Ion Fury "formerly Ion Maiden, launching August 15!"
#3317 Posted 17 August 2019 - 12:58 PM
Anyway, I am three levels in now (I am slow, I know) and I am thrilled about all the details and references you guys put in there. And some of the secrets are really hard to find. For one I pushed a trashcan up some stairs and it really took me a while. However, usually it's worth doing crazy stuff like that.
#3318 Posted 17 August 2019 - 01:14 PM
BlitZ, on 17 August 2019 - 11:58 AM, said:
So how is this game?
This post has been edited by Marya: 17 August 2019 - 01:17 PM
#3319 Posted 17 August 2019 - 01:17 PM
#3320 Posted 17 August 2019 - 01:27 PM
NightFright, on 17 August 2019 - 12:58 PM, said:
I'm only four levels in. I started as soon as it unqued and installed on steam, and I've been playing it a couple hours a day.
I own it. I'm not in any hurry. And I'll most likely start over from the beginning when I finish this one.
#3321 Posted 17 August 2019 - 02:20 PM
#3322 Posted 17 August 2019 - 02:29 PM
This post has been edited by Trooper Dan: 17 August 2019 - 02:32 PM
#3323 Posted 17 August 2019 - 04:00 PM
NightFright, on 17 August 2019 - 12:58 PM, said:
[EDIT] Done: IonFury_NoShellyHUD.zip (1.3K)
Number of downloads: 8
This post has been edited by LeoD: 17 August 2019 - 04:20 PM
#3324 Posted 17 August 2019 - 04:49 PM
Found a nice shortcut to the loading dock looking area full of crates, so I don't have to use the red key, raise the bridge, and clear out the far side
this ledge was fun, but didn't lead anywhere
#3325 Posted 17 August 2019 - 05:01 PM
It looks a bit off (compared to the Preview Campaign screen) for some reason.
I guess I need to change one of the .con files. From a quick glance, the info I need is in menu.con, screens.con, or tokens.con, But, how to I reference a .con file in a .def file? I know how to do that with textures:
tilefromtexture 5475 { file "im_logo/tiles/5475.png" }
Is there a way to reference a .con file the same way?
This post has been edited by eisnerguy1: 17 August 2019 - 05:33 PM
#3326 Posted 17 August 2019 - 06:52 PM
eisnerguy1, on 17 August 2019 - 05:01 PM, said:
#3327 Posted 17 August 2019 - 10:36 PM
I just watched Hardware since it was up on YouTube, pretty cool to understand the reference a bit better now.
replaying it again now, definitely starting to enjoy it even more - I'd say the gameplay is the best out of the build quadrilogy (still wish we had a SW-style rocket launcher, but I've grown to love the grenade launcher quite a considerable amount)
EDIT: I have found a slightly more serious bug - I'm in zone 6 and when I try to return to Parting Procedure after clearing it once, the level is completely reset (up to the secrets being re-added to the counter)
This post has been edited by Jblade: 17 August 2019 - 11:23 PM
#3328 Posted 18 August 2019 - 03:19 AM
One of things that surprised me straight off the bat was the movement speed and how fast it was. I'm not sure if it has changed from the preview campaign, but I think it really helped in getting the game off on the right foot. Also, I don't know how it is for everyone else, but the mouse movement in EDuke has never felt quite right and always took me a bit of getting used to whenever I hadn't played for a while, but in this it feels really good, and I slipped right in with no problem. It may not seem like much, but these two things helped to get me into the game immediately. The framerate also zooms along at a consistently high speed, and is an improvement over the early version of the preview campaign I played.
The one thing that has stood out of course is the level design. It is absolutely top-notch and is probably the first thing people will bring up when talking about the game. The way the areas flow and loop around on themselves, and how you explore them is magical. This is backed up by the solid art across the board. It's a great feeling to walk into a new area and be impressed by how everything looks (Alphabet Soup was amazing). I'm really enjoying the music too, and I think it works well in giving the game its own personality and isn't something you hear in games these days, which is refreshing. I'm finding some of the secrets to be cool but there are a few that are extremely hard to find, so rather than trying to get all of them before moving onto the next level I've resorted to only looking for some of them so as to maintain a nice flow when going through the levels. I did find a fair amount in the first zone, but am having more fun now running and gunning. Definitely something to come back for on new playthroughs. Some of the one liners have been delivered fairly well, and one in particular stuck out when gibbing an enemy with the shotgun. Right as it happened Shelly ripped out 'gotta keep 'em separated' which made me laugh as the timing was just perfect.
As for complaints, there are very few of them and they're pretty minor quibbles. Probably one of the things I noticed is that the enemies blend in maybe a bit too well with the surroundings, which can make acquiring them sometimes a little difficult (mainly the flying enemies), but mostly it's fine. Something I didn't notice at first, but is more noticeable now that people have mentioned it, is some form of direct-firing rocket launcher. Even though there are a few options for explosive weapons, this would fill the gap in the roster somewhat. Maybe a couple more weapons would be neat too, but that's wishful thinking I guess. Also, I spotted what I believe is a misaligned texture on the first level, which surprised me considering how polished everything is. I took a screenshot in case anyone wants to look at it or tweak it in future patches. Another thing that is occurring is when I press space while naming a save game it acts as if I pressed enter instead. Not sure what is happening there, but thought it was worth mentioning.
All up so far, the game has a hell of lot going for it and has been quite a lot of fun, and it's obvious to see the passion and effort that has gone into many aspects of the game. I don't know how many times I was grinning and saying wow over and over when I fired it up for the first time. The team really deserve the praise this is getting and they should feel damn proud of what they have achieved. Definitely looking forward to playing another decent session.
