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Ion Fury  "formerly Ion Maiden, launching August 15!"

#1817

View PostZaxx, on 23 October 2018 - 11:29 AM, said:

And by "Quake engine" they mean Q1? I find that pretty weird, if I were to make a retro 3D shooter that feels like Quake I'd sure as shit go for the Quake 3 engine instead.

Some of the Quake source ports are very advanced (in much the same way that EDuke32 is advanced compared to the original Build engine).

And I don't say this to try and slam EDuke32 on its own forums, but the Quake source ports are arguably even more advanced. I should record a video of my Quake 1 install.

https://icculus.org/...ght/darkplaces/

This post has been edited by enderandrew: 23 October 2018 - 12:09 PM

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User is offline   MusicallyInspired 

  • The Sarien Encounter

#1818

I just realized...does this mean we technically have an EDuke32 Switch port? :rolleyes:

View PostHendricks266, on 23 October 2018 - 10:14 AM, said:

Poor performance isn't inherent to 32-bit processors. Before any of our GL performance work the doubled register count of x64 may have been important (and it still is for Polymer), but it's more likely that that 32-bit devices happen to not be powerful enough, or come with graphics hardware that isn't powerful enough. Hopefully our remaining work should fix this. We also experience strange rendering bugs (potentially compiler bugs) in 32-bit that we need to resolve or work around before we can declare 32-bit stable.Is this running the beta Update 3 branch available on Steam? If not I'd like to see how that does.


inb4 "32-bit is the new 16-bit." lol

View PostZaxx, on 23 October 2018 - 11:29 AM, said:

And by "Quake engine" they mean Q1? I find that pretty weird, if I were to make a retro 3D shooter that feels like Quake I'd sure as shit go for the Quake 3 engine instead.


Low-poly is in right now.

View Postoasiz, on 23 October 2018 - 12:00 PM, said:

We do however sympathize with keyboard-only geezers, even before we knew about this.Extra care is taken to place buttons and such at heights where you can actually use them instead of being just a few units off ;)Actually we wrote a special m32 script where a mapper can point to a switch and it fixes the Z in case it's off, keep em nice and compliant!


Mapster32 map editor for Ion Maiden on Switch confirmed???

/s
0

User is offline   HulkNukem 

#1819

Hyped for Switch release

Congratulations Voidpoint!
0

User is offline   Mark 

#1820

View Postoasiz, on 23 October 2018 - 12:00 PM, said:

Actually we wrote a special m32 script where a mapper can point to a switch and it fixes the Z in case it's off, keep em nice and compliant!


I sure could have used that years ago. Other mappers too probably.
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User is offline   DavoX 

  • Honored Donor

#1821

View PostMark, on 23 October 2018 - 02:38 PM, said:

I sure could have used that years ago. Other mappers too probably.



it's a mapster32 script, the ability to use scripts has been there for a long time.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1822

View PostDavoX, on 23 October 2018 - 02:49 PM, said:

it's a mapster32 script, the ability to use scripts has been there for a long time.

the ability to be smart enough to know how to use mapster32 scripts hasn't.
just sayin'
1

User is offline   Micky C 

  • Honored Donor

#1823

View PostForge, on 23 October 2018 - 02:58 PM, said:

the ability to be smart enough to know how to use mapster32 scripts hasn't.
just sayin'


Some of the devs, such as Hendricks have been willing to write the occasional script for others, for example in special situations where a short script can save countless hours of work. I doubt they'd be willing to put in a bunch of smaller features, which lends itself to potential feature-creep, although there is the a.m32.

Anyone familiar with con coding should be able to write mapster scripts with relative ease. Even I, with zero con coding knowledge, am able to write simple one-liners that change sprite, sector or wall attributes en masse based on certain conditions, which can be incredibly useful.

Edit: The "console reveal" trailer is more or less identical to the reveal trailer? That's a bit lame.

This post has been edited by Micky C: 23 October 2018 - 03:41 PM

0

User is offline   DavoX 

  • Honored Donor

#1824

View PostMicky C, on 23 October 2018 - 03:39 PM, said:

Some of the devs, such as Hendricks have been willing to write the occasional script for others, for example in special situations where a short script can save countless hours of work. I doubt they'd be willing to put in a bunch of smaller features, which lends itself to potential feature-creep, although there is the a.m32.

Anyone familiar with con coding should be able to write mapster scripts with relative ease. Even I, with zero con coding knowledge, am able to write simple one-liners that change sprite, sector or wall attributes en masse based on certain conditions, which can be incredibly useful.

Edit: The "console reveal" trailer is more or less identical to the reveal trailer? That's a bit lame.


There wasnt supposed to be any trailer really. Its just a small extra. Expect proper trailers and crazy things in the future :P :rolleyes:
0

User is offline   Forge 

  • Speaker of the Outhouse

#1825

I was generously gifted the steam version.

In Queen-of-the-Hill the performance jump was huge on my machine. It might have hitched once, but it was incredibly minor and almost unnoticeable.
The radar is pretty handy, too.
I can probably finish it now.

