Ion Fury "formerly Ion Maiden, launching August 15!"
#3707 Posted 27 September 2019 - 03:34 PM
Also a new run since 1.02a came out, so I'm only in the first or second map of zone 2
it "feels" as if the frequency of wall checking grunts and comments have decreased, but it still does it.
edit: just launched my last save & messed around a bit. She grunts (the few variations) about 9 out of 10 times, & says, "nothing there" roughly 1 in 10.
Maybe it's an audio driver issue that only affects certain systems or OS's
This post has been edited by Forge: 27 September 2019 - 04:37 PM
#3708 Posted 27 September 2019 - 03:51 PM
Lazy Dog, on 27 September 2019 - 03:00 PM, said:
It was fixed in 1.02a.
#3709 Posted 27 September 2019 - 04:57 PM
Hendricks266, on 27 September 2019 - 03:51 PM, said:
Gog Galaxy shows last version as 1.02, from september 18, so i guess that patch is not out there. Oh well, as long as it's fixed.
This post has been edited by Lazy Dog: 27 September 2019 - 05:10 PM
#3710 Posted 28 September 2019 - 01:55 AM
Forge, on 27 September 2019 - 02:13 PM, said:
I think everyone missed that the rooftop with the pipe in that first gauntlet area with the brutes has a powerup hidden away
#3711 Posted 28 September 2019 - 09:15 AM
#3713 Posted 29 September 2019 - 12:44 PM
The switch is pulled, but the platform didn't lower down. And can't use the switch multiple times. Wandered around the level for a long time, then looked at a youtube vid.
Really digging the game by the way, a lot of great levels.
Attached File(s)
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capt0000.png (464.13K)
Number of downloads: 30
This post has been edited by PsychoGoatee: 29 September 2019 - 12:51 PM
#3714 Posted 29 September 2019 - 01:29 PM
#3715 Posted 29 September 2019 - 07:30 PM
PsychoGoatee, on 29 September 2019 - 12:44 PM, said:
The switch is pulled, but the platform didn't lower down. And can't use the switch multiple times.
Just played that map & it worked
#3716 Posted 29 September 2019 - 07:36 PM
#3717 Posted 30 September 2019 - 06:13 AM
Only way I've managed to do that is if you hug the walls when you enter the place and "bounce" the window blinders near the entrace, which reverts the stupid SE31/32 setup I have
#3718 Posted 30 September 2019 - 08:47 AM
oasiz, on 30 September 2019 - 06:13 AM, said:
Only way I've managed to do that is if you hug the walls when you enter the place and "bounce" the window blinders near the entrace, which reverts the stupid SE31/32 setup I have
Giving that a go now through level select. This might be more complicated, but yesterday I actually entered the building through the opening spinning door, it wasn't blocked by a blast door. So I played the level in a completely different order. One thing I recalled is it was the most open non-linear level, so even without that switch being stuck I was wandering around a lot. I made note that I didn't actually need the red or yellow key, since I was able to enter both of those rooms through different means as well. Like using a vent to get to that room with the switch, instead of the red keycard. Also the door that keeps going up and down to outside on the left side of the building was always in the down position for me. The blast doors on the right/Eastern part of the building may also have been open from what I recall, even though I hadn't been into the room the lowering platform gets you to yet. And for the record, I had not used any cheats up until that point of the game. Did use noclip and flying after posting that switch bug to get past it though.
Anyways, this time via level select the blast door of the building on the main street is there, and I'm entering through the left side of the building. And the switch works this time. So the stuff with the blast doors being up, the malfunctioning door on the left side of the building not rising, the right side of the building's blast doors being up etc are other possible related quirks/bugs that led to me playing the level out of sequence I guess, which may be related.
