02-20-2008, 01:30 PM | #42 |
Re: Terminal Velocity
Ahh, THAT was the game... Thanks for refreshing my memory... Surprising that Microsoft doesn't do fun stuff like that anymore for Vista... Would've been awesome if they revived that in Vista x64, now that you're mentioning it... Would be sweet to control with the X360 controller. I noticed you say it runs in Vista, but I haven't seen it bundled in anywhere, or available for download anywhere.
EDIT: Oh, n/m, Wiki has a download link. I'll look at it later. Surprised that 3DR/TR didn't port TV into Windows, tho, it would've definitely have outdone Hover as the best game if its type.
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Last edited by 8IronBob; 02-20-2008 at 01:33 PM.
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02-20-2008, 04:43 PM | #43 |
Re: Terminal Velocity
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02-20-2008, 05:45 PM | #44 |
Re: Terminal Velocity
Hellbender was bundled with Windows 95 OSR2 discs too. Gone is the weezer.avi
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02-20-2008, 05:46 PM | #45 |
Re: Terminal Velocity
Leilei, It was not the full version, just a demo with a single mission. Hellbender really reminded me of Mechwarrior 2.
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02-21-2008, 02:05 AM | #46 |
Re: Terminal Velocity
Well of course if it were the full version they wouldn't have put Windows 95 on it
Any game with bad texture perspective issues will remind you of Mechwarrior 2.
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You can forget about the Dave3D and Ling projects. R.I.P. 2006-2008 |
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02-27-2008, 05:26 PM | #47 | |
Re: Terminal Velocity
Quote:
THAT was bad. Burn your eyes out bad. Especially if you just played Crysis... |
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02-27-2008, 08:31 PM | #48 |
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Re: Terminal Velocity
I recently found a demo of this on my Duke Nukem Atomic Edition CD I played it and I rather enjoyed it. i think I'll pick up a copy off ebay unless i can order it from here. I'll check the downloads section and see if its there.
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02-28-2008, 01:12 PM | #49 | |
3D Realms Staff
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Re: Terminal Velocity
Quote:
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02-28-2008, 03:25 PM | #50 |
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Re: Terminal Velocity
Will i be able to run this as the demo was run or do i need to run it from dos?
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02-28-2008, 06:28 PM | #51 |
3D Realms Staff
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Re: Terminal Velocity
The full version functions the same as the demo. Same issues, same restrictions.
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03-21-2008, 08:56 PM | #52 | |
Re: Terminal Velocity
Quote:
Thanks for the link to the other games, I might try some of them. |
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03-22-2008, 05:21 AM | #53 |
Re: Terminal Velocity
Maybe someone need to do a Scorced Earth type remake/inspired by game if Terminal Reality is never going to do something like this again.
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03-22-2008, 11:27 AM | #54 |
Re: Terminal Velocity
Man wouldn't it have been awesome if an FPS game from that time used the TV engine for open environments? that would have been revolutionary... For the time...
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03-22-2008, 03:29 PM | #55 |
Re: Terminal Velocity
It would have been Terra Nova: Strike Force Centauri.
Great game.
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03-30-2008, 11:46 AM | #56 |
Re: Terminal Velocity
Yeah, but you do have aerial missions, and the sequel to SW4 (Arvoch: Conflict) has lots more air missions and missions inside asteroid tunnels. It's not just space. Unfortunately, it also costs money...
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03-30-2008, 02:25 PM | #57 |
Re: Terminal Velocity
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05-16-2008, 07:23 AM | #58 | |
Re: Terminal Velocity
Quote:
I bought a Kixx CD with a lot of other games on it, like demo versions of ROTT, Blake Stone and Wolfenstein 3d. Awesome! Terminal Velocity is a game I keep coming back to because it offers nothing but good old fashioned arcade action. Sometimes, realism can be outright boring.
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06-19-2008, 04:39 PM | #59 |
Re: Terminal Velocity
Sorry for the bump...
