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

User is offline   Striker 

  • Auramancer

#151

EDIT: Got stuff texturing properly for the most part. Some textures are scaled wrong, and some have fucked up perspective, but it's almost done!

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This post has been edited by StrikerMan780: 24 July 2015 - 04:34 AM

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User is offline   Striker 

  • Auramancer

#152

More progress:
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User is offline   Striker 

  • Auramancer

#153

Alpha Blending is finally in!

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User is offline   Striker 

  • Auramancer

#154

Yeah, so far. Still having trouble getting the sky to render correctly, but the rest is pretty much done.

Also, managed to get my hands on this:
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This post has been edited by StrikerMan780: 25 July 2015 - 10:15 AM

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User is offline   Striker 

  • Auramancer

#155

Thankfully it has some useful information for further in development too. (Such as undocumented key binds, lore-accurate names for all of the ships in the game, etc.)

This post has been edited by StrikerMan780: 25 July 2015 - 01:13 PM

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User is offline   MrBlackCat 

#156

Reading this thread is "inspiring" to say the least... your progress is like that of a machine StrikerMan780.

Amazing work pace sir.

Good Luck...

MrBlackCat
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User is offline   Striker 

  • Auramancer

#157

I have a fuckton of passion for these games, so there's a big part of why I'm making so much progress.

(Also, while it may not be too healthy, some 20+ hour streaks of non-stop programming.)

I have big plans for this port.

The feature list of what I've done so far:

* Support for up to 1920x1200 res
* 44100khz Sound vs. 11025khz.
* Fixed Transparency effects.
* Fixed some bugs/crashes
* Drastically increased the max number of active entities
* OpenGL rendering (70% complete)
* Ported deltatime/ticker to SDL2. (Cross-platform compatible)
* Ported windowing and input to SDL2. (40% complete).
* Much improved homing missile logic. (Ported from Hellbender)
* Objective indicators (Ported from Hellbender)

Plans:
* XInput support via SDL2, with Force Feedback.
* Dynamic Lighting (Going to port from Hellbender, but with color, not just white light.)
* 32-player Online Play (Deathmatch only at first. CTF and Base Defense are there, but the code is incomplete.)
* CEGUI-based user interface.
* Support for Hellbender's features in TV / Fury3 levels, such as weather, scrolling skies, multiple terrain layers, etc.
* SPARK particle system.

This post has been edited by StrikerMan780: 25 July 2015 - 01:25 PM

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#158

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Alright it looks like i am done with the cockpit. Now i'll put it into the game and then start working on terrain holes system, then inventory system, then i'll bring enemies into the play, then objective system and then the demo will be complete.
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#159

And here's a dynamic preview of new cockpit https://youtu.be/mWa1sosGfEU
Here are few static screenshots in case you refuse to use youtube for some reason
Minimal Throttle
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Maximum throttle with afterburner
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User is offline   MrFlibble 

#160

View PostSmoke Fumus, on 26 July 2015 - 12:41 AM, said:

And here's a dynamic preview of new cockpit https://youtu.be/mWa1sosGfEU

I noticed in that video that the perspective doesn't seem to change when switching between chase view to cockpit view. For example, here the craft model is replaced with the HUD overlay, without any change of the player's POV (it would be expected to zoom forward to match the position of the craft in chase view mode). Is that because cockpit functionality is still under development?

BTW, what's the music playing in that video? Is it from the original game?

This post has been edited by MrFlibble: 26 July 2015 - 06:03 AM

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#161

View PostMrFlibble, on 26 July 2015 - 06:01 AM, said:

I noticed in that video that the perspective doesn't seem to change when switching between chase view to cockpit view. For example, here the craft model is replaced with the HUD overlay, without any change of the player's POV (it would be expected to zoom forward to match the position of the craft in chase view mode). Is that because cockpit functionality is still under development?

BTW, what's the music playing in that video? Is it from the original game?

