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

User is offline   Striker 

  • Auramancer

#271

Uploaded the first video of the port, in the previous post.
0

User is offline   Mark 

#272

Is there some reason you can't upscale the models in a modelling program and put them back in?
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User is offline   Striker 

  • Auramancer

#273

View PostMark., on 10 August 2015 - 10:12 AM, said:

Is there some reason you can't upscale the models in a modelling program and put them back in?


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

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User is offline   Mark 

#274

OK. Maybe I mixed up your project with the other one that is using new assets.
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User is offline   Striker 

  • Auramancer

#275

You're thinking of Smoke's HD remake project.

I'm working on the port of the originals. (Aka. TerminalFury.)

This post has been edited by StrikerMan780: 10 August 2015 - 10:32 AM

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User is offline   Striker 

  • Auramancer

#276

This isn't related to our work, but I found a neat render of the TV202 by someone on DA: http://crazyyoda.dev...2-WIP1-33965531
1

User is offline   Striker 

  • Auramancer

#277

Model rendering is fixed, same with the perspective and depth precision errors. Only thing that needs to be fixed now is picture-in-picture/multi-viewport rendering. I'll be speaking with Mark about it tomorrow.
3

User is offline   MrBlackCat 

#278

View PostStrikerMan780, on 13 August 2015 - 01:30 PM, said:

Model rendering is fixed, same with the perspective and depth precision errors. Only thing that needs to be fixed now is picture-in-picture/multi-viewport rendering. I'll be speaking with Mark about it tomorrow.
Good to see you back on track.
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

1

User is offline   Striker 

  • Auramancer

#279

Ok, so multi-viewport rendering is fixed... mostly. I still need to fix some parts of it.

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

3

#280

On the unrelated note. I decided to take a break from TVHD for a week or so. Right now i am doing JS13k game jam (compressed, deflated and minified resulting game should be no more than 13.272 kb). This one is pure webgl 8.84 right now. But only because of svg file, once that one is off, it will be even smaller.
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
Posted Image
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

1

User is offline   Striker 

  • Auramancer

#281

I've implemented a gameplay feature that ought to have been in there in the first place: If you shoot an enemy that is immune to your weapon type, they no longer spew debris, and you'll hear a distinct but subtle sound indicating that they deflected your shot.

This post has been edited by StrikerMan780: 15 August 2015 - 04:48 PM

4

User is offline   MrBlackCat 

#282

View PostStrikerMan780, on 15 August 2015 - 04:47 PM, said:

I've implemented a gameplay feature that ought to have been in there in the first place: If you shoot an enemy that is immune to your weapon type, they no longer spew debris, and you'll hear a distinct but subtle sound indicating that they deflected your shot.
Excellent idea! :D

MrBlackCat
0

User is offline   MrFlibble 

#283

View PostJuris3D, on 15 August 2015 - 09:31 PM, said:

I have some off-topic-ish question. Maybe anyone recognize what game this screenshot is from? That web page is all wrong, screenshot is not from game in title. Anyone know game pictured here? Screenshot:
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

1

User is offline   Striker 

  • Auramancer

#284

Anyone here good at assembly?

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

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User is offline   Hendricks266 

  • Weaponized Autism

  #285

Try this. I'm not 100% sure it's correct.

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;
}

5

User is offline   Striker 

  • Auramancer

#286

It needed a small tweak, but it's working. Thanks!
0

User is offline   Striker 

  • Auramancer

#287

The game was getting some serious Z-Fighting on box lamps in some maps, but I managed to fix it. Learned how to do depth biasing, was a lot simpler than I thought.
3

User is offline   Daedolon 

  • Ancient Blood God

#288

View PostStrikerMan780, on 17 August 2015 - 04:28 PM, said:

The game was getting some serious Z-Fighting on box lamps in some maps, but I managed to fix it. Learned how to do depth biasing, was a lot simpler than I thought.


Now if EDuke32 could get it fixed :D
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User is offline   Striker 

  • Auramancer

#289

View PostDaedolon, on 17 August 2015 - 08:49 PM, said:

Now if EDuke32 could get it fixed :D


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.
0

User is offline   Striker 

  • Auramancer

#290

Some of the HUD is done in OpenGL. Keep in mind some stuff is a little wonky still.

Posted Image
4

User is offline   Striker 

  • Auramancer

#291

Here's a nice shot of Iowah, stage 2. (The level in the Hellbender Trial Version)

This screenshot was taken with 32x Antialiasing, and 16x Anisotropic Filtering.

Posted Image
4

User is offline   Striker 

  • Auramancer

#292

There is. Stuff up close is nearest-neighbor filtered, while stuff far from the camera are linear filtered and mipmapped.
1

User is offline   Striker 

  • Auramancer

#293

Well, I just got OGG music playback working in TerminalFury. This means the original CD music for Fury3 and Hellbender will be there without need for the disk.

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

3

User is offline   Striker 

  • Auramancer

#294

Don't ask. It's When It's Done™. These things take time, and are unpredictable, especially when it's in a stage of serious re-writing, which it is right now.

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

2

User is offline   Striker 

  • Auramancer

#295

Does anyone here have experience with OpenGL Frustum Culling? If so, speak up, and I'll post a small snippet containing my OpenGL projection matrix.

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

0

User is offline   Striker 

  • Auramancer

#296

I posted my question on StackExchange, hopefully someone will be able to help. http://gamedev.stack...g-in-c-language
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User is offline   Striker 

  • Auramancer

#297

Well fuck my life. Almost everything hinges on getting this done (since performance is shit without it) and I'm getting nothing but shitty, useless responses for my question on StackExchange.

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

2

User is offline   Hendricks266 

  • Weaponized Autism

  #298

/me turns on the Plag signal
2

#299

Greedy bastards! Where do these lawyers come from? Microsoft? How the hell did those lawyers get the hold of the IP rights of TV and it's source code? Lawyers from the ruins of Terminal Reality or something? Why sign this NDA bullshit? How could this happen? I would like to hear an explanation. Mark Randal has to do something a/b this.

EDIT: This is the same situation as Blood's Source Code and the rights to NOLF, is it? :D

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

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User is offline   Striker 

  • Auramancer

#300

As far as I know, It's basically in the same situation as Blood, except it isn't a giant corporation holding onto the code, but rather legal pundits who have never even played videogames and only see dollar signs. I could be wrong however, but this is as far as my knowledge extends. Kind of reminds me of the downfall of TRI, and the kind of crap that lead to Kinect Star Wars and The Walking Dead: Survival Instinct.

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

0

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