Ion Fury "formerly Ion Maiden, launching August 15!"
#1021 Posted 13 March 2018 - 02:11 AM
This post has been edited by NightFright: 13 March 2018 - 02:11 AM
#1023 Posted 13 March 2018 - 03:16 AM
#1024 Posted 13 March 2018 - 03:20 AM
I recall my windows executable being called something like IonMaiden_win.exe or something like that. I haven’t checked the latest version.
This post has been edited by Micky C: 13 March 2018 - 03:22 AM
#1025 Posted 13 March 2018 - 03:50 AM
Is there a Chance that the preview will be available for OSX in the future, or will i need to wait for the full release of the game?
#1026 Posted 13 March 2018 - 04:04 AM
Aside from some DPI scaling stuff it was very playable.
#1028 Posted 13 March 2018 - 05:01 AM
Hendricks266, on 12 March 2018 - 08:03 PM, said:
Hm? I always used EDuke32 with the 144 limit and never noticed a single performance issue.
I went into the cfg file and set it back to 144 that way so it's no biggie, I just find it weird that you guys removed an option that was in EDuke32 for the longest time. What would be wrong with a slider or a customizable value?
And what should people with a 144 hz monitor do now? Piss off?
#1029 Posted 13 March 2018 - 08:16 AM
Zaxx, on 13 March 2018 - 05:01 AM, said:
I went into the cfg file and set it back to 144 that way so it's no biggie, I just find it weird that you guys removed an option that was in EDuke32 for the longest time. What would be wrong with a slider or a customizable value?
And what should people with a 144 hz monitor do now? Piss off?
We talked to several users who were having performance problems with 144Hz monitors, and all of them reported that the game worked better at 120Hz and suffered at 144.
#1030 Posted 13 March 2018 - 08:44 AM
NightFright, on 13 March 2018 - 02:11 AM, said:
3dr: The update will be hosted, "When it's hosted".
#1031 Posted 13 March 2018 - 08:51 AM
TerminX, on 13 March 2018 - 08:16 AM, said:
If the tickrate is fixed at 120 hz then I can imagine that, guess the engine can't sync to that framerate properly and the game will just appear stuttery at 144 hz. However with my 60 hz monitor I prefer locking EDuke32 and BloodGDX at uneven numbers because (and guess this is also because of the fixed tickrate) at even multiplies of 60 I always get two ugly tearlines on my screen and that's is very distracting. If you set it at an uneven number that problem disappears, the tearing becomes barely noticeable just like any downsides the uneven lock may have.
Overall I think that some of the problems EDuke32 have are caused by the fixed tickrate so in my opinion that is something that should be looked into so the game will become smoother and smoother as the framerate increases. There is even an old forum post that implies that EDuke32 doesn't like vsync because of the fixed tickrate:
https://steamcommuni...46432323169127/
Quote
Now I don't know much about this subject but from my user perspective the best thing about a modern source port like ZDoom or GZDoom is that you can run Doom engine games at such a high fps that screen tearing simply stops being a problem even without vsync because the tearing is essentially unnoticeable. Somewhy EDuke32 doesn't have this effect, even when I'm rocking 1000 fps in polymost I still get agressive tearing by seeing those two "large" tear lines.
My guess is that this is also why EDuke32's performance appears to be bad when the fps goes below 120 fps while something like 100 or 90 fps is actually not bad at all when you're playing a modern game. I don't know what would be the solution for this problem (getting rid of the fixed tickrate? framerate interpolation? I think that second one is how ZDoom does it) but since Ion Maiden is pushing EDuke32 pretty hard I think it could be hugely benefitting for the user experience if this was solved somehow.
This post has been edited by Zaxx: 13 March 2018 - 09:23 AM
#1032 Posted 13 March 2018 - 10:58 AM
#1033 Posted 13 March 2018 - 11:32 AM
#1034 Posted 13 March 2018 - 01:33 PM
oasiz, on 13 March 2018 - 04:04 AM, said:
Aside from some DPI scaling stuff it was very playable.