Actually perspective does change (chase cam point is few units behind, while internal cam point is inside of the nose), but because terrain is so distant it is barely noticeable.
Music is from fury3 - it's last levels theme planet Fury.
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User is offline   MrFlibble 

#162

View PostSmoke Fumus, on 26 July 2015 - 07:24 AM, said:

Actually perspective does change (chase cam point is few units behind, while internal cam point is inside of the nose), but because terrain is so distant it is barely noticeable.

I actually suspected that but it's really hard to notice. Maybe add a brief zooming motion in and out of the hull/cockpit? This is how the chase view switch is done in many games.
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#163

View PostMrFlibble, on 26 July 2015 - 07:55 AM, said:

I actually suspected that but it's really hard to notice. Maybe add a brief zooming motion in and out of the hull/cockpit? This is how the chase view switch is done in many games.

Yea, sure, i'll include it into next rollout.
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#164

View PostJuris3D, on 27 July 2015 - 02:48 AM, said:

Please question to Smoke Fumus: is that "Adamant" project on your Youtube channel some separate ongoing project? Or just ideas and programming training that is now used for "TVHD" ?

Another slightly off-topic question: there was a project "reaper", our style game. Super old stuff is here:
http://reaper3d.sour....net/index.html
http://sourceforge.n...jects/reaper3d/
I wonder maybe it turned out to something, maybe project renamed, some people used it maybe into other projects? Just curious. I have bookmarked it for ages.

Adamant is the target project which now temporary frozen until i have enough resources and skill to pull it, because, unlike TVHD, has a much more broader scope. It was started right after i abandoned Hellbender fan sequel, back in 2013, and i stopped development in may 2014 due my state at the time,and also lack of necessary skill. i do have a sketch of a lore/design document for it Adamant Lore

reaper3d at this point seems rather pointless. Tech is outdated, textures are worthless.
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#165

First look at new tunnels
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User is offline   Daedolon 

  • Ancient Blood God

#166

Those are some massive screw heads in the tunnel entrance, the question goes why?
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#167

View PostDaedolon, on 28 July 2015 - 03:14 AM, said:

Those are some massive screw heads in the tunnel entrance, the question goes why?

You do realize that you're questioning logic behind the game which has powerups just floating in the air, space fighter with magical energy shield which defies gravitational pull, and where you perform 3 lengthy missions on wrapping planets yet each mission has completely different layout on top of said planet.
Videogames != logic.
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#168

A first look on what's on the other side.
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#169

View PostJuris3D, on 28 July 2015 - 11:41 AM, said:

Comfy cave ... :)
I briefly played now "Hellbender", to refresh memories, maybe try to figure out why it felt for me "not-a-sequel" for "TV". One thing is maybe that gloomy rainy atmosphere at the start. But I am guessing main thing, main difference is that ship now can stand still. And with that, feeling is completely different. "TV" has that non-sop moment in it, perpetum movement. OF course it doesn't mean bad thing, even for my taste: I loved "Archimedean Dynasty", and there you can hover (well, float) as long as you want. So, I guess what i am trying to say is: clone of "TV"have to be with that non-stop movement. But then (I think, I hope) will come modifications, different versions of aerial shooting, technicaly based of what you guys are doing now - then I think it can be any flight dynamics: "Hellbender"-style, "Descent"-style (forward/stop/reverse).

P.S.: i think i am gonna replay "Hellbender" more now :D

Gloomy atmosphere were at trial level Iowah 2. Overall atmpsohere in hellbender i just more moody, yes. but so does story, they tackled more serious tone with more S&D tactical approach to each mission rather than run and gun.

Besides - Hellbender is still technically Maximum Velocity - it is still very much direct sequel to Terminal Velocity, just renamed because they sold it to microsoft rather than to 3d realms.
And let's face it - keeping it entierly same is usually a bad idea - games should take routes and evolve in the sequels. if the sequel is 100% same by everything like in the original - then it's not a sequel - it's a map pack.

