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Interceptor Entertainment is doing a Rise Of The Triad remake.

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.
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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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User is offline   Tetsuo 

#1190

Yes I remember that... they seemed to only choose like 1 out of however many people applied though.
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User is offline   Beloko 

#1191

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

That just makes saves not work after the next patch.


Yeah thats how (original) Quake 2 works, you can never update the engine again without breaking all previous saves!

TBH manual saves is something you need to be very carefully built in from the START, it would be extremely challenging to retro fit afterwards.
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User is offline   Kathy 

#1192

Which begs the question why they decided to ditch checkpoints building an old school shooter, when checkpoints were always listed as part of a problem in modern shooters.
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#1193

View PostKathy, on 02 August 2013 - 08:59 AM, said:

Which begs the question why they decided to ditch checkpoints building an old school shooter, when checkpoints were always listed as part of a problem in modern shooters.


I think they added checkpoints because of programming difficulties. Because of how unoptimized the game is and bug filled the second half is, it makes one wonder if it would be genuinely hard to add it or their programmers are untalented idiots that couldn't do it.
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User is offline   Kathy 

#1194

They could have done it if they decided from the start to do manual saving. Maybe they realised later that it's not that of a simple task or I don't know what. Technically manual saving is harder to code, but it's no excuse not to do it in a game like this. Especially when you can't do checkpoints right either.
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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1195

There's no reason not to if memory snapshots are easier. That's how I thought they were all done anyway. I couldn't figure out why it was all the sudden this big incredibly difficult thing to achieve.

This post has been edited by MusicallyInspired: 02 August 2013 - 04:30 PM

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User is offline   LkMax 

#1196

I'm totally guessing since I never programed with the Unreal Engine, but in a game like this couldn't they just make a group of variables that stored the position/status of the enemies/itens in the world? Doesn't seems hard at all. I must say I don't like the way they implemented the checkpoints, it divides the maps in many segments were you can't backtrack too much, but I'm still having fun with the game nonetheless.

By the way:
http://steamcommunit...960481985121165
This link may help with the low framerates and mouse sensitivity.
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User is offline   Mr. Tibbs 

#1197

View PostLkMax, on 02 August 2013 - 04:55 PM, said:

By the way:
http://steamcommunit...960481985121165
This link may help with the low framerates and mouse sensitivity.

Thanks for the suggestion. I wish that helped. I've updated my drivers and it still runs like a fat guy running up a hill - maybe that because I can't adjust the graphics setting properly (the launcher won't work) and entering my CD key comes back with an error. For me, Interceptor's debut has been a disaster.
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User is offline   LkMax 

#1198

It helped me (specially the crappy mouse control), but I'm still having some framerate issues too. This game needs serious optimization.
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