My MBP is a little bit older, but it runs very well via Wine.
Just a tip for others wo want to try this via Wine: You need Wine in 64bit. I downloaded the installer for wine stable 3.0, for my installed version was far too old.
Fresh installed wine start as an 32 bit version, and you can't start IM. To get 64bit support i opened the wine console, and executed the following commands:
export WINEPREFIX=~/.wine64 rm -rf ~/.wine64 WINEARCH=win64 winecfg
#1035 Posted 13 March 2018 - 05:26 PM
#1036 Posted 13 March 2018 - 08:05 PM
#1037 Posted 13 March 2018 - 11:24 PM
gemeaux333, on 13 March 2018 - 08:05 PM, said:
Because the game's strongest feature is its plot and dialogue
#1038 Posted 14 March 2018 - 06:05 AM
gemeaux333, on 13 March 2018 - 08:05 PM, said:
Oh come on, translation can be useful I guess, but the idea of dubbing is just ridiculous! Image classic Build games in any language other than english. It'll lost half of it's charm!
#1039 Posted 14 March 2018 - 08:06 AM
#1040 Posted 14 March 2018 - 09:49 AM
I could have suggested a name for the french voice of bombshell, but look like it won't happen...
#1041 Posted 14 March 2018 - 01:36 PM
gemeaux333, on 14 March 2018 - 09:49 AM, said:
I could have suggested a name for the french voice of bombshell, but look like it won't happen...
It's just a small studio, they don't want to pay several translators and voice actors for voiced translations!
#1043 Posted 14 March 2018 - 01:55 PM
Commando Nukem, on 14 March 2018 - 01:45 PM, said:
Even big studios often do a poor job of getting equivalent voice actors for different languages, and players often prefer to hear it in the original language. Having translations for the menus and messages while leaving the audio intact makes sense, it's not just a budget thing. They could also add a subtitles option for the different languages if they wanted to.
#1044 Posted 14 March 2018 - 02:01 PM
Commando Nukem, on 14 March 2018 - 01:45 PM, said:
In this case, the resources are just one reason, but i think localized one-liners would make no sense. These one-liners just worked as they are. If you produce a game with a big story and many conversations from the protagonists, or much narration, a localization would make much more sense.
#1045 Posted 14 March 2018 - 02:41 PM
There is another solution : like in the Shadow Warrior reboot, display subtitles for the lines/quotes and translate it !
This post has been edited by gemeaux333: 14 March 2018 - 02:42 PM
#1046 Posted 14 March 2018 - 04:10 PM
gemeaux333, on 14 March 2018 - 02:41 PM, said:
#1047 Posted 14 March 2018 - 04:14 PM
Perro Seco, on 14 March 2018 - 04:10 PM, said:
Yeah, I agree. Instead make a joke dub where Jon St. John is playing a woman.
#1048 Posted 14 March 2018 - 04:28 PM
Trooper Dan, on 14 March 2018 - 01:55 PM, said:
Too true, I'm Brazilian and here people usually stay away from locally dubbed games unless they can't read or speak english, the dubbing is usually atrocious with the very notorious example of the latest Mortal Kombat game who was met was country-wide mockery from gamers.
#1049 Posted 15 March 2018 - 04:17 AM
Secrets are fun to looks for and find. Some jumping sections require quite a bit of savegame reloading though, it's all too easy to miscalculate your jump and fall off those steel beams. I haven't figured out if the secret area message could be set to appear at the centre of the screen instead of in the same place as pickup messages (a la certain Doom ports).
Do the enemies respawn on hard? If yes then it's done very nicely, without overwhelming the player.
#1050 Posted 15 March 2018 - 04:34 AM
Zaxx, on 14 March 2018 - 04:14 PM, said:
Actually in World Tour, his performance sometimes was not far off from that.