Story
"There was a war. A few years from now. Nuclear war. The whole thing. All this … everything ... is gone.  Just gone. There were survivors. Here. There. Nobody knew who started it. It was the machines… Defence network computer. New. Powerful. Hooked into everything. Trusted to run it all. They say it got smart...a new order of intelligence. Then it saw all people as a threat, not just the ones on the other side. Decided our fate in a microsecond... extermination."

In the near-future, the human race is teetering on the brink of extermination. Only a handful of heroic people stand between the Machines and certain racial extinction. This band of stalwart human soldiers, led by the legendary John Connor, is the last, best hope of mankind. Starting out slowly, using guerrilla tactics and hit and run raids to keep them supplied with essential material, the Resistance has managed to slowly blunt the edge of SkyNET’s campaign. In a decades long campaign, Connor has managed to unite what were once isolated pockets of resistance and guerrilla cells into a cohesive fighting force that operates under a highly organized chain of command. Connor trained his people well, and those that he trained went out to train others.

The chain of knowledge spread, and Humanity began to fight back, first in small instances, then in pockets, then in sectors, then in entire regions. Connor’s technicians have not only learned large portions of SkyNET’s advanced technology base, but in some instances, they have also managed to duplicate it and even improve upon it. Connor’s forces fight in the ruins, in the sewers, and in the labyrinthine underworld that once formed the complex underground that fed the bustling metropolises above. The Resistance has the training as well as the hardware to smash the Machines, salvaging what they can, learning what they can, and denying the enemy what they themselves cannot use through a policy of combat losing. This dark future sees a world still ravaged by famine, starvation, disease, ignorance, superstition, and the threat of horrible death. Sometimes, there are things that live in the ruins that are colder and more merciless than even the Machines

SkyNET has its own plans, and has made near simultaneous breakthroughs in several areas of high technology that the humans are not aware of. These technological breakthroughs will give the rampant AI an edge in the long weeks ahead and could turn the war back in its favor, possibly ensuring its victory. Years of constant research into custom tailored symbiotic cybernetic organisms, using a variety of techniques and unwilling test subjects, has resulted in a stable form of vat grown pseudo-organic camouflage skins for its humanoid based Terminator units. These camouflage skins can be applied to its most advanced bipedal units thereby allowing them to easily infiltrate into the human command centers and bunkers to carry the fight straight to the enemy. SkyNET’s own mad desire to outlive its creators has resulted in experimentation and technological breakthroughs in the realm of matter teleportation. A side effect of this application was that SkyNET found that it might be possible to travel and send material backwards in time. The power requirements would be huge, but certainly within capacity of its engineering and construction units to build. Already SkyNET has begun work on not only the Time Displacement laboratory and TD unit, but also the massive nuclear fusion plants that would provide power to the installation when it was completed.

Unknown to Skynet, the humans are already on the move, and will soon strike a critical tactical blow that will cripple the super computer, but not before it can send Terminators back in time to try to change the course of history. Realizing what the super computer has done, Humanity will also send guardians to stop the Terminators and preserve history. The battle for the future would not be fought here, now, but across time itself.

 

   

 

Gameplay

"The Terminator" game is a true simulation that offers a radically different approach to the home computer game market. lt doesn't just pickup where the movie left off, nor does it mimic the movie. "The Terminator" computer game gives you the opportunity to rewrite the movie every time you play. The concept of interactive 3D entertainment has been redefined in a computer simulation where there are no preordained paths, only a virtual world in which your decisions and actions will determine the ultimate outcome of your experience. In effect, central Los Angeles has been placed inside your computer and, as either Kyle Reese or The Terminator, you are on your own and leer to your own devices. Your skill, cunning and ability alone will decide the unfolding and ultimate outcome of the story."
                                         - The Terminator, 1991, Bethesda Softworks

It is an age-old adage, perhaps even a rule amongst fans, that electronic video games that use a film license have a tendency to be mediocre, even to the extent of becoming terrible. It is no lie that the majority of video games based on a movie are often average in design, following major trends or innovations shown in other titles in a shameless unoriginal manner. An odd decade and a quater ago, budding development studio Bethesda Softworks released a unique and innovative game. It attempted something new. It tried to draw the player into the world of the movie, giving them control of the story. The player had complete control of the character, and could interact with a world previously that we could only see in film. This game was "The Terminator".

