Fusion Redux "a high-def version of Fusion"
#31 Posted 16 November 2009 - 03:38 PM
#32 Posted 16 November 2009 - 04:19 PM
James, on Nov 16 2009, 03:38 PM, said:
You must mean Polymer.
#33 Posted 17 November 2009 - 01:55 AM
DeeperThought, on Nov 17 2009, 12:19 AM, said:
no no - I said polymost because I meant "This machine can't even run polymost, let alone polymer"
#34 Posted 17 November 2009 - 02:29 AM
James, on Nov 17 2009, 12:38 AM, said:
Oh oke James, hope someone can figure out why I've got this problem and others not.
#35 Posted 17 November 2009 - 08:56 AM
insane_metalhead, on Nov 17 2009, 11:29 PM, said:
Others should get it, as I do.
#36 Posted 17 November 2009 - 09:55 AM
The Commander, on Nov 17 2009, 05:56 PM, said:
So you know what the prob is?
#37 Posted 17 November 2009 - 10:05 AM
I do know that there has been some modifications to the way lights a made since it first came out, and this mod may not reflect apon these changes and is causing the bug. I might take a better look at it.
#38 Posted 17 November 2009 - 04:16 PM
The Commander, on Nov 17 2009, 07:05 PM, said:
I do know that there has been some modifications to the way lights a made since it first came out, and this mod may not reflect apon these changes and is causing the bug. I might take a better look at it.
Thanks man, hope you find more soon and come up with a solution..
Cheers
#39 Posted 18 November 2009 - 09:29 AM
#40 Posted 18 November 2009 - 11:02 AM
Rusty Nails, on Nov 18 2009, 06:29 PM, said:
Glad someone has the same prob... Maybe it could be fixed then.
#41 Posted 16 December 2009 - 09:43 AM
If you want I could make normalmaps for the textures.
Let me know if I could help =)
#42 Posted 16 December 2009 - 09:51 AM
#43 Posted 16 December 2009 - 09:57 AM
#45 Posted 20 December 2009 - 01:30 AM
Here are the normalmaps (without def file):
http://www.mediafire.com/?h2tiytrlroi
#46 Posted 20 December 2009 - 03:33 AM
#47 Posted 20 December 2009 - 03:55 AM
James, on Dec 20 2009, 12:33 PM, said:
Yeah I will, but i'll first have to edit all the lines of the textures in the def file.
#48 Posted 20 December 2009 - 04:55 AM
#49 Posted 20 December 2009 - 06:10 AM
James, on Nov 17 2009, 02:55 AM, said:
Same deal here. This ATI card won't run EITHER.
#50 Posted 20 December 2009 - 06:19 AM
Tea Monster, on Dec 21 2009, 03:10 AM, said:
And what exactly is YOUR ATI card, I keep seeing you say you have one but I can't say I have seen you say which model it is.
Though, if your running WIN 7 I could see why you might be having trouble.
This post has been edited by The Commander: 20 December 2009 - 06:20 AM
#51 Posted 21 March 2012 - 07:43 PM
but obviously that doesn't work. If I do that polymer lights do work, but the hud won't.
Why not putting a version of eduke32 in the download where everything simply works? I can't be arsed going through every single eduke32 build in order to find the right one.
So I've been playing with the eduke32 build coming with the download (with no polymer lights) and been enjoying it so far.
#53 Posted 22 March 2012 - 01:09 AM
Diaz, on 21 March 2012 - 10:45 PM, said:
Thanks that worked
#54 Posted 22 March 2012 - 11:38 AM
#56 Posted 22 March 2012 - 03:18 PM
MetHy, on 22 March 2012 - 11:38 AM, said:
You have to jump down to a ledge to the right of the wood bridge.
Yes, some levels are frustrating, and there are a couple in which you can't go back if you forget to grab a keycard. I'm working on fixing those, too.
#57 Posted 23 March 2012 - 04:05 AM
Polymer lights was a nice addition to it.
However I have a few "nitpicking complains" to share :
- The TC is inconsistent as far as models and sprites are concerned. Some enemies and weapons are models, some others are sprites, and they're all next to each others.
- I also think the TC is inconsistent in enemies. It seems like you put set of enemies there random without thinking of what they meant. The questions I asked myself all along the TC were : who are the blue army guys? What are the HL army guys doing next to the cultists? Etc..
It was really nice that each episode had a setting/texturing scheme to it (first ep = HL, second = unreal, 3rd = redneck rampage). It would have been even better if you remained consistent with enemies regarding those themes. For example only using army guys and aliens in the HL settings, only using quake guys in the unreal setting, only using Blood enemies in the redneck ramapge setting.
- Button "puzzles". Don't expect me to solve random 8-9 buttons combinaisons just to unlock one door. I cheated both times this happened.
- Invisible walls were inconsistent as well, for example :
You can jump through the window on the left but not through the windown on the right. Why? Why not putting a fence or something on the windows on the right?
You can't jump over these obstacles and have to go around. why not make the obstacles reach the ceiling so that it's not physically possible to do it?
You can't jump towards the right here even though you HAVE to jump on every other roof etc to continue the level.
- Floating enemies :
The blue army guys float over the ground.
and these aliens float above water :
Like I said I still enjoyed the TC and appreciated all the work behind it. It's rare enough to have a long TC released.
However I think a few simple things (and a few more complicated ones...) could have made it even better.
Though it seems you've already considered some of these points considering you've made a 3D model for the Blood cultists.
floating enemies
This post has been edited by MetHy: 23 March 2012 - 04:05 AM
#58 Posted 23 March 2012 - 04:55 AM
If anything I'd say my main complaint about the original was how difficult it is, since enemies do alot of damage! But again it's a nice change for a difficult mod since most Duke mods are too easy
EDIT: The floating enemies are I think a result of re-using actors with some hidden hard-coded properties as enemies. V1.3D didn't allow new actors so to get around that Diaz used sprites that used to be just background stuff for them. A cool idea but it had it's drawbacks, but the amount of enemies in Fusion is still pretty huge and impressive even now.
This post has been edited by James: 23 March 2012 - 04:57 AM
#59 Posted 23 March 2012 - 04:59 AM
Also I played on skill 3 and I thought difficulty was fine.
but I forgot to mention, I got two glitches :
- one type of quake 2 enemies (the one you encounter the less and which in quake 2 throws grenades at you) tends to become invicible sometimes.
- the MP5 had infinite ammo