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

#391

It must be a Windows 10 64-bit or an AMD HD 7850 card issue as I've got nothing going but a pitch-black screen regardless the settings or setup I use. I do recall getting full screen with hardware rendering on Windows Vista and 7 machines. Reminds me Flight Simulator 98 since it kind of works with a fatal issue on Windows 7 but since Windows 8 it crashes upon executing.

Edit: should have mentioned that the HUD works just fine.

This post has been edited by Torturephile: 01 May 2017 - 03:31 PM

1

User is offline   Striker 

  • Auramancer

#392

View PostTorturephile, on 01 May 2017 - 03:28 PM, said:

It must be a Windows 10 64-bit or an AMD HD 7850 card issue as I've got nothing going but a pitch-black screen regardless the settings or setup I use. I do recall getting full screen with hardware rendering on Windows Vista and 7 machines. Reminds me Flight Simulator 98 since it kind of works with a fatal issue on Windows 7 but since Windows 8 it crashes upon executing.

Edit: should have mentioned that the HUD works just fine.

Probably an AMD issue then, I run this on Windows 10 64-bit no problem.
1

User is offline   MrFlibble 

#393

View PostJuris3D, on 02 May 2017 - 11:45 PM, said:

I also modified GOG release of "Rogue Squadron 3D" with dgVoodoo. Also now runs 1920x1080 with anti-aliasing, woo-hoo! :( Great :)
Pictures (some are 1280x1024, but mostly 1920x1080):
http://bildites.lv/a/n38ehysd#7zkcg2ch

The game looks amazing in high-res. Very cool :(
1

User is offline   MrFlibble 

#394

View PostJuris3D, on 03 May 2017 - 01:25 AM, said:

P.S.: guys, weird question: what you guys are seeing in my profile pic on the left? Me with one game box, or 6 boxes? Because, I changed profile picture like a week ago (with six game boxes), but here in thread I still see old one. Hmm.

I think what is displayed next to the posts is the user picture (avatar), not the profile pic.
1

#395

Juris3D's pictures reminds me of when PC video games would come with a huge box with nice packaging and tons of documents about the game including a big manual. It's all digital now.

Edit: I agree they did an excellent job with the mobile Terminal Velocity. Now if Micro$oft allowed it, we'd get some mobile Fury³ and Hellbender as well.
Posted Image
Posted Image

This post has been edited by Torturephile: 04 May 2017 - 06:08 PM

1

User is offline   Striker 

  • Auramancer

#396

The plan for TerminalFury is to be portable, so perhaps down the road when I get there I can perhaps release an APK for devices like the NVidia Shield or Galaxy S3 and above. (Those are the only devices I own and thus the only ones I can truly test)
1

#397

View PostJuris3D, on 11 May 2017 - 03:02 AM, said:

1) - one more time - Thanks to Torturephile for providing compiled ready-to-run package of "Terminal Recall". And, here comes inevitable question: will you provide more compiled versions in future? :( Or, maybe you deleted all necessary software.. :(

I will check every month to see if they updated the engine, and don't worry, I haven't uninstalled anything, so I will provide future versions of it. I will check tomorrow and I'll post the link if anything new comes up.

And here's a question for you: I see that you have the physical version of Terminal Velocity including its original box (lucky you), so I want to know, does the CD include high quality versions of the game's music like Fury? and Hellbender do?
1

User is offline   Striker 

  • Auramancer

#398

Finally have a font definition file parser implemented, so now it's possible to modify the base fonts of the game. (Using a tool called Littera, to bake fonts of your choosing into PNG glyph atlases, and export a .txt file along with it that defines the offsets, size, spacing, etc for each glyph.)

Now... to fix that wrapping problem I had.

This post has been edited by Striker: 15 May 2017 - 02:09 AM

1

User is offline   Striker 

  • Auramancer

#399

Gained a *ton* of speed by dropping the game's shadow code altogether. The plan is for realtime shadows and lighting sometime down the road, but that's for another time. (The old shadows looked like trash anyway, especially in Hellbender when they end up clipping with box geometry.)

Also, managed to get INI files writing in a way that's cross-platform, which will come in handy down the road.
0

User is offline   Striker 

  • Auramancer

#400

Took some time to make sure the joystick rudder can be used in-game, for either turning or rolling the ship, depending on what you've chosen. This is done in preparation for moving the joystick code to SDL2.

This post has been edited by Striker: 15 May 2017 - 02:56 PM

1

User is offline   Striker 

  • Auramancer

#401

TerminalFury should support all of those when I'm done. The plan is to support up to 32 buttons, any number of axes, throttle, and force feedback.
1

#402

Been playing these games a lot recently.

So, I was on Hellbender and I was supposed to escort Rishi out of a cave in Iowah, and I saw an enemy that I needed to destroy. My Viper missile blew Rishi up instead. Got annoyed and nearly rage quit.

I've come to realize how easier Fury? is than Terminal Velocity.
1

User is offline   Striker 

  • Auramancer

#403

View PostTorturephile, on 16 May 2017 - 04:10 PM, said:

Been playing these games a lot recently.

So, I was on Hellbender and I was supposed to escort Rishi out of a cave in Iowah, and I saw an enemy that I needed to destroy. My Viper missile blew Rishi up instead. Got annoyed and nearly rage quit.

