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Interceptor Entertainment is doing a Rise Of The Triad remake.

User is offline   Player Lin 

#1160

View PostKathy, on 31 July 2013 - 07:12 AM, said:

Because the game is built around ranking system. I doubt they'll do manual saves.


Serious Sam 3 has leader board system and they still use manual saving(and with auto-saving points that can be disable).

It's not excuse for lack of manual saving, at least there was a game used UE3 can manual saving.

This post has been edited by Player Lin: 31 July 2013 - 08:39 AM

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User is offline   Skulldog 

#1161

It's now unpacking.

Attached thumbnail(s)

  • Attached Image: rot2.JPG


This post has been edited by Skulldog: 31 July 2013 - 09:00 AM

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User is offline   Ronin 

#1162

Found 2 reviews, so far.
http://www.incgamers...he-triad-review

http://www.softpedia...ew-372239.shtml

This post has been edited by Ronan: 31 July 2013 - 09:03 AM

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User is offline   Lunick 

#1163

View PostRonan, on 31 July 2013 - 09:01 AM, said:



Ouch...
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User is offline   Ronin 

#1164

View PostLunick, on 31 July 2013 - 09:10 AM, said:

Ouch...

Kind of what I was expecting, I'm just back from work now I have the game installed and ready to rock, but I'm a bit worn out and will sleep for an hour before I play it with a few beers then make my own mind up.
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User is offline   Lunick 

#1165

I have half a dozen people playing the game on my Steam friends list at the moment and my pre-load is taking forever to unpack :P Some of said friends are crashing on the first level though :X
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User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1166

Although I was planning to preorder the game, I chose not to do so and instead will wait until the rest of you chip in before making a purchase. From what little I have heard, this game is absolutely getting skewered.
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User is offline   Lunick 

#1167

http://www.pcworld.c...ll-explode.html 4.5/5 Stars

http://popcultureblo...e-package.html/

http://stickskills.c...ultra-violence/ 8.5/10

As well so far.
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#1168

View PostDaveyDoomsday, on 11 June 2013 - 05:23 PM, said:

Yes, you will be able to turn off the combo x2,x3,x4 messages and most on screen text. While most of our guys love it some of our old schoolers definitely want to turn it off. So, we're gonna let you!
Mr. Davey, if you're still reading here, where is this option? I don't see any way to toggle the onscreen points and combo messages.
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#1169

Don't want to spam out the main thread until I get a proper playthrough.
Just a random moment I got:

www.youtube.com/watch?v=FpNDO4cEpGA

Though I think I'd be giving too much credit if this place was deliberate.
Note: I find the game enjoying.
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User is offline   Kathy 

#1170

View Posturaganotkirki, on 31 July 2013 - 03:30 PM, said:

Don't want to spam out the main thread until I get a proper playthrough.

Yeah, it's my duty to spam!

Quote

Though I think I'd be giving too much credit if this place was deliberate.

Sometimes ducking works.

Quote

Note: I find the game enjoying.

I got stuck and then instakilled when I got between stone and a ceiling. Checkpoint was ages ago...
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#1171

It's not very clear yet but from what I've seen posted on the steam forums and on other forums, this game is said to be filled with bugs.
I didn't bother to grab it yet but I will report on it's status after I grab it.
If the game is actually good, I might even decide to stop calling Fresch a useless hipster.
Last year I predicted in this topic that it will be shit and barely achieve a 6 on metacritic.
If by next month, this game scores more than 6 on metacritic I will give these mother fuckers less shit if and when they decide to make their next game.

This post has been edited by Mr.Deviance: 31 July 2013 - 04:01 PM

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User is offline   Jblade 

#1172

The impression I get elsewhere is that the game is a bit janky, it's fun, but the checkpoint system is very poor and needs to go. I'll be picking this up as soon as I get a better computer eitherway.
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User is offline   uh . . . . 