If I reload my save file from the beginning of that level in my playthrough instead of using level select, the blast doors on the main street are always open so I enter from the main street. So I'm not sure whether that blast door being closed or open at the start of the level is the intended state. The right side of the building is still closed off via some blast doors this time though. I haven't been able to recreate the bug of the platform not working, which is good. Tried both with using the red keycard, or using the vent and not using the red keycard. One thing is this time I always need to use the yellow keycard, which I didn't in the first playthrough with the bug, so it's possible not using the yellow key can be related or something.
#3719 Posted 30 September 2019 - 08:55 AM
SE31 (floor Z) has a feature where the movement is also on/off instead of pure A -> B, if you toggle it in the middle of an animation (i.e. cancel some effect linked to it), it will likely send a signal again to the platforms that are linked to it and order it to stop in this case.
When you flip the switch that is supposed to lower the platforms, instead of lowering, it will simply travel "up" the remaining distance that it never got to do. This would basically require yet another toggle to do the lowering animation.
Basically same input first raises and then lowers.
But if you somehow manage to poke that input once it's rising, it will "pause" instead and resume whatever it was doing when it gets toggled again.
#3720 Posted 30 September 2019 - 09:04 AM
PsychoGoatee, on 30 September 2019 - 08:47 AM, said:
wow.
not saying you did it, but your description sounds like the map started in a state equivalent of 'dnunlock' being used
(not needing the red or yellow cards is normal)
This post has been edited by Forge: 30 September 2019 - 09:06 AM
#3721 Posted 30 September 2019 - 11:16 AM
#3723 Posted 03 October 2019 - 02:17 AM
PsychoGoatee, on 29 September 2019 - 12:44 PM, said:
The switch is pulled, but the platform didn't lower down. And can't use the switch multiple times. Wandered around the level for a long time, then looked at a youtube vid.
Really digging the game by the way, a lot of great levels.
I also came across the same issue (I am also using 1.02a and I played the level on UV + level select / loverboy start).
Also there is a crusher on the same level "The Washington Institute" that didn't function (it worked in 1.0). But the door leading to the hall containing the yellow key was opened from the beginning (I don't remember it being open in 1.00)
EDIT:
Actually, PsychoGoatee's description is exactly what happened in my case as well, except that I was not using any old savegame. I played that level via level select.
PsychoGoatee, on 30 September 2019 - 08:47 AM, said:
EDIT 2:
After testing, I discovered that all these issues are linked with each other.
I discovered how to replicate all this. After just entering the building through the main entrance, immediately go towards right/east side of building. If u look at the door (the one that leads to the yellow key) during this, u will see that it will first close and then immediately open. If this happens, the other issues (crusher not working and platform not lowering) will also happen.
This post has been edited by ReaperAA: 03 October 2019 - 04:17 AM
#3724 Posted 06 October 2019 - 10:13 PM
1) In the office area on the upper floor of building, there is a glitch when the part of building is destroyed (as shown in image).
2) I cannot climb/jump on top of this light (shown in image) which makes it impossible to get to the "portal secret". Note that in the final version of the map, I can get on top of this light just fine and thus easily get to the portal secret.
#3725 Posted 07 October 2019 - 09:50 AM
ReaperAA, on 06 October 2019 - 10:13 PM, said:
i don't know about getting on top of the light, but I can make the jump from the top of the ladder on that light pole (or one of the others) over to the fire escape, so the secret is still reachable.
getting on top of the light would make the jump easier, but ultimately is unnecessary
This post has been edited by Forge: 07 October 2019 - 09:52 AM
#3726 Posted 07 October 2019 - 11:19 AM
This took a while to hunt down but it seems that there is an issue where a sequence gets triggered two times if you go directly right (and only to the right side) when you first enter the interior of the area, this causes various sequences in the map to break, rendering this map unbeatable.
The way this happens shouldn't be possible but some weird race condition or similar in the scripting system (and combined with mapping) causes the trigger that should only happen once to trigger twice, as the area is surrounded with touchplates that trigger the sequence, this specific spot on the right has two sectors that are small and close enough to get "both" triggers.
