Ion Fury "formerly Ion Maiden, launching August 15!"
#1081 Posted 17 March 2018 - 08:51 AM
#1082 Posted 17 March 2018 - 11:34 AM
Phredreeke, on 17 March 2018 - 08:51 AM, said:
The idea is that the folder is connected to your user account, which you could theoretically access from a different machine if you are "roaming" -- which sounds like a good idea.
I would suggest that a shortcut automatically be created inside the install directory which goes to the directory where the screenshots etc are being stored. Then dinosaurs like me could still find the stuff easily. I have just created the shortcut manually.
#1083 Posted 17 March 2018 - 12:06 PM
MusicallyInspired, on 16 March 2018 - 06:24 PM, said:
You know that's not how it works around here.
#1085 Posted 17 March 2018 - 07:51 PM
Trooper Dan, on 17 March 2018 - 02:44 AM, said:
One: Where the heck are my screenshots going? I press F12 and a screenshot is saved somewhere, but they are not appearing in the game folder like they did in the previous version.
Two: This is a minor issue that existed in the previous version as well. Concrete sprites spawned on extreme slopes will enter a glitched state where they bounce up and down in the air forever. You can see them doing this just to the right of the crosshair in the screenshot (taken with a different program because I could not find the F12 ones!) below. EDIT: Still can't find those screenies taken with F12 -- I'm starting to think they didn't get saved at all.
EDIT2: Found the problem.
Built Mar 11 2018 21:41:58, GCC 7.3.0, 64-bit
Using C:/3DRealms/IonMaiden/ for game data
Using C:/Users/Daniel/AppData/Roaming/Ion Maiden Preview Campaign/ for game data
Definitely not where I would expect to find my screenshots, since EDuke32 has never done that before.
Thanks for reporting this.
RE: Screenshots and data dir
It is different than EDuke32, but it is the expected "good" behavior for an application (similarly on Linux the files go under ~/.config/maiden), and in many cases applications might not have access to the folder where Steam installs the files.
#1086 Posted 17 March 2018 - 08:58 PM
#1087 Posted 17 March 2018 - 09:33 PM
VGA, on 17 March 2018 - 08:58 PM, said:
I'm sure this stuff will be worked out better by the time the full version drops because really the way screenshots work is not exactly ideal now. For example the Steam version should have ED32's screenshot feature turned off by default because people will use the Steam overlay anyway.
#1089 Posted 18 March 2018 - 05:32 AM
SonicB00M, on 18 March 2018 - 04:19 AM, said:
It was cool to hear some of the plans in terms of improving performance, frame pacing and the like though it was a bit shocking to hear that good old Polymost is still chugging along on OpenGL 1.1. I hope that eventually switching to a newer version will be an option for Voidpoint, especially if 3DR is planning on doing more stuff with Build.
This post has been edited by Zaxx: 18 March 2018 - 05:53 AM
#1091 Posted 18 March 2018 - 06:53 AM
I actually felt the excitement that these guys have while developing a Build Engine game in 2018. They also talked about the improvements of the EDuke32 that we didn't covered here for the most part. I also like the idea of using the old tech of old unreleased version of games and releasing these games today. Especially if it's a Build Engine-related. And making the new games, of course.
#1092 Posted 18 March 2018 - 07:02 AM
Sanek, on 18 March 2018 - 06:53 AM, said:
I actually felt the excitement that these guys have while developing a Build Engine game in 2018.
Yeah, it feels fresh to hear an actual developer who is working on a video game instead of some random dude from the marketing team with the rehearsed speeches.
#1093 Posted 18 March 2018 - 12:40 PM
Sanek, on 18 March 2018 - 06:53 AM, said:
I actually felt the excitement that these guys have while developing a Build Engine game in 2018. They also talked about the improvements of the EDuke32 that we didn't covered here for the most part.
+1
It's especially interesting to hear about future polymost optimizations. But who is working on that besides Evan?
#1094 Posted 18 March 2018 - 11:56 PM
#1095 Posted 19 March 2018 - 08:53 AM
It seems weird to have a slow down mechanic for something so small, and though I haven't tested to see if absolutely everything in the game slows down, could this be a hint that there might be some time manipulation at some point in the game?
#1096 Posted 19 March 2018 - 09:58 AM
What I really like are the plans for a boxed version of the game. A floppy disk with integrated USB. Really nice! Hope even us poor Germans will have a chance to get their hands on that.
This post has been edited by NightFright: 19 March 2018 - 10:01 AM
#1097 Posted 19 March 2018 - 10:47 AM
SonicB00M, on 18 March 2018 - 04:19 AM, said:
I came here to mention this video when it popped up on my feed. It was such a good interview from all parties. I really liked how they mentioned they were trying to make a good first person shooter using old tech and not just a shooter that looks retro which I think is a problem plaguing retro style games these days.
That boxed copy really has me excited to since it really does seem like they are very passionate about this project and knowing someone is doing what they love with full effort instantly has me won over.
#1098 Posted 20 March 2018 - 08:51 AM
NightFright, on 19 March 2018 - 09:58 AM, said:
I agree. I love those old game boxes. And hopefully they don't forget about the poor Belgians too
#1100 Posted 20 March 2018 - 11:43 AM
Also, I finally got around to playing the second zone last night and I forgot all about the lack of a quick kick. Really bizarre as it was very jarring for me the first time. Especially since I wasn't required to break vents to enter them, I could just "use" them to open them. Really nice touch with that use option.
#1101 Posted 20 March 2018 - 12:05 PM
Trooper Dan, on 18 March 2018 - 12:40 PM, said:
Forgive me for going slightly off topic here. But I'm a bit confused. What's the current situation on polymost vs polymer ? What is the future for the build games? I always thought polymost was to be superseded and ultimately replaced by polymer ?
#1102 Posted 20 March 2018 - 12:16 PM
#1103 Posted 20 March 2018 - 12:29 PM
#1104 Posted 20 March 2018 - 12:50 PM
Khallos, on 20 March 2018 - 12:29 PM, said:
Did a quick Google search on the Rad Rodgers box since Ion Maiden will get the same treatment, this is what I found:
Looks neat.
#1105 Posted 20 March 2018 - 03:03 PM
MusicallyInspired, on 20 March 2018 - 11:43 AM, said:
Also, I finally got around to playing the second zone last night and I forgot all about the lack of a quick kick. Really bizarre as it was very jarring for me the first time. Especially since I wasn't required to break vents to enter them, I could just "use" them to open them. Really nice touch with that use option.
The vent option is nice, however you can't do this with fans.
Edit: Maybe they could make it so that pressing 'use' on a fan breaks it?
This post has been edited by Micky C: 20 March 2018 - 03:21 PM
#1106 Posted 20 March 2018 - 05:39 PM
Micky C, on 20 March 2018 - 03:03 PM, said:
Breaks it with what?
#1107 Posted 20 March 2018 - 05:57 PM
Trooper Dan, on 20 March 2018 - 05:39 PM, said:
She's got tits of steel? STEEL...! STEEEEEEL!
#1108 Posted 20 March 2018 - 06:06 PM
Trooper Dan, on 20 March 2018 - 05:39 PM, said:
It could show a quick knock animation for the current weapon. Players would understand if fans are more fragile than the cyborg enemies.
Although this may or may not hamper the interactivity consistency of the game.