#1173

View PostMr.Deviance, on 31 July 2013 - 03:45 PM, said:

It's not very clear yet but from what I've seen posted on the steam forums and on other forums, this game is said to be filled with bugs.
I didn't bother to grab it yet but I will report on it's status after I grab it.
If the game is actually good, I might even decide to stop calling Fresch a useless hipster.
Last year I predicted in this topic that it will be shit and barely achieve a 6 on metacritic.
If by next month, this game scores more than 6 on metacritic I will give these mother fuckers less shit if and when they decide to make their next game.


ur so cool
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User is offline   Striker 

  • Auramancer

#1174

View PostDaveyDoomsday, on 19 July 2013 - 06:30 PM, said:

WOAH WOAH WOAH

What is all this about the checkpoint system? It's not your typical UE3 checkpoint system like Bioshock: Infinite where if you die you lose tons of progress. That would suck. There's enough checkpoints in each level that no matter where you die you'll never lose more than a minute or so of progress. We made sure of that. Also, you can play from any checkpoint at any time with any character and it will start you with the same weapons that you had. So it's practically saving. In fact it's as close as we could get to save states without having actual save states, which is simply not something we could accomplish with our limited resources and budget. If you want to get technical about it, I'd let Fred explain that, but this Escapist article sums up pretty well why it's so hard to have save states in modern games unless you have a giant budget like Skyrim:

http://www.escapistm...heckpoint-Saves <-- Seriously, read this.

Personally, I was against the checkpoint idea at first, I hated the thought of it, but given our limited options and after seeing how we implemented it and how it works with our style of gameplay, I think it actually makes more sense than having manual saves. Especially given the arcadey, high scoring style of ROTT. And I stand by the system knowing that it works well and that it was a serious pain in the ass for the guys to have in place. You know Frederik is as old school as it gets, so if we were going to be forced to use a checkpoint system, you know he'd make sure we did it right. Trust in the hair, people.

Meanwhile, if that's the only thing you guys are unhappy with so far in regards to ROTT, then I can deal with that. :P

Also, our checkpoints have funny names... I wrote them myself... SO LOVE THEM.

Couldn't one take a lot of the work out of it by taking a general memory snapshot/dump? (Including only the necessary information.)

I'd like to know how the Source Engine handles this, to be honest, and if it could translate to Unreal in some form.

This post has been edited by StrikerMan780: 01 August 2013 - 05:11 AM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1175

I assume the Source engine has this built in as every mod supports manual saves. Because of this, I assumed the Unreal SDK also had this by default as much as it had a 3D engine. It just seems like something that should be included.

This post has been edited by MusicallyInspired: 01 August 2013 - 05:13 AM

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User is offline   ---- 

#1176

View PostMusicallyInspired, on 01 August 2013 - 05:13 AM, said:

I assume the Source engine has this built in as every mod supports manual saves. Because of this, I assumed the Unreal SDK also had this by default as much as it had a 3D engine. It just seems like something that should be included.


It is not that easy with Source. There are a lot of bugs with manual saves in for example Black Mesa. You lose all your weapons if you save in some spots, or you are stuck in the "weapon lowered" position*, etc... Some of theese bugs are only resolved when blocking some paths and prevent you from backtracking, etc...

*) When you talk to friendly NPCs

This post has been edited by fuegerstef: 01 August 2013 - 05:20 AM

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User is offline   Striker 

  • Auramancer

#1177

I'd go for a complete gamestate / memory snapshot in that case. Might make Save Files fairly big, but it's better than nothing.

This post has been edited by StrikerMan780: 01 August 2013 - 05:38 AM

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User is offline   Daedolon 

  • Ancient Blood God

#1178

That just makes saves not work after the next patch.
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User is offline   NY00123 

#1179

I also encountered some bugs with manual saves in Serious Sam 2. It happened at least once that I saw less enemies than intended, and worse - couldn't progress at some point (due to a door never getting opened).

This post has been edited by NY00123: 01 August 2013 - 06:02 AM

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User is offline   Striker 

  • Auramancer

#1180

View PostDaedolon, on 01 August 2013 - 05:39 AM, said:

That just makes saves not work after the next patch.


Apparently low budget and difficulty of implementation is their problem, so if they want to go the cheap, easy, and less buggy way, that's how they'd go and do it. They may break after updates/patches, but it's still better than nothing. Plus, you still have the checkpoints themselves to fall back on when that happens.

