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Ion Fury "formerly Ion Maiden, launching August 15!"
#1577 Posted 22 May 2018 - 10:21 AM
This post has been edited by thricecursed: 22 May 2018 - 10:23 AM
#1579 Posted 22 May 2018 - 11:27 AM
thricecursed, on 22 May 2018 - 10:21 AM, said:
Unless you're running at a very low resolution, OpenGL will likely be much faster than the classic renderer.
#1580 Posted 22 May 2018 - 09:27 PM
Sanek, on 20 May 2018 - 08:55 AM, said:
They'd be fucking dipshits not to.
This includes an unnamed major studio who owns a popular intellectual property.
This post has been edited by Jimmy: 22 May 2018 - 09:30 PM
#1581 Posted 23 May 2018 - 01:10 AM
Jimmy, on 22 May 2018 - 09:27 PM, said:
This includes an unnamed major studio who owns a popular intellectual property.
Yeah - they must use it, but they will not. I don't know what's exactly going on behind the scenes but as I understand, it's very hard to do business with Voidpoint - either they want way too much for the port, or the unnamed studio itself don't want to be affiliated with another party. So it makes sense when a new edition of the old game arrives with a port of it's own.
#1582 Posted 23 May 2018 - 07:09 AM
Sanek, on 23 May 2018 - 01:10 AM, said:
Guess that from the perspective of Gearbox the problem was that EDuke32 is not multiplatform in the sense that it doesn't support current gen consoles. That's a biggie for a multiplatform publisher / developer.
#1583 Posted 23 May 2018 - 08:01 AM
I think it's that Gearbox didn't want to open source or pay for a different license
#1585 Posted 23 May 2018 - 09:21 AM
There's a lot of reasons and Phredreeke's post is spot on, but I think that the main reason is the money reason. These big software houses have the budget to make the port of their own, they don't want to be THAT obligated to a 3rd party, constantly sharing profits or smth like that. EDuke32 is more like a tool for the indie developers, yet there's only 1 commerical game after like 18 years of it's existense thanks to port guys.
#1586 Posted 23 May 2018 - 10:19 AM
#1587 Posted 23 May 2018 - 11:54 AM
Phredreeke, on 23 May 2018 - 10:19 AM, said:
I'm curious about how all that works, is it just through 3D Realms? or 3DR + Voidpoint, and others?? Silverman? JonoF? Saettler?... it could be a very long list.
#1588 Posted 23 May 2018 - 12:21 PM
Drek, on 23 May 2018 - 11:54 AM, said:
Well this is what IM's legal info says:
Quote
Copyright © 2018 Voidpoint, LLC.
All Rights Reserved.
Build Engine used under commercial license.
Ion Maiden uses open source EDuke32 technology. The following terms apply only to the Ion Maiden game executable:
Engine code available under the Build License. See buildlic.txt.
Game code and supporting libraries available under the GNU GPL v2 with a linking exception for the Build Engine. See gpl-2.0.txt.
So buildlic still applies to the code but when it comes to the commercial license of Build it doesn't say where that comes from. Guess it's Silverman or 3DR, most likely 3DR. Since Ken made Build for 3DR while also being an employee of 3DR I'd say the engine belongs to 3DR but the 90s was such a wild time in terms of legal stuff that I could be mistaken.
This post has been edited by Zaxx: 23 May 2018 - 12:27 PM
#1589 Posted 23 May 2018 - 12:30 PM
3D Realms is not a party at all.
#1590 Posted 21 June 2018 - 03:26 PM
I got a question, is my PC or there is a performance issue with the game preview at the moment ??? I'm using OpenGL and the game goes from 200 fps to 10 fps, then back to 30 fps. Also is can't change palette emulation, anisotropy and texture mode.
#1591 Posted 21 June 2018 - 04:13 PM
#1592 Posted 21 June 2018 - 05:48 PM
Micky C, on 21 June 2018 - 04:13 PM, said:
That's good to now. I been playing a bit more and it extreme fps drops only happen in the outdoor areas.
#1593 Posted 21 June 2018 - 06:44 PM
Micky C, on 21 June 2018 - 04:13 PM, said:
Really? I noticed when you could turn it off that it revealed more shades of colours used in the textures that get omitted in palette emulation. But it does indeed look better with it activated.
#1594 Posted 21 June 2018 - 11:40 PM
#1595 Posted 22 June 2018 - 04:13 AM
#1596 Posted 22 June 2018 - 04:52 AM
#1597 Posted 22 June 2018 - 05:27 AM
2nd and 4th pic look better to me. Wider range of colors. If thats disabled I prefer that.
