Terminal Velocity "Anyone played this game? NOT the movie starring Charlie Sheen."
#183 Posted 25 July 2015 - 12:57 AM
StrikerMan780, on 25 July 2015 - 12:26 AM, said:
Awesome! It is shaping up pretty good, I guess?
#184 Posted 25 July 2015 - 01:20 AM
Also, managed to get my hands on this:
This post has been edited by StrikerMan780: 25 July 2015 - 10:15 AM
#185 Posted 25 July 2015 - 01:30 AM
But, real paper books and manuals are really cool. I still have all that stuff from good old boxed-distributed games ("TV" too). Funny story, I have german friend who recently got job at "Yager" company, they are making "Dreadnought" game right now. I sent him pic with me holding "Yager" game box that I have - he was surprised, didn't know boxed version even existed
#186 Posted 25 July 2015 - 07:33 AM
This post has been edited by StrikerMan780: 25 July 2015 - 01:13 PM
#187 Posted 25 July 2015 - 12:05 PM
Amazing work pace sir.
Good Luck...
MrBlackCat
#188 Posted 25 July 2015 - 01:12 PM
(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
#189 Posted 25 July 2015 - 01:49 PM
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.
#190 Posted 25 July 2015 - 11:59 PM
Smoke Fumus, on 25 July 2015 - 01:49 PM, said:
Well this cockpit sure seems to obstructive, almost half of screen view gone. But I remember you said it may be only visible like this at startup. Still, nice progress! I guess when you have it in game, it might be changed, "modded" too.
#191 Posted 26 July 2015 - 12:28 AM
P.S.: I would personally shake hand with this man, say a Big Thankyou
This post has been edited by Juris3D: 26 July 2015 - 12:30 AM
#192 Posted 26 July 2015 - 12:41 AM
Here are few static screenshots in case you refuse to use youtube for some reason
Minimal Throttle
Maximum throttle with afterburner
#193 Posted 26 July 2015 - 03:46 AM
Smoke Fumus, on 26 July 2015 - 12:41 AM, said:
Now I see and understand how this cockpit looks and works in-game. I take my doubts back! It is great! Looks of it, dynamics how it "shakes", lightning - I really like it already
Cockpit design - seems inspired from old "Descent" 2D cockpit overlay?
About videos on Youtube: maybe you should put in clip descriptions those tag words, or key words, what were they called. Like, "Terminal Velocity HD", "Terminal Velocity remake", "Fury3 remake HD", etc. I believe there are more people like me, who search such phrases several times a year . Let them know.
#194 Posted 26 July 2015 - 06:01 AM
Smoke Fumus, on 26 July 2015 - 12:41 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?
This post has been edited by MrFlibble: 26 July 2015 - 06:03 AM
#195 Posted 26 July 2015 - 07:24 AM
MrFlibble, on 26 July 2015 - 06:01 AM, said:
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.
#196 Posted 26 July 2015 - 07:55 AM
Smoke Fumus, on 26 July 2015 - 07:24 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.
#197 Posted 26 July 2015 - 10:15 PM
MrFlibble, on 26 July 2015 - 07:55 AM, said:
Yea, sure, i'll include it into next rollout.
#198 Posted 27 July 2015 - 02:48 AM
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.
This post has been edited by Juris3D: 27 July 2015 - 02:50 AM
#199 Posted 27 July 2015 - 08:25 AM
Juris3D, on 27 July 2015 - 02:48 AM, said:
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.
#200 Posted 27 July 2015 - 10:29 AM
#203 Posted 28 July 2015 - 03:14 AM
#204 Posted 28 July 2015 - 03:32 AM
#205 Posted 28 July 2015 - 04:19 AM
Daedolon, on 28 July 2015 - 03:14 AM, said:
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.
#207 Posted 28 July 2015 - 11:41 AM
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
#208 Posted 28 July 2015 - 11:45 AM
Juris3D, on 28 July 2015 - 11:41 AM, said:
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
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
#209 Posted 29 July 2015 - 02:39 PM
This post has been edited by StrikerMan780: 29 July 2015 - 02:42 PM
#210 Posted 29 July 2015 - 10:28 PM
StrikerMan780, on 29 July 2015 - 02:39 PM, said:
Of course you will Well, if some decade or so is waited for "TV" remake, sure we wait a bit more. But, truth to be told, now this waiting is more anxious (is that a good english word? i mean "impatient" )