Due to the "impossible" nature, it took a bit to hunt down the exact way this happens and why.
Because of the flaky nature, a lot of care during testing went in to making sure that this sequence triggers properly each time but it seems that some last minute fixes to help here allow a new corner case to manifest that was unknown to us.
FIX SUGGESTION:
I tested that it should be possible to bypass this bug by typing "setvar trigger 17808" in console.
This should trigger the sequence for a third time, which should fix the situation you are having and at least allow beating the level.
You can open console with SHIFT + ~ (consolebutton)
#3727 Posted 07 October 2019 - 11:22 AM
ReaperAA, on 06 October 2019 - 10:13 PM, said:
1) In the office area on the upper floor of building, there is a glitch when the part of building is destroyed (as shown in image).
2) I cannot climb/jump on top of this light (shown in image) which makes it impossible to get to the "portal secret". Note that in the final version of the map, I can get on top of this light just fine and thus easily get to the portal secret.
1) is likely related to changes in hitradius to increase performance, it's likely that it doesn't make the glass shatter like it did before for some reason.
2) Possible regression here, yeah. While we tested preview campaign, the levels were actually broken and got fixed for final version manually (multiple textures and some broken scripts). Older codebase, etc.. You sure you can't strafe run to the platforms on the right though ?
#3728 Posted 07 October 2019 - 11:22 PM
oasiz, on 07 October 2019 - 11:22 AM, said:
Ok so I gave it another shot and yes its still possible to reach the portal secret, but it is much more difficult than in the final version of this map.
#3729 Posted 08 October 2019 - 11:41 AM
#3730 Posted 09 October 2019 - 02:08 AM
Finally!
I didn't expect to get it today!
I'm totally happy.
Shelly meets Romero.
Greetings
Funduke
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Number of downloads: 62
This post has been edited by funduke: 09 October 2019 - 02:35 AM
#3731 Posted 09 October 2019 - 03:06 AM
#3732 Posted 09 October 2019 - 07:32 AM
#3734 Posted 09 October 2019 - 10:21 PM
#3735 Posted 10 October 2019 - 12:28 PM
Frederik Schreiber, on 10 October 2019 - 01:53 AM, said:
First, the Founders Edition boxes were received by distribution centers in Europe last week, and most of them have already been shipped.
We're super happy to see photos of your boxes! Please keep posting them!
The Founders Edition boxes for the US territory cleared customs this week, and are now being stocked at the US distribution center.
Any day now, they will be shipped out. (It's always a bitch working with distribution centers in so many different countries, as we have no idea when they will clear customs. Once we ship the palettes from Denmark, all we can do is wait).
About the regular editions - As you might already know, the USB Bowling Bombs were delayed, but they have all arrived at the packaging center, and the Regular Editions are all currently being packed.
We expect all of them to be packed (There are a few thousands of them, being packed by hand), by the end of next week. Then they will go on palettes, and will be shipped to the same distribution centers.
To be on the safe side, we expect the Regular Editions to reach the distribution centers in 2 weeks time, and then it'll be another week for stocking and shipping.
We wish we could make this go faster, but due to our wish of having the latest build on the actual USBs (Floppies and USB Bowling Bombs), we had to wait with the production of the final items.
Setting up an entire production pipeline like this, has been a huge learning experience for 3D Realms.
This is the first time since the '90s - We're producing, packing and distributing Big Box games directly from 3D Realms.
And, as we now have a full pipeline working (And we know the exact time it will take to produce and ship the boxes),
we can stay ahead of a lot of these challenges in the future, so you'll be able to receive your physical big box games on release date, instead of a month of two after.
Thank you for your patience! ❤️
#3736 Posted 10 October 2019 - 01:34 PM
Truck Stop Santa Claus, on 09 October 2019 - 10:35 AM, said:
Make Ion Fury Great Again!