This post has been edited by Forge: 23 October 2018 - 04:26 PM

1

User is offline   DavoX 

  • Honored Donor

#1826

View PostForge, on 23 October 2018 - 04:25 PM, said:

I was generously gifted the steam version.

In Queen-of-the-Hill the performance jump was huge on my machine. It might have hitched once, but it was incredibly minor and almost unnoticeable.
The radar is pretty handy, too.
I can probably finish it now.


Make sure to enter one of the public betas there, with the update 3 available.
1

User is offline   Micky C 

  • Honored Donor

#1827

View PostZaxx, on 23 October 2018 - 11:23 AM, said:

Is this true?
3D Realms is working on a new first person shooter that will be powered by the Quake Engine
Can't find another source on this, hence the question. Was hoping for another Build game or some other retro thing that's not an FPS. But hey, at least we'll have strafe jumping.


That's until they switch to the Unreal engine Posted Image

View PostForge, on 23 October 2018 - 04:25 PM, said:

I was generously gifted the steam version.

In Queen-of-the-Hill the performance jump was huge on my machine. It might have hitched once, but it was incredibly minor and almost unnoticeable.
The radar is pretty handy, too.
I can probably finish it now.


That doesn't help the rest of us who got the 3DR version and are waiting on the update Posted Image
0

User is offline   OpenMaw 

  • Judge Mental

#1828

Major props to VP and 3DR. I can't wait to play the full version when it comes out on Steam.

And that Quake engine snippet is... Well, that should be very interesting to see. :rolleyes: It makes a lot of sense to go back to these older engines if you want to maintain a small scale studio size. Next gen requires a larger crew. There's just too much to do in terms of resources.

Will any more physical copies be made available? I missed the first go around and i'd love to buy one.
0

User is offline   HulkNukem 

#1829

Any hint as to who it is that is actually developing the Quake engine game, or is there even a team yet?
0

User is offline   Forge 

  • Speaker of the Outhouse

#1830

View PostDavoX, on 23 October 2018 - 04:43 PM, said:

Make sure to enter one of the public betas there, with the update 3 available.

already on it. Thanx for the heads up.

View PostMicky C, on 23 October 2018 - 05:13 PM, said:

That doesn't help the rest of us who got the 3DR version and are waiting on the update Posted Image

Sorry, man. I didn't do it to brag, I was just posting a courtesy note about the significant performance and feature improvement. It was intended for the dev team to be the audience.
This patch really needs to be pushed out on 3dr and gog, despite any other issues it may have.

This post has been edited by Forge: 23 October 2018 - 06:10 PM

0

User is offline   xMobilemux 

#1831

View PostZaxx, on 23 October 2018 - 10:15 AM, said:

I have the fanciest picture:
Posted Image
Anyway it's really good news but I'm especially happy for the Switch release. Indie titles like this can do tremendously well in Nintendo's store.
Posted Image
Posted Image
11

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1832

Brilliant. Intentional or no.
0

User is offline   oasiz 

  • Dr. Effector

#1833

View PostForge, on 23 October 2018 - 02:58 PM, said:

the ability to be smart enough to know how to use mapster32 scripts hasn't.
just sayin'


I do highly recommend experimenting with those. Every mapper who is comfortable with the editor should take some time to learn and utilize these, that's what I did, simple commands really can do wonders.
I.e. if I have 30 sprites that need their hitag set, it's very easy to write a oneliner in console once you memorize the basic keywords (there aren't many)
Writing down something like: "do for i selsprites set sprite[i].hitag 666" takes only 15 seconds (that's including fixing a typo) and then it's done.. not to mention setting noshade bits on multiple sprites and whatnot as necessary. Less room for human error.

All it really did was that Evan did a simple slope copying script some time back, I used that as an example and have been learning m32 and adding features ever since then. i.e. you can not just copypaste slopes but also flip them, paste only pal / shade / Y panning, fine adjust Z, round to closest Z, list SE tags, etc.. Button script also does other things like auto-sizing certain objects and sets PAL / transparency as needed. It's an extremely underutilized tool for mappers. I think one of the biggest shortcomings is that coders aren't usually mappers, so while features are quite exposed, nobody really has done proper wrappers that integrate with the editor. However I do think the syntax is quite simple for anyone to learn for most basic tasks.
IM will ship with our own helper scripts that can ease map making a lot (along with any new fx documentation, key parts are shown in the editor now)
4

User is offline   Zaxx 

  • Banned

#1834

View PostHulkNukem, on 23 October 2018 - 06:07 PM, said:

Any hint as to who it is that is actually developing the Quake engine game, or is there even a team yet?

All I heard is that it's some Russian team so guess 3DR will be publishing only this time too. Hope it's not Saber Interactive, Quake fans hate those guys with a passion now. :rolleyes:

This post has been edited by Zaxx: 24 October 2018 - 01:49 AM

0

User is offline   MrFlibble 

#1835

View PostZaxx, on 24 October 2018 - 01:47 AM, said:

Hope it's not Saber Interactive, Quake fans hate those guys with a passion now. :rolleyes:

Will Rock is a good game, I wasn't aware of Saber's involvement with QC until now. I didn't even realise they were still around.
0

User is offline   Zaxx 

  • Banned

#1836

View PostMrFlibble, on 24 October 2018 - 02:44 AM, said:

Will Rock is a good game, I wasn't aware of Saber's involvement with QC until now. I didn't even realise they were still around.

