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Ion Fury "formerly Ion Maiden, launching August 15!"
#1697 Posted 29 July 2018 - 03:39 PM
(Don't click on this at work etc, has moaning at the beginning. It's a powerful piece. The definitive sex slave song quite frankly.)
This post has been edited by PsychoGoatee: 29 July 2018 - 03:39 PM
#1698 Posted 29 July 2018 - 03:56 PM
Fox, on 29 July 2018 - 03:21 PM, said:
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Please add an easter egg where she has a manslave torture room.
#1701 Posted 30 July 2018 - 10:37 AM
#1702 Posted 30 July 2018 - 10:47 AM
Master O, on 30 July 2018 - 10:37 AM, said:
Reevaluate your judgment when you play the game.
#1703 Posted 30 July 2018 - 10:53 AM
Hendricks266, on 30 July 2018 - 10:47 AM, said:
I forgot to add that it was a preliminary judgment, so it definitely won't be my final judgment of Ion Maiden. Speaking of humor, are there going to be spoofs/references of the other build engine games in Ion Maiden?
This post has been edited by Master O: 30 July 2018 - 10:53 AM
#1705 Posted 30 July 2018 - 10:58 AM
PsychoGoatee, on 29 July 2018 - 03:39 PM, said:
(Don't click on this at work etc, has moaning at the beginning. It's a powerful piece. The definitive sex slave song quite frankly.)
Manowar is one of the greatest metal bands ever, but Pleasure Slave is just pathetic. Both musically and lyrically.
#1706 Posted 30 July 2018 - 11:01 AM
Master O, on 30 July 2018 - 10:53 AM, said:
Policemen are porcine. Or vice versa.
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#1707 Posted 30 July 2018 - 11:03 AM
Nancsi, on 30 July 2018 - 10:58 AM, said:
compared to?
#1709 Posted 30 July 2018 - 11:12 AM
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This post has been edited by Mark.: 30 July 2018 - 11:13 AM
#1710 Posted 30 July 2018 - 02:47 PM
Hendricks266, on 30 July 2018 - 10:53 AM, said:
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I will, when it's fully done!
Question: When IM's development is done and it's released in its entirety, will Eduke32 support soon follow?
#1711 Posted 30 July 2018 - 03:44 PM
Master O, on 30 July 2018 - 02:47 PM, said:
Question: When IM's development is done and it's released in its entirety, will Eduke32 support soon follow?
I think, you are better of hanging out at Steam, for answers.
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https://steamcommuni...68437879045989/
and
https://steamcommuni...01877489567768/
#1712 Posted 31 July 2018 - 03:26 PM
Master O, on 30 July 2018 - 02:47 PM, said:
Question: When IM's development is done and it's released in its entirety, will Eduke32 support soon follow?
The executable is Eduke32 with a few options enabled/disabled.
#1713 Posted 31 July 2018 - 03:40 PM
#1715 Posted 31 July 2018 - 04:48 PM
Phredreeke, on 31 July 2018 - 04:47 PM, said:
I'm not talking about visual glitches, but how you get "teleported" on top of spritework, even if it's taller than sector geometry you wouldn't "step" onto. Makes no difference what renderer.
I know people have used this odd (and most likely unintended) behavior to make ladders and such in Duke, so it's probably 20 years too late to change there, but it is annoying when playing especially in cramped spaces such as the stairwell entrance to the office building.
Try stepping up to one of the wall-mounted computer terminal keyboards, or the hand dryers in the bathroom and you'll see what I mean.
This post has been edited by necroslut: 31 July 2018 - 04:52 PM
#1716 Posted 31 July 2018 - 05:05 PM
This post has been edited by Mark.: 31 July 2018 - 05:16 PM
#1717 Posted 31 July 2018 - 05:25 PM
Mark., on 31 July 2018 - 05:05 PM, said:
Blocking off doesn't work well if you can go over - or under - the "model" though. Another workaround is to make the whole thing non-blocking, but then you can instead clip inside it.
I think this is really two issues though - first that the player can step onto sprites that are taller than equivalent sectors. Secondly that in the case of 3D "cubes", the player will first step onto the bottom "panel" - even if nothing of it protrudes out from the side - and then from there instantly up onto the top plane, allowing "climbing" even higher than with regular sprites.
#1718 Posted 31 July 2018 - 06:48 PM
#1719 Posted 31 July 2018 - 06:56 PM
Mark., on 31 July 2018 - 06:48 PM, said:
That's what I thought you meant. What I meant was that you can't block it off with sector walls if the map layout you're going for requires or allows the player to move over or underneath the spritework, sorta limiting its use. But sure, it usually works indoors.
#1720 Posted 31 July 2018 - 07:38 PM
Mark., on 31 July 2018 - 06:48 PM, said:
No such thing as purple or blocked walls in mapster these days
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#1721 Posted 31 July 2018 - 08:32 PM
Micky C, on 31 July 2018 - 07:38 PM, said:
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the header lines in tiles.cfg say you're wrong
// NOTE: See the end of the tile group declarations [OLD_COLOR_SCHEME] for how
// one can create a color scheme similar to earlier Mapster32 builds
This post has been edited by Forge: 31 July 2018 - 08:37 PM
#1722 Posted 31 July 2018 - 09:54 PM
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This post has been edited by Jblade: 31 July 2018 - 09:55 PM
#1723 Posted 01 August 2018 - 04:40 AM
#1724 Posted 01 August 2018 - 05:08 AM
Micky C, on 31 July 2018 - 07:38 PM, said:
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Sorry. My mistake. I'm wrong.
Jblade, on 31 July 2018 - 09:54 PM, said:
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That sucks. Hendricks is the one who pointed it to me last time I mentioned it. Glad I didn't update then.
(not that I map, but I do play a lot of old user maps & sometimes I dig around in them looking for watermarks if there's no template. Or on rare occasions people will have issues with a map they're working on and I poke around in them looking for solutions).
I might toy around with the idea of making an Ion Maiden map (if the non-steam version has an editor), but I predict the color scheme will be off-putting, or make it more of a chore than it needs to be.
This post has been edited by Forge: 01 August 2018 - 05:13 AM