This post has been edited by StrikerMan780: 01 August 2013 - 08:04 AM

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User is offline   Kathy 

#1181

Besides, it's not a 50+ hour rpg.

This post has been edited by Kathy: 01 August 2013 - 06:14 AM

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#1182

DaveyDoomsday. I just purchased the GOG.com version of ROTT and I tried to map the 'use' 'jump' etc.. to the ABXY and Bumpers on my wired Xbox 360 controller and it didn't map correctly meaning the game doesn't support the 360 controller 100% percent. Is there an update in the works that'll take full advantage of the Xbox 360 Controller? Also put rumble feedback in there. Just made a topic a/b it in the GOG.com forums.

http://www.gog.com/f...t_in_the_future
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1183

View Postfuegerstef, on 01 August 2013 - 05:19 AM, said:

It is not that easy with Source. There are a lot of bugs with manual saves in for example Black Mesa. You lose all your weapons if you save in some spots, or you are stuck in the "weapon lowered" position*, etc... Some of theese bugs are only resolved when blocking some paths and prevent you from backtracking, etc...

*) When you talk to friendly NPCs


Really? Because that has never ever happened to me and I've played through BM twice and quick save fairly often. I don't "save scum" or whatever either. I didn't even realize that was an issue to be brought up against game design because I didn't realize people were that lame to do something like that. Which is why it sounds like a cop-out argument to me, but I digress. I've never run into this problem ever. Every single player Source mod I've ever played has manual saves without any problems that I've run into. I guess I'm just lucky.

If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.

This post has been edited by MusicallyInspired: 01 August 2013 - 07:10 AM

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User is offline   Striker 

  • Auramancer

#1184

View PostMusicallyInspired, on 01 August 2013 - 07:08 AM, said:

Really? Because that has never ever happened to me and I've played through BM twice and quick save fairly often. I don't "save scum" or whatever either. I didn't even realize that was an issue to be brought up against game design because I didn't realize people were that lame to do something like that. Which is why it sounds like a cop-out argument to me, but I digress. I've never run into this problem ever. Every single player Source mod I've ever played has manual saves without any problems that I've run into. I guess I'm just lucky.

If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.


Yeah... I never had issue with saving in Black Mesa either, and I saved a lot.
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User is offline   Loke 

#1185

Me neither and I played on Hard the first time around which resulted in A LOT of quick saving and loading.
1

User is offline   Inspector Lagomorf 

  • Glory To Motherland!

#1186

The only saving issue I had with Black Mesa was a physics bug, but apart from that I had no problems playing through the game and quicksaving all the time.
1

User is offline   Tetsuo 

#1187

This game sure IS buggy.. it's VERY rough around the edges. For example.. stuff like getting caught on items sticking out of the walls during jumping puzzles... gettings stuck on junk in the levels randomly for no reason. One time I even picked up the god mode powerup and got sucked into one of those moving walls that has spikes and slides out to push the person off a platform so I got to see what the other side looked like where they didn't model... etc. and I couldn't escape and had to reload the checkpoint. The game has lots of clipping issues it seems. I wrote more in the other ROTT (2013) thread here. :P

It almost seems like they didn't do much playtesting with the game.

This post has been edited by Tetsuo: 01 August 2013 - 08:58 AM

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User is offline   ---- 

#1188

View PostMusicallyInspired, on 01 August 2013 - 07:08 AM, said:

Really? Because that has never ever happened to me and I've played through BM twice and quick save fairly often. I don't "save scum" or whatever either. I didn't even realize that was an issue to be brought up against game design because I didn't realize people were that lame to do something like that. Which is why it sounds like a cop-out argument to me, but I digress. I've never run into this problem ever. Every single player Source mod I've ever played has manual saves without any problems that I've run into. I guess I'm just lucky.

If there's a vote being taken, I don't mind memory snapshots even if it takes longer or uses more disk space.


Ididn't experience them myself. But I read about them on the BM forums and AFAIK they are reproducable.
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User is offline   Daedolon 

  • Ancient Blood God

#1189

View PostTetsuo, on 01 August 2013 - 08:57 AM, said:

It almost seems like they didn't do much playtesting with the game.


They did ask for people to send applications to become betatesters, though. No clue how many got in.
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