan780: 21 July 2015 - 10:37 PM
#139 Posted 22 July 2015 - 01:06 AM
Speaking of Hellbender, when I get to the point of porting it to this engine, I plan on adding some enhancements (hopefully to accommodate for some of the game's issues).
I'm a little further along with writing the renderer. I'm almost to the state where I'm able to start drawing polygons. Once I get it going I'll post screenshots.
By the way, Hellbender had a particle system, which I backported to Terminal Velocity (as seen in earlier screenshots of mine). Once I move to OpenGL, I'll be using this particle system: http://sourceforge.n...ts/sparkengine/
This post has been edited by StrikerMan780: 22 July 2015 - 01:27 AM
#140 Posted 22 July 2015 - 04:52 AM
When it's ready, it'll look no different than the software renderer at first. Albeit with much better fog and texture precision. (Ie. No PSX-esque jittering texture coordinates.)
This post has been edited by StrikerMan780: 22 July 2015 - 04:54 AM
#141 Posted 22 July 2015 - 05:34 AM
#144 Posted 22 July 2015 - 06:55 PM
As you can see it's not that great. UI is in its infancy, i still have no sound. But there are some things to look at.
First of all - dynamics. New dynamics include a bit of momentum for the craft. Not a whole lot, to not distract original model but some.
Also new daytime Ymir up-close.
#145 Posted 22 July 2015 - 07:03 PM

Got some shading going. Some light intensity values are clipping.
#147 Posted 22 July 2015 - 08:37 PM
StrikerMan780, interesting you mentioned S3 API is similar to OpenGL. People at Vogons will be very interested in your findings. We are looking forward to play Destruction Derby optimized for S3 in different cards. Someone there already made alternate versions that can bypass faulty CD and Diamond Stealth 2000 3D card detection.
#148 Posted 22 July 2015 - 09:40 PM
S3:
pS3DTK_Funct->S3DTK_TriangleSet( pS3DTK_Funct, (ULONG*)vlistPtr, n, S3DTK_TRIFAN );
OpenGL:
glDrawArrays(GL_TRIANGLE_FAN, 0, n);
#149 Posted 23 July 2015 - 06:12 AM
Juris3D, on 22 July 2015 - 08:15 PM, said:
Right now camera is already at delay, but at a very subtle one. On top of that - it also picks up ship rotation.
Cockpit is in works, i need to figure out how to make it look suitable.
I took original heightmap as basis, stretched it out, and then applied a long chain of adjustments to it namely erosion, thermal weathering, then erosion again.
#150 Posted 24 July 2015 - 12:29 AM
Juris3D, on 23 July 2015 - 10:45 PM, said:
http://www.mobygames...-enemy-mech.png
Of course, just like in real planes, view obstruction should be as minimal as possible. And there should be also some trick that imitates head motion (in reality i guess just those cockpit pillars slightly shaking, being not static in reference to "head").
Yea, but the problem is that you, personally, is a dedicated fan - you have a high tolerance for lower grade graphics and lower quality. General public however (even mid-core level) are gonna be much more ferocious towards it.
Do not worry about head motion imitation - i already have slight delay figured out for camera head position. Only thing left is to figure out just what the hell is cockpit gonna be.
Right now i am gonna go with mechwarrior online type of cockpit where yes cockpit is detailed, but you only see most of detail at startup sequence, and then you're mostly strapped closer to the window view with 3 pop-up holographic panels.

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