Terminal Velocity "Anyone played this game? NOT the movie starring Charlie Sheen."
#272 Posted 10 August 2015 - 10:12 AM
#273 Posted 10 August 2015 - 10:18 AM
Mark., on 10 August 2015 - 10:12 AM, said:
Hell no. This needs to be directly binary compatible with the original game. I cannot redistribute assets (don't have the rights to). There's also a technical limitation preventing that from happening, due to how BIN files work. (They use integer coordinates, and have an upper limit on size.)
Anyhow, Mark Randel got my e-mail. He understands the issue now, and he's actually working with me now to get it fixed.
This post has been edited by StrikerMan780: 10 August 2015 - 10:22 AM
#274 Posted 10 August 2015 - 10:28 AM
#275 Posted 10 August 2015 - 10:32 AM
I'm working on the port of the originals. (Aka. TerminalFury.)
This post has been edited by StrikerMan780: 10 August 2015 - 10:32 AM
#276 Posted 12 August 2015 - 01:57 PM
#277 Posted 13 August 2015 - 01:30 PM
#278 Posted 13 August 2015 - 01:47 PM
StrikerMan780, on 13 August 2015 - 01:30 PM, said:
You can "blame" your success on neurotic, reactive, hyper-focusing, if you want, but you seem to be quite skilled.
Guys like you make me wish I still worked in software engineering... we were always looking for more people like you back then... amazing.
MrBlackCat
This post has been edited by MrBlackCat: 13 August 2015 - 01:48 PM
#279 Posted 14 August 2015 - 11:48 AM
Screenshots would be pointless. There's nothing that'll seem different from a still image.
This post has been edited by StrikerMan780: 14 August 2015 - 11:48 AM
#280 Posted 15 August 2015 - 05:10 AM
With any luck i'll either just re-implement my spacefarer but with free flight, or advance it to include star systems and space stations.
Preview

Active demo (which gonna be updated with gameplay as i go forward in dev)
http://psq-games-projects.tk/sf3d/
This post has been edited by Smoke Fumus: 15 August 2015 - 05:13 AM
#281 Posted 15 August 2015 - 04:47 PM
This post has been edited by StrikerMan780: 15 August 2015 - 04:48 PM
#282 Posted 15 August 2015 - 05:40 PM
StrikerMan780, on 15 August 2015 - 04:47 PM, said:
MrBlackCat
#283 Posted 16 August 2015 - 04:35 AM
Juris3D, on 15 August 2015 - 09:31 PM, said:
http://gamezdes.com/.../1oktluw1fp.jpg
Google search-by-image suggests this is some massively multiplayer online game called Air Rivals.
[Edit] The same shot but in higher resolution can be found here.
This post has been edited by MrFlibble: 16 August 2015 - 04:38 AM
#284 Posted 16 August 2015 - 07:43 PM
I need this bitty piece deciphered (preferably as a C function):
All I know about this function is that is uses a dot product to calculate visibility. Returning 1 if visible, returning 0 if not visible. How it reaches that point I don't know. Assembly confuses the fuck out of me.
int dotProduct(int *n) {
_asm {
push esi
mov esi,n
mov eax,[esi]
or eax,[esi + 4]
or eax,[esi + 8]
or eax,[esi + 12]
mov eax,1
je isTrue
mov eax,[esi]
imul xv
mov ebx,eax
mov ecx,edx
mov eax,[esi + 4]
imul yv
add ebx,eax
adc ecx,edx
mov eax,[esi + 8]
imul zv
add ebx,eax
adc ecx,edx
mov eax,[esi + 12]
cdq
sub eax,ebx
sbb edx,ecx
mov eax,1
jl isTrue
mov eax,0
isTrue:
pop esi
}
}
This post has been edited by StrikerMan780: 16 August 2015 - 08:03 PM
#285 Posted 16 August 2015 - 09:03 PM
int dotProduct(int32_t const * const n)
{
if ((n[0] | n[1] | n[2] | n[3]) == 0)
return 1;
int64_t const result = (int64_t)n[3] - ((int64_t)n[0] * xv + (int64_t)n[1] * yv + (int64_t)n[2] * zv);
if (result < 0)
return 1;
return 0;
}
#287 Posted 17 August 2015 - 04:28 PM
#288 Posted 17 August 2015 - 08:49 PM
StrikerMan780, on 17 August 2015 - 04:28 PM, said:
Now if EDuke32 could get it fixed
#289 Posted 17 August 2015 - 10:50 PM
Daedolon, on 17 August 2015 - 08:49 PM, said:
It's very simple. And yeah, EDuke32 needs it, especially for transparent/alpha blended objects and wall-aligned sprites.
For the weird cutting with explosions, enabling depth testing, but disabling depth writing will fix that. Alpha testing wouldn't hurt either.
#290 Posted 18 August 2015 - 11:49 AM
#291 Posted 18 August 2015 - 09:00 PM
This screenshot was taken with 32x Antialiasing, and 16x Anisotropic Filtering.
#292 Posted 18 August 2015 - 10:15 PM
#293 Posted 19 August 2015 - 06:00 PM
It also opens the gateway to soundtrack re-masters working in-game.
This post has been edited by StrikerMan780: 19 August 2015 - 06:00 PM
#294 Posted 20 August 2015 - 01:32 PM
I made that TF640x480 exe file. The one you have is the latest I ever released.
This post has been edited by StrikerMan780: 20 August 2015 - 01:33 PM
#295 Posted 21 August 2015 - 09:40 PM
I looked up several tutorials, but they all fucking suck ass through a straw.
This post has been edited by StrikerMan780: 21 August 2015 - 09:42 PM
#296 Posted 22 August 2015 - 08:22 PM
#297 Posted 25 August 2015 - 12:00 AM
Getting fucking pissed off to be honest. Mostly at myself. I can't bloody fucking get this piece of shit working, and the tutorials for frustum culling are complete and total crap, aiming at very specific applications and implementations... so if you're not working with their exact tutorial code as a base, they're useless shite. I can't understand it, or wrap my head around any of this despite 2 weeks of futile attempts. All I have is this very half-assed code that, while it gets the performance I need, has visual artifacts out the bloody dick.
I need a team member. Someone who's extremely experienced with OpenGL, and writing renderers in general. I can't do this on my own. What pisses me off the most though, is I can't open the source due to signing an NDA, and others who join need to sign it too.
FUCK COPYRIGHT LAWYERS.
Seriously, If I had a choice, I'd hang them all by their own entrails.
*sigh*
This post has been edited by StrikerMan780: 25 August 2015 - 12:26 AM
#299 Posted 25 August 2015 - 12:58 PM
EDIT: This is the same situation as Blood's Source Code and the rights to NOLF, is it?
Have you heard any news from Frederik Schreiber a/b this StrikerMan? Any PMs from him?
This post has been edited by DustFalcon85: 25 August 2015 - 01:15 PM
#300 Posted 25 August 2015 - 01:39 PM
What Mark told me, is that while he wants to see the code be open, his lawyers won't allow it... something about how TRI licenses their engines out to other companies for profit (such as their Infernal Engine). Why the fuck their lawyers think that should still apply to an engine from 1996 that isn't even used or licensed anymore, I don't know.
I PM'ed Frederik about the possibility of working together, but I never got a response.
This post has been edited by StrikerMan780: 25 August 2015 - 01:47 PM

Help
Duke4.net
DNF #1
Duke 3D #1