I've been experimenting with the BIN Model format used by TV, Fury3, and Hellbender, and managed to convert and export to MD3, so I've been doing some interesting things with the Models in Skulltag. I've wanted you guys to Check this out: Spoiler: ^ External shot. Spoiler: ^ Inner cockpit, firing Servo-Kinetic Lasers ... Though, on a side note, is there ever the chance of the Source code to Terminal Velocity being released in the future? I know it would have to be a cooperative effort between Terminal Reality Inc. And 3D Realms to get it released, a Since TRI developed the game, and 3DR published it. Hell, better yet, if it's at all possible, get Hellbender's Source released, even though MS Published that, not 3DR. For years I've been wanting to work with Hellbender on my First dive into C Programming, but such a thing won't happen without the source. Personally, It's been one of my favorite games, and it was in fact the first PC game I've ever played. If the source was out, it Would be especially cool to add more functionality to the multiplayer, which was very fun back in the day on MSN Gaming Zone.
Last edited by StrikerMan780; 06-19-2008 at 04:44 PM.
Reason: Added Spoiler Tags for the Images
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06-20-2008, 03:28 AM | #60 |
Re: Terminal Velocity
This game would also rock on the Iphone.
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06-24-2008, 05:26 PM | #61 |
Re: Terminal Velocity
Well, I made a vid of what was taken in those screenshots.
http://ca.youtube.com/watch?v=O4BD2pRK06E Pardon the shit video quality, I am on dialup :\ Damnit I still wish at least TV's Source could be released at some point. I so want to be able to work with it. Well, so much for recording hellbender vids anymore.... Recording vids in-game require 3D Acceleration to be turned on, but on my new graphics card, it doesn't work. And, to top it all off, recording vids in it's software mode, causes the vids to come out black. ******* pisses me off... this wouldn't be a problem if The Game's source was released, over time I would fix this through learning. ******* pisses me off..... It Angers me when game companies don't release their source codes either before it's too late, or don't release when the game gets old, and such good titles wind up dying. If it's code was out, It'd be getting the same treatment that DOOM and Duke 3D is getting right now. As it stands, it's getting neglected just like BLOOD. Argh! The Frustration! I am a strong believer in the preservation of hit classic game titles... for much the same reason that allowed Doom to stay alive.
Last edited by StrikerMan780; 06-24-2008 at 10:19 PM.
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07-05-2008, 06:55 AM | #62 | |
Re: Terminal Velocity
Quote:
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07-28-2008, 08:27 PM | #63 |
Re: Terminal Velocity
Has anyone here worked with TV CAD, the level editor? I've experimented a little. It's fun to turn the pine trees into ships!
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05-29-2011, 12:13 AM | #64 |
Re: Terminal Velocity
Does anyone know why the first panet (Ymir) changed from all ice in version 1.1 to ice-capped mountains in 1.2?
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05-29-2011, 10:56 AM | #65 | |
Re: Terminal Velocity
Quote:
I don't know. Was just reading this old thread and the best I could do was try to be funny. I still play Descent multi-player LAN IPX, but Terminal Velocity was just never my kind of game for some reason. I do have it however. MrBlackCat
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05-29-2011, 06:57 PM | #66 | |
Re: Terminal Velocity
Quote:
The TV-202 fighter has too big of a carbon footprint. |
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05-30-2011, 03:15 AM | #67 |
Re: Terminal Velocity
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02-19-2012, 10:13 PM | #68 |
Re: Terminal Velocity
Hate to bump an old topic, but, would anyone at 3DR Still consider getting the source code to Terminal Velocity released? I was on the TRI forums before they closed it down, and asked, but they said it was up to the publishers... but, to be sure, perhaps contacting the right people at TRI is in order.
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02-24-2012, 04:53 PM | #69 |
Re: Terminal Velocity
If anyone here has a mac, or PowerPC emulator (Sheepshaver), it's worth to try TV for the Macintosh. It runs at 1024x768. Amazing how great it can look.