Actually QC is running on Will Rock's engine... no joke.
https://en.wikipedia...#Saber3D_Engine

This post has been edited by Zaxx: 24 October 2018 - 03:22 AM

1

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1837

Wait, what? So one of id's own biggest franchises for which their engine used to be named after is not even running on said engine??

Also, I never even knew about scripts for Mapster32. How does that work? Do you write them in Mapster32 itself? Or outside the tool? How do you launch them? Console? I'm too lazy to check the wiki right now it's early in the morning...

Also also, I like QC. First non-single player Quake game I actually had a bit of fun with.

This post has been edited by MusicallyInspired: 24 October 2018 - 04:46 AM

0

User is offline   Micky C 

  • Honored Donor

#1838

You write them in text files and load them from the console, or write them in the console itself.

Once loaded, some of them are passive and run all the time, some of them require key presses, or you may need to type something special in the console.

The syntax is pretty similar to con code from what I gather, and so is almost like con scripting for mapster32. It can either alter the map itself in countless ways, or display things to the screen, either in the hud or in the 3D environment. Naturally this latter feature lends itself very nicely to in-game documentation and demonstration. The AMC TC makes use of it in this way, and by the sounds of things Ion Maiden does too.

As oasiz said, anyone who remotely considers themselves a serious mapper should attempt to grasp a basic understanding of it. You are guaranteed to get back any time you invest in it, probably several hundred times over. I may have written some basic info on it in one of my mapping guides, but I’m on my phone right now so can’t look for them.

This post has been edited by Micky C: 24 October 2018 - 06:28 AM

0

User is offline   Zaxx 

  • Banned

#1839

View PostMusicallyInspired, on 24 October 2018 - 04:45 AM, said:

Wait, what? So one of id's own biggest franchises for which their engine used to be named after is not even running on said engine??

Id states that QC's engine is a hybrid, basically it's the Saber Engine and id Tech 5 mashed together in a weird way. Don't ask how that works, it's a mess.

As for the game itself sure, QC is great but on the technical side it's unfinished, badly optimized garbage.
0

User is offline   Forge 

  • Speaker of the Outhouse

#1840

View Postoasiz, on 23 October 2018 - 10:44 PM, said:

It's an extremely underutilized tool for mappers.

It was an under-documented, under-exposed feature for a long time.
It wasn't that people weren't 'smart' enough to use it, it was that people weren't even aware it could be utilized. Thus it implied ignorance, not unintelligent.

hope that clears up my original, too subtle, comment for the people that got offended

View PostMusicallyInspired, on 24 October 2018 - 04:45 AM, said:

Also, I never even knew about scripts for Mapster32. How does that work? Do you write them in Mapster32 itself? Or outside the tool? How do you launch them? Console? I'm too lazy to check the wiki right now it's early in the morning...

I don't know any of the script, but you can type the commands directly into the console, or you can write commands in a text file, then in the console - as an example - you would type, include filename.m32
( replacing filename with whatever the actual name of the file is that you saved it as)
-or something like that. I don't map, so I haven't kept up on it and dinosaured myself out of relevancy.

This post has been edited by Forge: 24 October 2018 - 06:57 AM

0

#1841

I wonder
with the crossbow
do you have to charge it to fire a spread shot
or will it have an alt fire

Posted Image
0

#1842

View PostxMobilemux, on 23 October 2018 - 06:37 PM, said:

Posted Image
Posted Image


Yeah if that's the case I would hope Ion Maiden has cloud saves

Posted Image
0

User is offline   Forge 

  • Speaker of the Outhouse

#1843

Is it normal to be able to save in the middle of the queen-of-the-hill campaign?
seems a bit odd to be able to do so.
think there should be a spam-load detection system to nerf high scores if someone wants to keep loading a save after dying.
0

User is offline   Mblackwell 

  • Evil Overlord

#1844

If you load a save it labels you a cheater and won't save your high score (at least that is what it is supposed to do). It should flash a big message at the end. It doesn't stop you from playing but it makes it not count.
1

User is offline   Forge 

  • Speaker of the Outhouse

#1845

View PostMblackwell, on 24 October 2018 - 07:07 PM, said:

If you load a save it labels you a cheater and won't save your high score (at least that is what it is supposed to do). It should flash a big message at the end. It doesn't stop you from playing but it makes it not count.

good.
I had to pause the game. Then i tried saving because I had to leave for a long period of time, and it let me. I haven't got to the loading & finishing part yet.

This stops save-scumming as well.

This post has been edited by Forge: 24 October 2018 - 07:27 PM

0

User is offline   MusicallyInspired 

  • The Sarien Encounter

#1846

View PostMblackwell, on 24 October 2018 - 07:07 PM, said:

If you load a save it labels you a cheater...


Like, permanently? Or just for that game/round? I'm guessing the latter.

This post has been edited by MusicallyInspired: 24 October 2018 - 08:34 PM

0

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