I've come to realize how easier Fury? is than Terminal Velocity.

That's why you need to clear the area first, then when you start his objective, stay in front of him, not behind. You don't need to guide him far. If people find that part too difficult, I can make it so the player cannot harm friendlies.

This post has been edited by Striker: 16 May 2017 - 04:32 PM

3

#404

View PostStriker, on 16 May 2017 - 04:31 PM, said:

That's why you need to clear the area first, then when you start his objective, stay in front of him, not behind. You don't need to guide him far. If people find that part too difficult, I can make it so the player cannot harm friendlies.

That's what I did afterwards. Just thought of sharing a funny.
1

User is offline   Striker 

  • Auramancer

#405

Most of the keyboard input has been moved over to SDL2, but it's proving to be challenging in some areas... lot of stuff to rewrite, and SDL's scancodes are totally different than what the engine expects, and cheat codes are now broken. I need to go through and write a new key->character handler of some kind.
0

User is offline   Hendricks266 

  • Weaponized Autism

  #406

View PostStriker, on 17 May 2017 - 02:06 PM, said:

I need to go through and write a new key->character handler of some kind.

Check out sdlayer.cpp, where I wrote:

/*
Necessary for Duke 3D's method of entering cheats to work without showing IMEs.
SDL_TEXTINPUT is preferable overall, but with bitmap fonts it has no advantage.
*/
1

User is offline   Striker 

  • Auramancer

#407

View PostHendricks266, on 17 May 2017 - 02:10 PM, said:

Check out sdlayer.cpp, where I wrote:

/*
Necessary for Duke 3D's method of entering cheats to work without showing IMEs.
SDL_TEXTINPUT is preferable overall, but with bitmap fonts it has no advantage.
*/


Thanks a ton, I'll give that a look later tonight when I get home.
0

User is offline   Striker 

  • Auramancer

#408

Thanks to Hendricks266's help, I have finally got the entirety of the keyboard code in Hellbender migrated to SDL, with working cheats and all. Now, I'm in the process of fixing the scancodes for the various controls. (SDL's scancodes are totally different than what was being reported by Windows' native keyboard handling, and a lot of controls are hardcoded to specific scancodes, especially for the level/model editor, and things like briefing screens/menus.)

This post has been edited by Striker: 21 May 2017 - 01:04 AM

4

#409

Here.
0

User is offline   MrFlibble 

#410

Does Fury3 have a hi-res mode akin to TV? I remember playing the trial version but IIRC there was no way to switch to hi-res, only stretch the 320x200 screen over the entire desktop.
0

User is offline   Striker 

  • Auramancer

#411

View PostMrFlibble, on 20 July 2017 - 12:57 AM, said:

Does Fury3 have a hi-res mode akin to TV? I remember playing the trial version but IIRC there was no way to switch to hi-res, only stretch the 320x200 screen over the entire desktop.


No, it does not. However, you can play Fury3's levels in TV, either on PC or Android. If you'd like, I can zip up my POD.INI and MISSION.INI files which will allow you to do this.
1

User is offline   MrFlibble 

#412

Lookin' cool!
1

User is online   NightFright 

  • The Truth is in here

#413

Now that's a thread bump I can fully support!
2

#414

View PostJuris3D, on 07 October 2020 - 03:50 AM, said:

Hello, is anyone still here? :) I doubt, but, just in case - here is my own current project:
My link

He started another thread last year, but it has been inactive for a while:
https://forums.duke4...627#entry331627
1

User is offline   Mark 

#415

WOW, with the moon orbiting that close and fast it must be one heck of a show during high and low tide. :)
2

User is offline   MrFlibble 

#416

Every time I see the Little Tree in the cockpit it reminds me of this:
https://youtu.be/BBSmo4JW4mk?t=10
0

User is offline   cjritola 

#417

For those interested, there are automatically pre-compiled binaries for Terminal Recall on SourceForge:
https://sourceforge....l-recall/files/
2

User is offline   MrFlibble 

#418

Just stumbled upon this apparently obscure game called TerraScape: Breakdown Velocity, which is an attempt to produce a Terminal Velocity clone in QuickBasic:

1

User is offline   MrFlibble 

#419

Looks fun! Congrats on the release!
1

#420

JUST IN: Terminal Velocity: Boosted Edition coming to PC, Nintendo Switch, Playstation and Xbox soon.







FEATURES:
-Greatly extended draw distance lets you target enemies from further away while enjoying the sprawling view of the game's landscape

-Improved sky rendering code reduces polygon jitter-Sound channels are now re-engineered to give you the full 360 effect intended by the original code with output on a modern audio system

-Achievements/Trophies are being implemented into the game for the first time! These challenges will truly test the mettle of all pilots

-Fast-paced flight simulator with combat and a straightforward control layout


-Nine (9) unique planets, with three (3) levels per planet, dozens of tunnels, and over 400,000 sq. miles of terrain

-Seven (7) destructive weapons, multiple power-ups, and spectacular air-to-air and air-to-ground combat

-Enemy ships cast translucent shadows

-Bank, roll, loop, and thrust bow-first into battles


Looking forward to this! How about you?
1

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