That was a long thirteen years ago, and the times have changed. Rapid improvements in the design and technical excellence of video games have rendered these older titles obsolete. However, these changing times have brought about a new era of technology that allows people of all levels to develop games of their own. These games are based on existing titles, which use them as a platform, and are widely known as "Modifications".

"There is no fate but what you make for yourself."

   
Technology
The Terminator Modification is currently set to use the stunning next-generation engine powering the upcoming FPS / RPG hybrid S.T.A.L.K.E.R.: Oblivion Lost. The engine has been titled X-Ray, and is offering a plethora of features that will appeal to modders of all genres. Upon its release, several tools will become available to modders who wish to use the X-Ray engine as a gaming platform. The amazing visuals of the game are a testament to the excellence of the title, and the absorbing script written by renown Russian author, Sergey Ivanov is nothing short of astounding. The remarkable technical achievements and innovative gameplay round off the package which will ensure S.T.A.K.L.E.R.'s success in the gaming marketplace.

"...We rejected the linear level-to-level passage in favour of such freedom of action and movement as seen in 'Elite', 'Daggerfall' and 'Fallout'. Players will travel an immense territory of a zone stretching for 30 square kilometers, explore it, gain money and experience, move along a free "non-stiff" story line towards the game final..."

- GSC Game World, developers of S.T.A.L.K.E.R.: Oblivion Lost


X-Ray is a powerful game engine implementing modern technologies. The engine does not support software rendering and requires a DirectX® 8 or higher compatible accelerator.

    General:
    • Levels combining closed spaces as well as enormous open areas
    • On demand loading makes it possible to create a single huge level
    • Game time flow, change of time of the day
    • Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
    • VR-Simulation engine optimized for massive load
    Graphics:
    • Support for all second generation D3D compatible accelerators (TNT/Voodo2/etc), optimized for Geforce2 and up
    • Visualization optimized for hardware TnL (both FF and shading capable parts)
    • Continuous level of detail technology for all the geometry
    • ~300 000 polygons per frame at 60 fps on average hardware
    • Detailed character models (500-10 000 polys)
    • High-speed blended animation system capable of an infinite number of bone interpolation & modulation operations
    • SSE/3Dnow! Technologies used for skinning and forward kinematics
    • Visibility determination
      • Portal-style, non-linear subdivision based visibility detection system
      • Optimized for T&L hardware by batching primitives in optimally sized groups
      • Dynamic occlusion culling, contribution culling
    • Adaptive hardware state caching technology
    • Lighting
      • Colored dynamic lights and dynamic "soft" shadows
      • Breakable light sources
      • Animated lights
      • Character shadowing
      • Intelligent light source selection, clipping, and merging
    • Detail mapping
    • Water, flares, coronas, etc.
    • Particle system with real physics
    • Screen post-processing
    • Shading
      • The Shader library is central to every part of the rendering pipeline
      • Completely abstracts the graphics API.
      • Multi-pass Rendering
      • Fallback Shaders
      • Facilitates cross-platform development
      • Separates shader writing from engine development
      • Pixel and Vertex shaders are automatically used (on shader capable hardware.)
    Detail objects:
    • Grass, small stones, etc.
    • Enviromental effects, such as wind, turbulence, and tracks
    Physics:
    • Based on ODE engine
    • Simulation speed outperforms commercial engines such as MathEngine, Havok, etc.
    • Real-time IK, vehicle physics, etc.
    • Collision database with low memory usage
    • Collision detection optimized for a large number of queries in a high concentration polygonal environment
    • Realistic simulation of ballistics, movement, and fluids
    Audio:
    • High quality HRTF 3D-sound with clipping and partial wave tracing
    • Location-based environmental audio affected by surrounding obstructions
    • Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM formats
    Network:
    • Distributed computing
    • Client-Server based system
    Tools
    • In-house tools ( Level, Shader, Particle, and Actor Editors )
    • Plug-ins for popular modeling packages
    AI:
    • Simulation Level-Of-Detail and Culling (2 AI models - high and low detail)
    • Fiber based time distribution allows scalable AI without any slowdown
    • Virtual senses; sight, hearing and touch
    • Terrain-aware tactical assessment system
    • FSM with random factor
    • Data driven design (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)