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Ion Fury "formerly Ion Maiden, launching August 15!"
#1427 Posted 14 April 2018 - 12:20 PM
I understand your frustration, but you also have to understand that sometimes these things happen. It's not like there's any malicious intent here or anybody doesn't care about you as a customer because the platform you purchased the game on hasn't sold as many copies as the others.
I can't say I know anything about any posts made on or removed from 3DR's forums, but if they were anything like your recent posts in this thread I'm not too surprised. I'm much more lenient here and don't plan on deleting your posts but I implore you to chill the fuck out.
#1428 Posted 14 April 2018 - 01:40 PM
Still, my troll post here worked.
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This post has been edited by Hank: 14 April 2018 - 01:40 PM
#1429 Posted 14 April 2018 - 05:12 PM
TerminX, on 14 April 2018 - 12:20 PM, said:
Thank you.
We should be getting this from 3dr though. Their indifference to keeping their customers informed and updated is a bit disconcerting.
TerminX, on 14 April 2018 - 12:20 PM, said:
The post in question may not have been Hank's, I'm apparently mistaken about that, but it was pretty innocuous.
It simply asked something along the lines of if the 3dr customers were going to get updates the same as the steam customers, or were we going to have to wait until the final version is released.
This post has been edited by Forge: 14 April 2018 - 05:16 PM
#1430 Posted 14 April 2018 - 10:29 PM
TerminX, on 14 April 2018 - 12:20 PM, said:
That's such an "indie problem", I love it!
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#1431 Posted 14 April 2018 - 11:28 PM
https://i.imgur.com/nUP4bYa.jpg
My setup:
Win 10 64 bit
i7 2600
GTX 970, latest WHQL drivers
OpenGL renderer of course.
This post has been edited by Zaxx: 14 April 2018 - 11:29 PM
#1432 Posted 14 April 2018 - 11:57 PM
TL;DR, Things I don't like:
TL;DR, Things I would like to see:
And I'm running out of things to whinge about. I just like a good moan more than anything. But allow me one question if you can answer it:
• Since this is built on eDuke32 and Mapster32 -- both licensed under GNU GPL v2 -- will you be releasing your changes to the engine and editor after you push them out of the Cathedral? A stupid question, but I have to ask.
#1433 Posted 15 April 2018 - 12:12 AM
I'm 99% sure there are no mirrors because they're not compatible with the skybox feature. It's a technical limitation of the engine. Sure, there'd be some underground areas where they could have mirrors, but they'd need to be consistent across the levels.
Quote
The changes are coming out in eduke32 as they're implemented in Ion Maiden. There's no real difference between the executables.
This post has been edited by Micky C: 15 April 2018 - 12:15 AM
#1434 Posted 15 April 2018 - 12:21 AM
Thanks for the lengthy post, Shodanbot. I read all of it, though it's quite a bit more than I have time to comment on at the moment. You have some good suggestions and a few of them are already on our to-do lists.
#1435 Posted 15 April 2018 - 01:22 AM
#1436 Posted 15 April 2018 - 01:58 AM
Here are just a few minor bugs in the log:
And a one serious:
And here are a few non-serious map errors (with images!):
Not a bug, but I was snooping through the scripts and couldn't resist when I found this cute detail in the weapons CON. I added comments.
#1437 Posted 15 April 2018 - 09:01 AM
Micky C, on 15 April 2018 - 01:22 AM, said:
As far as I can see Ion Maiden is using the same kind of skyboxes the original Build games had. Sure, there are 3D buildings in the background but those are part of the map geometry, the skybox is just a 2D image without any kind of 3D "skyboxing", you don't have anything above you (no texture), you just think you do because it's supposed to be a black sky.
I've never played AMC TC but I don't see how IM's "skybox" could be different from the original Build stuff.
This post has been edited by Zaxx: 15 April 2018 - 09:05 AM
#1438 Posted 15 April 2018 - 09:46 AM
Zaxx, on 15 April 2018 - 09:01 AM, said:
I've never played AMC TC but I don't see how IM's "skybox" could be different from the original Build stuff.
I think terminology is getting mixed here, IM definitely has Unreal-style Skyboxes which the city resides in. You can see for yourself with the full map cheat and no clipping. No previous Build game had that.
We do it with a hack involving showview whereas I'm sure Voidpoint have got a more elegant solution that'll let it work with mirrors and stuff.
This post has been edited by Jblade: 15 April 2018 - 09:47 AM
#1439 Posted 15 April 2018 - 10:46 AM
#1440 Posted 15 April 2018 - 11:14 AM
Not sure if this applies in Build but in QE, gldsrc, and Source, when I want to display distant objects that the player will never get to I typically make simple "cards" (with collision off) of the thing I want to display. It might be a distant radio mast or a few trees, but it could be anything really. I don't know if it applies here, but unless I'm mistaken would simplifying the objects and removing their collision -- such as the traffic lights -- outside the arena on E3L5 be of any benefit to performance? I really should learn how to use the editor for Build.