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02-24-2012, 05:41 PM | #70 |
Re: Terminal Velocity
I've tried the SheepShaver route, runs slow as hell on anything higher than 640x480, and I have a high-end gaming PC. Oh, also, the 1st level is unbeatable, due to crashing immediately when coming out of the first tunnel.
Hardly a substitute for a proper source port. I really hope the source gets released... I messaged George Broussard on Twitter about it, no response thus far... Probably didn't see it.
Last edited by StrikerMan780; 02-24-2012 at 05:43 PM.
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04-09-2012, 01:48 AM | #71 | |||||
Re: Terminal Velocity
Hi, I'm Kmaster and I am a Monster Truck Madness 2 (a Terminal Reality Game) enthusiast. I have been involved in modding TRI's technology for the last 10 years. From creating addon content to finding new ways to play TRI games in high-resolutions, creatings tools for file unpacking, patches, workarounds, etc.
We generally discuss this on our board "The Monster Truck Madness Guild" at MTM2.com, but since I am also a heavy Duke Nukem Fan, I found these boards and this thread and I decided to share some TRI-tech knowledge with you. Basically, Monster Truck Madness 1 & 2 are "Terminal velocity engine"-based games. Even games like 4x4 EVO 2 uses this heavily modified engine. You might find funny how similar games like MTM2 and Terminal Velocity work. Quote:
I doubt GB has anything to do with this. Because 3DR was only the publisher. But he (or someone at 3DR) probably have a beta of TV lying somewhere. Too bad TRI closed their forums because of all the angry Ghostbusters players. Quote:
By the way, all sounds in TV, Fury3, hellbender are 8 bit unsigned waveforms. Everything else is just pure emulation done realtime. Quote:
A "planet" in the game is a 128x128 (16384) grid of squares, that it is in fact a 256x256 height map (a 8-bit image). This height map creates the terrain of the planet. Trees and buildings (and such objects) are the "models", as the game calls them, they are placed on a separate text file, one for each "planet", indicating the filenames of the models (*.BIN files) and their cartesian coordenates within the 128x128 map. Some other values are also set, like its type, its sound, its behavior, etc. The textures for each terrain square are also placed on a separate text file (using the extension *.TEX), indicating a texture (the .RAW image file) for every square (in total 16384) of the planet. When we play those planets ingame, they have no boundaries, they are rendered infinitely, giving the illusion of "travelling endlessly on a planet". Quote:
http://www.youtube.com/watch?v=8DI4EQ43HeA Quote:
BIN files are the mapped 3D polygons of the game, and they're used in every TRI game until 4x4 EVO (2000). As far as I remember, there are 2 formats, the old one (we call it "hellbender model", used in... hellbender, Fury3 and TV and the normal model, used in MTM, CPR, MTM2, 4x4evo etc. I can't remember the exact differences, but they are very well documented in our forum and in our site. If you need more info just hit me up. With time and knowledge, you can do your own TV-like game. A C programmer started working on a MTM2-replacement and he did a very good job, it was called "Monster Freestyle racing". Programers like Oliver Pieper have written completely 3D track viewers (would be like a "planet viewer" in TV) in OpenGL, all of these from scratch. of course it would be hella easier if we had access to the source code, but making a "replacement" has proven to be not impossible many years ago. By the way, you might find this useful. * http://mtm2.com/~mtmg/cpod/about.shtml A *.POD file extractor. * http://forum.mtm2.com/viewtopic.php?...dc7851b7ae9e1e A .RAW and .ACT file viewer *http://cownap.com/~mtmg/downloads/mt.../FlyRawGui.zip A RAW to BMP to RAW file converter Good luck!
Last edited by Kmaster; 04-09-2012 at 07:32 PM.
