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

User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#3647

The ironic thing is that Ion Fury has no separate section, despite the fact that the game was developed by the people that run the site. :(
2

User is offline   ReaperAA 

#3648

BTW I have a suggestion about the IF builds of Eduke32. Is it possible to add visibility slider in the color options like there is in regular Eduke32 builds. I ask because I find the default visibility=1.0 to be too low and I prefer visibility=2.0 personally.

I know that this can be changed in the settings.cfg file by adding r_ambientlight=2.0 but having a menu option would be nice.

This post has been edited by ReaperAA: 12 September 2019 - 08:53 AM

1

#3649

Come on guys, I thought it was just for asking questions
1

User is offline   Hank 

#3650

^ same, but as I always say: 'learn something new every day :P

As a side note, even at the height of 3D Realm's, they did not host maps either; so, like in the old days, make your own site for your maps, or now, wait for Steam to have the Workshop up and running. :(

This post has been edited by Hank: 12 September 2019 - 10:11 AM

0

User is offline   Sledgehammer 

  • Once you start doubting, there's no end to it

#3651

View PostTruck Stop Santa Claus, on 12 September 2019 - 09:30 AM, said:

Come on guys, I thought it was just for asking questions

I guess you could as well just make a thread for the map (or map releases in general, with no discussions, just plain releases with downloads posting) anyway if necessary, like in Duke dedicated section. In existing IF map discussion thread it would be pretty easy to miss map release posts due to other posting, IMO.

This post has been edited by Sledgehammer: 12 September 2019 - 10:24 AM

1

#3652

View PostHank, on 12 September 2019 - 10:09 AM, said:

^ same, but as I always say: 'learn something new every day :P

As a side note, even at the height of 3D Realm's, they did not host maps either; so, like in the old days, make your own site for your maps, or now, wait for Steam to have the Workshop up and running. :(


I put up a Ion Fury game page on Gamebanana
That's what I use
1

User is offline   Master O 

#3653

So when's the next revision to Ion Fury coming out for GOG? I'm told it has another beta on Steam.
0

User is offline   Hank 

#3654

View PostMaster O, on 13 September 2019 - 08:49 AM, said:

So when's the next revision to Ion Fury coming out for GOG? I'm told it has another beta on Steam.

May I humbly suggest to get a copy of Ion Fury on Steam? This is what I did. Much cheaper than getting (in my case) tender tantrums, i.e. waste of time etc. :(
0

User is offline   Mblackwell 

  • Evil Overlord

#3655

The patch isn't ready yet so it hasn't been distributed.
4

User is offline   Master O 

#3656

View PostHank, on 13 September 2019 - 09:46 AM, said:

May I humbly suggest to get a copy of Ion Fury on Steam? This is what I did. Much cheaper than getting (in my case) tender tantrums, i.e. waste of time etc. :(


I already won IF on GOG via a giveaway, but thanks anyway.

View PostMblackwell, on 13 September 2019 - 10:35 AM, said:

The patch isn't ready yet so it hasn't been distributed.


Thanks for the update.

This post has been edited by Master O: 13 September 2019 - 10:51 AM

2

#3657

lucky boy
0

User is offline   Forge 

  • Speaker of the Outhouse

#3658

I haven't finished the game & the update made me lose the last 3 levels. I was on lvl 27 Hazardous Disposal pt2, now all my saves take me back to lvl 24 Hellmouth.
I think the bowling bombs are dumber than they were before & have even more problems locking onto enemies. I'll have to play it more to see.
0

User is offline   MetHy 

#3659

View PostForge, on 18 September 2019 - 10:38 AM, said:

I haven't finished the game & the update made me lose the last 3 levels. I was on lvl 27 Hazardous Disposal pt2, now all my saves take me back to lvl 24 Hellmouth.
I think the bowling bombs are dumber than they were before & have even more problems locking onto enemies. I'll have to play it more to see.



Saves are not compatible between versions so for updates IF uses a custom system that brings you back to the latest point just past a point of no return with all your current inventory, it's the best that can be done with the current save system.

In most cases this simply leads to restarting the current map you're in from the beginning, or in a couple of cases, the map prior to that. Zone6 is the exception as it is one big interconnected zone so there is no choice but to go back to the start of the zone.
0

#3660

Any idea when the Gog version is getting the update?.
1

User is offline   Forge 

  • Speaker of the Outhouse

#3661

View PostMetHy, on 18 September 2019 - 10:59 AM, said:

In most cases this simply leads to restarting the current map you're in from the beginning, or in a couple of cases, the map prior to that. Zone6 is the exception as it is one big interconnected zone so there is no choice but to go back to the start of the zone.

[silver lining]I missed a secret somewhere in 25 or 26, so I suppose I can use this as an opportunity to try again to find it. [/silver lining]

This post has been edited by Forge: 18 September 2019 - 11:08 AM

0

#3662

All of my maps and mods still work
I'm good
0

User is offline   Mblackwell 

  • Evil Overlord

#3663

View PostForge, on 18 September 2019 - 10:38 AM, said:

I haven't finished the game & the update made me lose the last 3 levels. I was on lvl 27 Hazardous Disposal pt2, now all my saves take me back to lvl 24 Hellmouth.
I think the bowling bombs are dumber than they were before & have even more problems locking onto enemies. I'll have to play it more to see.


They are the same as before, however their homing mechanism activates sooner in their charge cycle than before. Also when they are homing they will flash white until they lock on and then the color changes to orange. Before you throw the charge bar and weapon part of the HUD will be flashing white and a sparkling white flash dances on the bottom of the screen and there's a sound cue. Those are all indications of homing ability..

So the charge-until-homing is much easier to gauge and you should have an simpler time easing homing bombs so they flow smoothly around corners and take out enemies.

Edit:

View PostForge, on 18 September 2019 - 11:06 AM, said:

[silver lining]I missed a secret somewhere in 25 or 26, so I suppose I can use this as an opportunity to try again to find it. [/silver lining]


Are you sure the silver lining isn't that you weren't at the end of a 100% Maximum Fury run?
1

User is offline   Forge 

  • Speaker of the Outhouse

#3664

View PostMblackwell, on 18 September 2019 - 05:22 PM, said:

They are the same as before, however their homing mechanism activates sooner in their charge cycle than before. Also when they are homing they will flash white until they lock on and then the color changes to orange. Before you throw the charge bar and weapon part of the HUD will be flashing white and a sparkling white flash dances on the bottom of the screen and there's a sound cue. Those are all indications of homing ability..

So the charge-until-homing is much easier to gauge and you should have an simpler time easing homing bombs so they flow smoothly around corners and take out enemies.

Are you sure the silver lining isn't that you weren't at the end of a 100% Maximum Fury run?

before if the enemies were still in a static state, the bowling bombs would occasionally just roll around, bounce off a couple walls & stop. This last time there were active awake enemies around a corner, I rolled a bowling bomb at them, it went around the corner like it was homing, then it stalled and stopped (the zombies didn't climb up on anything - there was nothing to climb up on anyway).
Like I mentioned, I would want to play some more and for the behavior to repeat at least a half-dozen times before I start seriously posting a bug report.

&
I had all but one secret, but I only had 99% on enemies for three or four maps, so I was nowhere near a 100% run. (& I'm playing at the Visceral difficulty on my very first play-through)
The worst was that secret where the llama doll is. All that platforming was brutal, I had to do it two or three times because of save issues. & I'm not sure I want to do it again.

This post has been edited by Forge: 18 September 2019 - 05:48 PM

0

User is offline   Mblackwell 

  • Evil Overlord

#3665

Speed is reduced by collisions generally - enough to be stopped even. Also iirc slope has an impact on speed as well, not to mention trajectory.