This post has been edited by Smoke Fumus: 28 July 2015 - 08:03 PM

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User is offline   Striker 

  • Auramancer

#170

Hellbender support is on it's way. The downside is, it basically required me to completely nuke TV and Fury3 support until I get everything settled and ready to go. (The engine has drastic changes, so supporting both games is going to be challenging as all fuck. But don't worry, I WILL do it, and it'll have huge benefits in the end.)

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This post has been edited by StrikerMan780: 29 July 2015 - 02:42 PM

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User is offline   MrFlibble 

#171

Hellbender looks amazing in high-res.

I'm a bit confused though, are the Terminal Fury project and the TV HD project Smoke Fumus has been posting videos of the same thing or not?
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#172

View PostMrFlibble, on 30 July 2015 - 03:25 AM, said:

Hellbender looks amazing in high-res.

I'm a bit confused though, are the Terminal Fury project and the TV HD project Smoke Fumus has been posting videos of the same thing or not?

I am working on remake, striker's working on highly extended port
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#173

Here's a first version of 1st level remix. https://soundcloud.c...elocity-remix-1 still very underworked, needs much more work, but as a basic sequencing/"remaster" should do it.
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User is offline   Striker 

  • Auramancer

#174

View PostMrFlibble, on 30 July 2015 - 03:25 AM, said:

Hellbender looks amazing in high-res.

I'm a bit confused though, are the Terminal Fury project and the TV HD project Smoke Fumus has been posting videos of the same thing or not?


Hellbender was a fantastic looking game for it's time, but was undercut by the fact that it could only run at 640x480, and on the crappy accelerator cards at the time of it's release. The software mode also had a terrible form of Mipmapping that murdered texture quality before they were far enough to not notice the difference.

It has shadowing (albeit primitive), dynamic lighting (no pre-baked lights in the game at all, but still looks as good as Quake 1 at times, sometimes better.), particles, weather, portal rendering, and support for textures up to 256x256. And that is natively, not part of my port.

This post has been edited by StrikerMan780: 30 July 2015 - 03:15 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#175

Remix sounds pretty cool. :)
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#176

View PostJuris3D, on 30 July 2015 - 10:03 PM, said:

Continuing about what, I think, put me off Hellbender, what I didn't like - now I think it was textures too. Compare screenshots in this thread. In TV you see snowy mountains, a bit grass, not bad represented for those low resolutions, artist did a good job to make acceptable, even good looking environment. Now look at Hellbender screenshot. Why so "speckled", what is that red/brown/green? red hot rocks with green grass? It all kinda burns eyes, so to speak. I understand current TV port has to keep things as it was, but I sure dream now that there can be Hellbender with nice ground textures, smoother environment appearance. I hope I manage to explain, my english might be clumsy :) (i am latvian)

Nope. Don't even. Original TV textures were quality of a shit. Grass looks like slime, snow looks like jizz, mountains rock looks like turds.

Hellbender increased quality of textures providing higher def. Besides - alien worlds should be alien, not just another earth-like/moon-like sci-fi.

Please remove your nostalgia glasses, they give you biased opinion which helps absolutely no-one.
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User is offline   Striker 

  • Auramancer

#177

Morbos looks the way it does because it is a barren planet with Acid rain, which destroyed most vegetation. The rocks have eroded, showing the underlying limestone and other sheet rock, and the only thing left are the remains of whatever life was there before. (The game's manual describes this.)

Hellbender does have some very vivid looking levels with very well-defined textures in the later parts of the game. See Chimera, Kresh, Eyrie, and Snow City.

This post has been edited by StrikerMan780: 31 July 2015 - 04:56 AM

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User is offline   Striker 

  • Auramancer

#178

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^ If you want to talk about a beautiful planet, that's one right there. It'll look better once I implement fog, which will hide the cutoff.

This post has been edited by StrikerMan780: 31 July 2015 - 05:50 AM

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User is offline   Striker 

  • Auramancer

#179

If you do, make sure to install the FMV cinematics. They're done pretty well, and help engage the player in the story.

This post has been edited by StrikerMan780: 31 July 2015 - 05:55 AM

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User is offline   Striker 

  • Auramancer

#180

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