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04-09-2012, 07:58 AM | #72 |
Re: Terminal Velocity
That's a great bunch of interesting info there, Kmaster, thanks for sharing! Good to see that there are active fans and modders of old games out there I've never been a hardcore player of any of the titles, but I do like TV for its great visuals and smooth gameplay ^_^
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04-09-2012, 11:29 PM | #73 |
Re: Terminal Velocity
F'king A+ Man... Awesome information.
Please, if you get the chance, go here: http://xlengine.com/forums/viewtopic...t=293&start=20 It's a thread about possibly adding TV Engine support into the XL Engine project. Currently, it supports the Jedi Engine, DaggerFall engine, and the Build Engine (for Blood).. I'd love you forever, and perhaps even donate money to your cause if you can help out with that... |
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04-10-2012, 12:35 AM | #74 | |
Re: Terminal Velocity
Quote:
By the way, when I run Fury3 in Win95 compat. mode the game crashes when I try to go fullscreen. I thought it was an incorrect API call of Fury3 to NT's user32.dll, tried to find what API call fury3 makes in Spy++ and the differences between running under win95 compat. mode and normal mode, I only found that during win95 compat mode, Fury3 crashes after a WM_WINDOWPOSCHANGED message, this doesn't happen while running it under normal conditions. Then I read on WineDB that the fullscreen problem of Fury3 has to do with the WinG library. Also for some reason, in the Fury3 readme they stated fullscreen wont work on NT. Some testers at WineDB found that placing WinG DLL's in winecfg (something like placing dll files on system32 folder and registering them in real windows) gives fullscreen capabilites. I tried doing the same, but it looked rather useless, most of the libraries are 16 bit and I couldn't even register wing32.dll, (on win7 x64 it was kinda obvious anyway.) Probably someone with a 32 bits version of Windows XP may have more luck with that. I have to find out how the people at Wine could use those outdated libs. Probably having DirectX installed is a problem. |
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04-10-2012, 01:57 AM | #75 |
Re: Terminal Velocity
I wonder if it is possible to increase the resolution used when running windowed, perhaps through Hex Editing of the EXE. It would be nice to have it running in a stretched 640x480, rather than a stretched 320x200 when running maximized.
Also, thanks... I'll be very certain to get in contact with you again in the future! |
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02-28-2013, 09:24 AM | #76 |
Re: Terminal Velocity
Hey, anyone who's left in 3D Realms, go pester TRI to release the sources to Terminal Velocity. >_<
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03-05-2013, 04:12 PM | #77 |
Re: Terminal Velocity
I assume you're playing the game in DOSBox? If yes, then you could try enabling aspect correction in dosbox.conf (aspect=true) to get a stretched image in windowed mode.
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03-13-2013, 06:20 PM | #78 |
Re: Terminal Velocity
Not talking about DosBox, or Terminal Velocity. I am referring to Fury3/TerminalFury. Plus, I am also talking about increasing the actual internal rendering resolution to 640x480 stretched to the window size, not just making it a bigger and more hideous 320x200. I hope KMaster checks this place still.
Last edited by StrikerMan780; 03-13-2013 at 06:22 PM.
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03-15-2013, 02:15 AM | #79 |
Re: Terminal Velocity
Ok... I've started messing around with TerminalFury using Cheat Engine and IDA Disassembler. It's provided me with some rather interesting information, and I've even messed with the memory values and whatnot to see if I could somehow increase the internal rendering resolution. I've... managed to make the image change dimensions, and even got the resolution to change, but, the image is distorted. Also, if certain values aren't set to specific numbers, it leads to an instant crash.
If only I knew what the game expects as far as the different values to get this to look correct. Anyhow, I managed to pull off something different that is still useful... I managed to force the game to play audio at 44100khz as opposed to 11025khz via Cheat Engine. It sounds *MUCH* better, and doesn't seem to have any bugs. Shame the game didn't do this by default... It ignores the setting you have in the .INI and always plays at 11025khz. |
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03-17-2013, 09:49 PM | #80 |
Re: Terminal Velocity
This engine is able to go up to 1024x768. Terminal Velocity for Mac does.
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