EDIT: My performance at 1080p during the arena fight drops to 40 or so once the mech start taking bits out of the arena, but it's usually 90+ in this area. Unless I put my nostalgia goggles on and play it at 480p on classic renderer. At that point, no noticeable hitching.
This post has been edited by Shodanbot: 15 April 2018 - 11:21 AM
#1441 Posted 15 April 2018 - 11:25 AM
#1442 Posted 16 April 2018 - 07:11 AM
TerminX, on 15 April 2018 - 12:21 AM, said:
I didn't anticipate a full response to my lengthy post, but I appreciate that you read it. I cant give you, Micky C, and oasiz a vote up -- must be a new user anti-abuse thing -- but I appreciate your responses and patience.
Now then, time for another suggestion:
I.e. If the player throws a right hook at an enemy from a stationary position or less than max acceleration, apply hook damage and give the enemy a random chance of a small flinch. Otherwise, if the player is running toward the enemy at max acceleration and player throws a connecting hook, then apply the same damage as a stationary hook but give it a full chance of a knockdown of humanoid and bump player a little in the opposite direction. Maybe from a jump or fall too.
I suppose distance traveled would be less abusable than max acceleration.
#1443 Posted 16 April 2018 - 06:37 PM
#1444 Posted 16 April 2018 - 06:46 PM
#1445 Posted 16 April 2018 - 07:17 PM
MusicallyInspired, on 16 April 2018 - 06:46 PM, said:
Okay.
The people in the gog forum are confusing me then.
A few hours ago someone posted the change log as if update 2 had been distributed.
#1446 Posted 16 April 2018 - 10:12 PM
#1447 Posted 17 April 2018 - 12:32 AM
#1448 Posted 17 April 2018 - 01:47 AM
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Well, at least I could try the minigun, now let's never play this again.
#1449 Posted 17 April 2018 - 02:18 AM
For the time being, try disabling sound effects to see if that changes your perf. For some reason it's locking the game quite a bit with some users (being worked on).
#1450 Posted 17 April 2018 - 02:41 AM
oasiz, on 17 April 2018 - 02:18 AM, said:
For the time being, try disabling sound effects to see if that changes your perf. For some reason it's locking the game quite a bit with some users (being worked on).
Interesting, I thought it was simply the combination of one of the more demanding maps of the game and having 100 spiders on screen.
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#1451 Posted 17 April 2018 - 03:02 AM
Zaxx, on 17 April 2018 - 01:47 AM, said:
I do but sadly that run counts as cheated after I save and load my game to get rid the other problem caused me timed out and dead.
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Some enemies tends like stuck on their spawn point(s) or some terrains on the map, since there is time limit so it's big problem(early stages just worse than later as enemies just not many on early stages) because I have to run the whole map to find out where are they just stuck.
I just hope that stuck problem also will be fixed too...
This post has been edited by Player Lin: 17 April 2018 - 03:02 AM
#1452 Posted 17 April 2018 - 03:05 AM
However it does require a bit of smarter trickling with the spiders than just having all at one go
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You should see how over engineered the setup is (nobody except me really dares to touch it)
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Spoilers: if you noclip out of bounds (with map cheat), you will find some hints on how the game mode was done.
Player Lin: unstucking enemies is something that's being worked on, I think the current test build works without issues.
#1453 Posted 17 April 2018 - 05:40 AM
MusicallyInspired, on 16 April 2018 - 06:46 PM, said:
If I recall correctly, Digital deluxe buyers won't even get the first update even. Just the first version that came out on feb 28.
#1454 Posted 17 April 2018 - 07:06 AM
Five days and not one word.
If they came out and explained that there would be a delay, I would be okay with it. Instead we have to hear it from somebody else at a different forum.
I don't do twitter, facebook, or whatever either. I don't know what they're talking about there. 3dr has a website with a forum. They should use it.
I can't afford to spend money on games very often. I saved up a gift-card I had received for Christmas just for the sole purpose of buying Ion Maiden, and this poor customer relations experience is leaving a bitter taste over my purchase.
I'm going back to DOS solitaire and Duke3d user maps from 1997 after this.
This post has been edited by Forge: 17 April 2018 - 07:40 AM
#1455 Posted 17 April 2018 - 07:25 AM
DavoX, on 17 April 2018 - 05:40 AM, said:
Incorrect. I definitely have the first update already. As well, the initial release was 80MB and now it's 70MB. A definite change there.
This post has been edited by MusicallyInspired: 17 April 2018 - 07:26 AM
#1456 Posted 17 April 2018 - 07:32 AM
MusicallyInspired, on 17 April 2018 - 07:25 AM, said:
Check the IM (version of eduke32)'s maiden.log file, seem the first two line:
Ion Maiden Preview Campaign r6825 Built Apr 12 2018 13:07:45, GCC 7.3.0, 64-bit
This is the PCU2 build, if yours not this then it's old version(PCU1)... I guess.
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This post has been edited by Player Lin: 17 April 2018 - 07:34 AM