#3329 Posted 18 August 2019 - 04:15 AM
I'm really enjoying the levels, which twist and fold on themselves quite nicely. Davox's levels are the most impressive in terms of their complex architecture that makes you 2nd guess whether you're actually using the build engine. I'm enjoying everything involving fans. Unexpected little touches like the shooting range were nice. I also didn't realize initially that the whole game was intended to be so extraordinarily continuous in terms of its progression, so great job managing to pull that off to successfully, including that escape elevator from Heskell's skyscraper.
I'll post a few issues I noticed, including some texture things, which in a free mod would be incredibly minor, but since it's a paid thing I'll bring it to your attention anyway in case you want to fix it. You might have fixed some of this already for all I know. I didn't note the map names, but hopefully the mappers can recognize these areas.
These columns aren't textured properly. Some of the sides were done right, but at least two surfaces look like this:
When dropping down into this sewer, which should be a level transition, the transition didn't occur the first time so I ended up in the dead-end of the previous map instead. Of note is that I landed right where the crosshair is pointing, against the wall (no sector tag to prevent fall damage). Maybe the transition requires the player to move forward more than I did? Had to reload a save to trigger the transition.
Flickering light issue.
Sprite shadow not matching up properly.
#3330 Posted 18 August 2019 - 05:00 AM
https://twitter.com/...833948109692931
It's like these guys literally have nothing else to do with their lives other than complaining on the internet, whenever I glance over the thread at RE to have a laugh the latest comment is always just a few minutes old.
Btw. Cliffy saying how he loves retro FPS titles is giving me a mixed feeling: it's cool but dude, you have all the power in the world to make something then, like a spiritual successor to Unreal or even just a new Unreal through Epic.
This post has been edited by Zaxx: 18 August 2019 - 05:03 AM
#3331 Posted 18 August 2019 - 05:45 AM
The art is looking very versatile and it's clear that everyone has gone through some effort to make sure this is the case, especially in combination with the pal system which has been at the forefront of the artists' minds the entire time.
I'm a bit surprised that many of the effects don't have this self-describing quality. IMO if you point the mouse at an effect sprite, it should give you some information about what the sprite does and how to use it. Perhaps this will be added in later along with the documentation oasiz is going to write? Many of the SEs are still listed as "unknown".
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
This post has been edited by Micky C: 18 August 2019 - 05:48 AM
#3332 Posted 18 August 2019 - 06:10 AM
I just wanted to say that Ion Fury is freaking awesome. The devs have done a really good job with this. Ion
After playing throught the first few zones I thought I'd give Mapster32 a go again, since it recognizes Ion Fury now. The problem is that it detects my Duke 3D installation and uses Dukes palette. This makes the artwork look.. strange .
Is there a way to force Mapster to use IF's palette?
#3333 Posted 18 August 2019 - 06:31 AM
BrOiler1985, on 18 August 2019 - 06:10 AM, said:
#3334 Posted 18 August 2019 - 06:43 AM
LeoD, on 18 August 2019 - 06:31 AM, said:
Thanks! Works perfectly
#3336 Posted 18 August 2019 - 07:03 AM
BrOiler1985, on 18 August 2019 - 06:10 AM, said:
Is there a way to force Mapster to use IF's palette?
The palette files and defs should have been included in the game. Just copy them.
#3337 Posted 18 August 2019 - 07:21 AM
Micky C, on 18 August 2019 - 05:45 AM, said:
The art is looking very versatile and it's clear that everyone has gone through some effort to make sure this is the case, especially in combination with the pal system which has been at the forefront of the artists' minds the entire time.
I'm a bit surprised that many of the effects don't have this self-describing quality. IMO if you point the mouse at an effect sprite, it should give you some information about what the sprite does and how to use it. Perhaps this will be added in later along with the documentation oasiz is going to write? Many of the SEs are still listed as "unknown".
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
The list of textures in the group tiles is not complete. I don't think it'll ever be (there are some corner cases, for instance), but I'll try to update it the best I can when I have time.
For the new effects, most of them give info (flags etc) when you hover your mouse over it. Some are missing, and others don't have flags so we personally didn't need an explanation.
As for "SE Unkown", nothing we can do without source changes if I recall correctly; however you can get a list of all SE and STs (old and new) by holding ctrl+alt+shift.
There should be more mapping info given soon covering all of that and more, just need to a be a litttle bit more patient as everyone's been super busy
This post has been edited by MetHy: 18 August 2019 - 07:24 AM
#3338 Posted 18 August 2019 - 08:11 AM
Micky C, on 18 August 2019 - 05:45 AM, said:
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
Damn, how did I manage to miss those pillars, even testers too I think
Btw, use that archived mapster32 as it has some .m32 scripts that are vital supplemental material for any new fx that we have in the game.
DOWNLOAD MAPSTER
#3339 Posted 18 August 2019 - 08:34 AM
I was wondering, will the preview campaign now function as a public demo of the game, or will it just remain an extra for the folks who pre-ordered?
#3340 Posted 18 August 2019 - 08:42 AM
The preview version of Hekel's House of Horrors, which wasn't put in the menu because it was on its own (not connected to other preview maps) and also closer to its final full campaign version than most of the preview maps, is also there somewhere, for people to find.
This post has been edited by MetHy: 18 August 2019 - 08:59 AM
#3341 Posted 18 August 2019 - 09:17 AM
oasiz, on 18 August 2019 - 08:11 AM, said:
This is the one that caught my eye early on... it was like a record scratch specifically because everything is so meticulously well done.
#3342 Posted 18 August 2019 - 10:27 AM
Micky C, on 18 August 2019 - 05:45 AM, said: