Ion Fury "formerly Ion Maiden, launching August 15!"
#3647 Posted 12 September 2019 - 07:38 AM
#3648 Posted 12 September 2019 - 08:52 AM
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
#3650 Posted 12 September 2019 - 10:09 AM
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
#3651 Posted 12 September 2019 - 10:22 AM
Truck Stop Santa Claus, on 12 September 2019 - 09:30 AM, said:
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
#3652 Posted 12 September 2019 - 10:35 AM
Hank, on 12 September 2019 - 10:09 AM, said:
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
#3653 Posted 13 September 2019 - 08:49 AM
#3654 Posted 13 September 2019 - 09:46 AM
Master O, on 13 September 2019 - 08:49 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.
#3656 Posted 13 September 2019 - 10:50 AM
Hank, on 13 September 2019 - 09:46 AM, said:
I already won IF on GOG via a giveaway, but thanks anyway.
Mblackwell, on 13 September 2019 - 10:35 AM, said:
Thanks for the update.
This post has been edited by Master O: 13 September 2019 - 10:51 AM
#3658 Posted 18 September 2019 - 10:38 AM
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.
#3659 Posted 18 September 2019 - 10:59 AM
Forge, on 18 September 2019 - 10:38 AM, said:
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.
#3661 Posted 18 September 2019 - 11:06 AM
MetHy, on 18 September 2019 - 10:59 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]
This post has been edited by Forge: 18 September 2019 - 11:08 AM
#3663 Posted 18 September 2019 - 05:22 PM
Forge, on 18 September 2019 - 10:38 AM, said:
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:
Forge, on 18 September 2019 - 11:06 AM, said:
Are you sure the silver lining isn't that you weren't at the end of a 100% Maximum Fury run?
#3664 Posted 18 September 2019 - 05:39 PM
Mblackwell, on 18 September 2019 - 05:22 PM, said:
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
#3665 Posted 18 September 2019 - 05:44 PM
Anyway, hopefully you have no more issues.
#3666 Posted 18 September 2019 - 07:50 PM
Mblackwell, on 18 September 2019 - 05:44 PM, said:
Anyway, hopefully you have no more issues.
Flat floor with no obstacles.
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
#3667 Posted 18 September 2019 - 08:30 PM
#3669 Posted 19 September 2019 - 07:03 AM
Master O, on 19 September 2019 - 05:59 AM, said:
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
#3670 Posted 19 September 2019 - 07:54 AM
#3671 Posted 19 September 2019 - 08:59 AM
#3672 Posted 19 September 2019 - 09:43 AM
I'm getting pretty good at Hellmouth and the levels that follow it
#3673 Posted 19 September 2019 - 09:21 PM
Also found a stray one-sided sprite facing downwards in Hazardous Disposal pt 2
capt0000.jpg (288.62K)
Number of downloads: 27
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.
capt0000.jpg (210.05K)
Number of downloads: 18
capt0001.jpg (166.79K)
Number of downloads: 16
capt0002.jpg (132.12K)
Number of downloads: 14
This post has been edited by Forge: 19 September 2019 - 11:01 PM
#3675 Posted 20 September 2019 - 06:47 PM
Truck Stop Santa Claus, on 20 September 2019 - 05:43 PM, said:
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.
#3676 Posted 20 September 2019 - 06:56 PM
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