Anyway, hopefully you have no more issues.
1

User is offline   Forge 

  • Speaker of the Outhouse

#3666

View PostMblackwell, on 18 September 2019 - 05:44 PM, said:

Speed is reduced by collisions generally - enough to be stopped even. Also iirc slope has an impact on speed as well, not to mention trajectory.

Anyway, hopefully you have no more issues.

Flat floor with no obstacles.


Well I found the secret I was missing (in the reactor room with the three rotating sectors that have to be stopped with switches), but my count is still off by 1.
One secret above a coalcart used to count as 2, now it only counts as 1, but the game is still looking for 27 when it should be looking for 26 since the number of secrets was reduced by one.
There were only 2 secrets left when I departed Hazardous Disposal, now that I returned, I'm still missing three, same as before the patch even though I found an additional secret.



edit:
And it's the gift that keeps on giving.
I started the game & loaded my last save & now it lists the proper 24 out of 26 instead of 27.

I can only guess that the game was confused because it kept my old pre-patch data in a cache until I restarted the program or something

This post has been edited by Forge: 18 September 2019 - 10:21 PM

0

#3667

Cool to see the patch out, congrats on that and the game's release! I haven't played yet, but it's at the top of my list next time I'm gaming.
0

User is offline   Master O 

#3668

Devs:

When's the patch gonna be out for GOG?
0

#3669

View PostMaster O, on 19 September 2019 - 05:59 AM, said:

Devs:

When's the patch gonna be out for GOG?

The patch is already available through GOG Galaxy as you can see here. For the offline installer, if you've used GOG before then you know it usually takes them a day or two in posting the latest version for download. The reason for the delay is usually that they need to curate the files send to them by the devs and add all the stuff they usually put in it to make it a 'gog installer', so to speak.

This post has been edited by Putrid Pete: 19 September 2019 - 07:04 AM

1

User is offline   NightFright 

  • The Truth is in here

#3670

3DR is already out, too. Nice to see there aren't any big delays with update rollouts. Can stay that way!
0

User is offline   oasiz 

  • Dr. Effector

#3671

Updates generally should be rather quick but betas will not be outside of steam
0

User is offline   Forge 

  • Speaker of the Outhouse

#3672

back to back patches
I'm getting pretty good at Hellmouth and the levels that follow it
0

User is offline   Forge 

  • Speaker of the Outhouse

#3673

Is it intentional that the player can't jump (or climb a ladder) when the mechbots are present?

Also found a stray one-sided sprite facing downwards in Hazardous Disposal pt 2

Attached File  capt0000.jpg (288.62K)
Number of downloads: 27

Attached File  capt0001.jpg (272.4K)
Number of downloads: 18


edit:
forgot to mention, the lab door before dropping down into the pool of blood is also glitchy, but it never crushed me & always let me through.

Attached File  capt0000.jpg (210.05K)
Number of downloads: 18

Attached File  capt0001.jpg (166.79K)
Number of downloads: 16

Attached File  capt0002.jpg (132.12K)
Number of downloads: 14

This post has been edited by Forge: 19 September 2019 - 11:01 PM

4

#3674

Build sure is buggy, isn't
0

User is offline   Forge 

  • Speaker of the Outhouse

#3675

View PostTruck Stop Santa Claus, on 20 September 2019 - 05:43 PM, said:

Build sure is buggy, isn't

in some areas
in the two I posted, the sprite was probably an accidentally left over, since it's not easily found. The door looks like the mapper was trying to be too tight with their vertices and accidentally overlapped them.

Considering the number of maps, and the size, scope, and detailing involved, a few minor things isn't that big of a deal. They are a lot more precise and clean than Duke3d, or the other build games.
I only posted them in case they plan to do another patch & maybe want to tidy a couple things up.
0

#3676

Some clipping in Hazard Disposal, happens if you jump while on the surface.



Note that i am still using 1.0 so i don't know if it's been fixed already, but couldn't find anything on the changelog.

This post has been edited by Lazy Dog: 20 September 2019 - 06:58 PM

3

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