Fury3 is a futuristic aircraft dogfight/mission-based game derived from the DOS-based Terminal Velocity. The game was directed toward DirectX-based OSes (Win95 and Win3.1 under certain conditions) and has significant modifications in level textures and music. At the end of each mission is a main boss; upon defeat of the boss the player is rewarded with FMV cutscenes before proceeding to the next level.
To the maintainer's knowledge, there are no major patches or revisions of the game.
|Latest Wine Version Tested:||1.8|
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Installing the game by copying folders
What does not
Rolling was buggy, workaround used
What was not tested
nothing i tested
I used Wineskin with wine 1.7.39 which carries some COM message support for joysticks. I have a saitek x52, which, while not HID compliant, has the main analogue up\down left\right mapped in standard HID over COM mode. Rolling was achieved by mapping the twist on the stick to left right arrows on keyboard (using a mapping program--Controllermate), then I also set the cheats to buttons and gave them a delay. This game accepts only very slow key presses (8keys per second) when working with cheats. I used multiple key press mapping with delays between to get this right. I wanted to test it all, not just standard modes... ...Anyway, I mapped buttons to the number keys, and that was it. I installed d3dx9? with wine tricks, then added a bunch more files like dmsynth, devenum d3dxof, directplay8, dinput, dmusic, a few others... ...Most of directx9c. I set the default system to windows 95 in config. The game works fine with the MAC driver! A bit blocky(no antialiasing), but playable. IF we could replace the textures with smoother versions of them, for larger screens, bingo, and play on... at the cool FURY3 Splash screen, I went to options, flight controls, I set the game flight control to Joystick with throttle, then, clicked the configure keyboard, swapped the HOME and END keys for my left and right arrows where left and right and roll were... ...Roll right to right arrow, roll left to left arrow, left and right turns to HOME and END. For some reason I cannot fathom as yet (probably the keyboard style and map not matching with the old ascii map), END key wouldn't work, but it's possible that key may be malfunctioning for other reasons with this laptop. I tested several modes. I let RandR handle the screening automatically in the end. Using a virtual desktop slowed key input and other ops way down. I fed it out to a 21 inch screen... ...nice, but still blocky... Still fun to hear those BION b#$%@es scream... Roll isn't perfect analogue, but because the repeat is slow enough and I used a special mapping program that allowed me to calibrate the input axis down, put in a wide enough dead area (avoid accidental motion when yawing left\right) and I set the pinky trigger as an added toggle, so I had to pinch that while twisting the stick when I moved it. The main analogue motion for yaw and pitch was recognized, as was the throttle (they are standard mapping) but the rest was unusable in analogue fashion. By mapping it to advanced keypresses I was able to get great function though. With the throttles, if you want to map it by key press, you have to have the axis report only the change in value and press the key for about .25 seconds, delay about .8, and press again in the same repeating fashion to get equivalent throttle motion in the game. My throttle was recognized, so I didn't have to. Of course the longer you hold down a key for roll, the more pronounced the repeat and the roll will react that way. I'm working on the programming in Controllermate to see if I can make that adjustment in the roll, which will give the appearance of analogue, but I tried using this already and got some weird results. There's a magic number of about 12.3 or 4 key presses per second that seems to be all it will accept in repetition (the game), but if I could set this to adjust the time the key is held during each repetition, I might reverse the values used, repeating it by key-tapping with small roll, and key-holding for longer. It still won't be as good as analogue. But it should do alright. I'll let you know how that works if I ever get around to it.
|Operating system||Test date||Wine version||Installs?||Runs?||Used|
|Current||Mac OS X 10.9 "Mavericks"||Jan 07 2016||1.8||Yes||Yes||Gold||Harley T. Davis|
|Show||Slackware64 -current||Jul 04 2014||1.7.21||Yes||Yes||Silver||Danny Schmarsel|
|Show||Slackware64 -current||Jan 26 2014||1.7.11||Yes||Yes||Silver||Danny Schmarsel|
|Show||Ubuntu 11.10 "Oneiric" amd64 (+ variants like Kubuntu)||Jan 01 2012||1.3.36||Yes||Yes||Silver||James Carthew|
|Show||Ubuntu 10.10 "Maverick" amd64 (+ variants like Kubuntu)||Apr 15 2011||1.2.3||N/A||Yes||Garbage||an anonymous user|
This HOWTO does not apply to the Fury3 demo.
Ensure drive allocation in wine config is simple and does not have linux root directory as a drive before installing or installer will hang.
Fury3 stores its full motion video in the /System/Story subdirectory of the fury3 directory. Delete the Story subdirectory, or at least the FMV files stored within it. This should alleviate issues on startup of the game.
Loading screens between levels may hang. Hit space bar repeatedly to un-hang it. (Thanks Cas!)-a workaround is to set the game in fullscreen mode, which will shrink the game to small window, but the loading screens will not hang.
This was written with Wine 0.9.53 in mind.