#1598 Posted 22 June 2018 - 05:48 AM
#1599 Posted 22 June 2018 - 05:53 AM
Mark., on 22 June 2018 - 05:27 AM, said:
2nd and 4th pic look better to me. Wider range of colors. If thats disabled I prefer that.
seems to be more 'definition' in the textures as well.
It's pretty easy to see in the large grey and brown wall panels on either side of the opening in the 1st and 2nd screenshot. The first looks all blurred out, while the second has more prominent streaks.
This post has been edited by Forge: 22 June 2018 - 05:54 AM
#1600 Posted 22 June 2018 - 07:06 AM
This post has been edited by MusicallyInspired: 22 June 2018 - 07:08 AM
#1601 Posted 22 June 2018 - 02:05 PM
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#1602 Posted 22 June 2018 - 11:57 PM
While some things might look better/different, some can be very off. We use quite a bit of transparent blending in places and those will look more or less quite bad.
Most recent versions made the option obsolete, the choice only existed due to performance reasons.
Usually the saturation is way toned down from vibrant hues with tge option on.
#1603 Posted 30 June 2018 - 08:41 AM
Design of levels, enemies, weapons and items:
* Levels are generally interesting - reminds me of DN3D though it seems "too empty" compared to say games like SiN, Unreal or Quake 2.
* Enemies were probably the biggest disappointment - the way they shoot their guns and look is too simple, it felt like I was fighting two enemies the whole time - the guys in coats and the spiders. Compare it with the clearly distinctive enemies DN3D or SiN had. The boss felt like last minute decision "we need a boss" - who do we assign for this job? Oh here comes Joe let's put him in charge...
* Weapons - good job, even the basic pistol is very strong and decent, the guns are powerful, and have the right kick. The ball grenade was amazing. I didn't like the looks of the shotgun - like the pump action ones the most.
* Items - they really could use quite some improvement, ie. every time I picked up ammo for pistol I felt I'm picking up a keycard.
Graphics, performance, sounds and music:
* Graphics are way too simple and dated to my taste - what I like is the current eduke32 with HDR - this is perfectly fine for me and happy to live with this engine for another 10-15 years (or really anything on level of Quake 1/2 and above), if you could go with the polymer I would be super excited about graphics. I'm sure a good licensing deal with guys who developed the eduke32 could be made. These kind of graphics in my opinion could be a commercial problem - and this comes from someone who loved DN3D and doesn't mind Quake 1 graphics that are 20+ years old.
* Performance was quite sad - played on Core i7 4x 2.5 GHz, 16 GB RAM with Radeon HD 7770/2GB in 1920x1080 on Windows 7 x64 - it was definitely playable but comparing the looks of the game and the overall performance - really not OK and needs lots of polishing.
* Sounds were really good - I liked the gunshots and the environment sounds (ie. explosions), not much love for the enemies though.
* Music - definitely my cup of tea - thumbs up.
Am I your target audience? Should you care about my opinion? - You tell me.
I loved: DN3D, SiN series, Unreal series.
I liked: Half Life series, Quake 1 & 2, Kingpin, Far Cry 1 & 2. Shadow Warrior 2013. Counter Strike series up to Source. Doom 2. Left 4 Dead series. SWAT 3 & 4. Postal 2.
I kind of enjoyed: Call of Duty 1/2/4, Bulletstorm, Serious Sam, Duke Nukem Forever. Crisis. Hard Reset. Stalker series.
I didn't like: Call of Duty series after MW. Unreal Tournament 3. Doom 3, Quake 4.
I buy mostly the old games I didn't have time to play previously or want to re-play them. I bought about 5 games that are from 2010+ era but I own lots (if not almost all) FPS from 1990s and early 2000s (my steam folder and GOG installations backup is in total about 1 TB).
This post has been edited by Honza: 30 June 2018 - 08:42 AM
#1604 Posted 30 June 2018 - 09:12 AM
Honza, on 30 June 2018 - 08:41 AM, said:
You do realise Ion Maiden and eduke32 have the same developers? As for polymer read on...
Honza, on 30 June 2018 - 08:41 AM, said:
2.5GHz is pretty low. Build isn't multithreaded BTW, so the extra cores or threads don't add to the game's performance, and AMD GPUs performs poorly in general with OpenGL which both IM and eduke32 uses. With Polymer your performance would be even lower.
#1605 Posted 30 June 2018 - 09:54 AM
#1606 Posted 30 June 2018 - 10:35 AM
with the last update:
the core game runs fine. Probably not a sky-high framerate, but without any noticeable lag
my comp only bogs down after half a dozen or so queen of the hill levels when there are a lot of enemies on the screen
This post has been edited by Forge: 30 June 2018 - 10:36 AM