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

User is offline   oasiz 

  • Dr. Effector

#3811

A lot of models we have look quite bare before the overpaint. Models are more like a blueprint for the artist to work on.
The end result ends up being quite different to the renders, more colour depth gets added along with many additional details and cleanups.

Model renders directly are very bare bones and do not reflect the sprite itself, consider it 50% finished :)
1

User is offline   OpenMaw 

  • Judge Mental

#3812

View Postthe_raven, on 16 January 2020 - 06:07 AM, said:

Well, not to insult anyone of course, I just think that 3d models of characters from sprite games usually don't look good. An example would be Duke Nukem 3D with full 3D.


You do understand that most of the sprites in Duke 3D were rendered off of 3D models just like this.



0

User is offline   the_raven 

#3813

View PostCommando Nukem, on 17 January 2020 - 08:25 AM, said:

You do understand that most of the sprites in Duke 3D were rendered off of 3D models just like this.

No, I did not. Still, the reverse process is strange to me.
0

User is offline   OpenMaw 

  • Judge Mental

#3814

View Postthe_raven, on 17 January 2020 - 08:37 AM, said:

No, I did not. Still, the reverse process is strange to me.


It's the reason that Duke3D was able to run on such a wide range of hardware, whilst Quake required a bit more juice.

Rendering out images of 3D models makes it easier to animate the sprites, instead of having to manually/hand paint every frame from scratch. Doom used clay models and toys to do this.

Trying to render a model like the one posted there, in real-time, would grind even a modern system.



0

User is offline   oasiz 

  • Dr. Effector

#3815

Yes, animating and lighting, you get a consistent light source that way.
It's actually quite hard to make consistent directional frames without some reference like that, what gets obscured during rotation etc..
0

User is offline   Mblackwell 

  • Evil Overlord

#3816

That's not even the full quality texture and lighting. It's a draft render for reference.
0

User is offline   Lazy Dog 

#3817

the Twin Peaks easter egg doesn't work

UPDATE: i'm a f*cking idiot. I pressed the button, fell to my dead, and after loading i forgot to press it again. :wallbash:

This post has been edited by Lazy Dog: 20 January 2020 - 01:40 PM

0

#3818

So is it broken
or
not?
0

User is offline   Lazy Dog 

#3819

no
0

#3820

ah cool
0

#3821

Substance20 dose it again
https://cdn.discordapp.com/attachments/523665644529647627/671058370186182678/EPObx2qVAAA4S7N.png
8

User is offline   Master O 

#3822

View PostTruck Stop Santa Claus, on 26 January 2020 - 10:30 AM, said:

Substance20 dose it again
https://cdn.discordapp.com/attachments/523665644529647627/671058370186182678/EPObx2qVAAA4S7N.png


Devilman Shelly....
0

User is offline   Phredreeke 

#3823

I can't help but think
Spoiler

0

User is offline   Player Lin 

#3824

View PostPhredreeke, on 01 February 2020 - 04:54 PM, said:

I can't help but think
Spoiler



Maybe not, the girl is Nightmare Reaper's protagonist(if you read the twitter post you would know), and I can't found what's her name is.

This post has been edited by Player Lin: 01 February 2020 - 08:21 PM

0

User is online   NightFright 

  • The Truth is in here

#3825

After a long break since last September, I have resumed playing the game. I noticed that a few game options are either missing or I have tomatoes on my eyes. Can't find the switches for texture filtering or palette emulation, for example. Can still edit the cfg file, but I believe I remember the options were there in v1.0. I am on v1.02 now. It's not really a big deal, but I find it curious.

Side note: It's not a good idea to play the game during the day with sunlight coming through the window when there are no blinds. Many levels are quite dark in some places. On the other hand, it's a neat trick to increase the challenge...

This post has been edited by NightFright: 08 February 2020 - 11:46 AM

0

User is offline   Player Lin 

#3826

View PostNightFright, on 08 February 2020 - 11:40 AM, said:

After a long break since last September, I have resumed playing the game. I noticed that a few game options are either missing or I have tomatoes on my eyes. Can't find the switches for texture filtering or palette emulation, for example. Can still edit the cfg file, but I believe I remember the options were there in v1.0. I am on v1.02 now. It's not really a big deal, but I find it curious.


Both removed now because EDuke32 team needed find a way to make them work with custom shader to re-implement them.
(If I didn't misunderstand some devs' posts... :unsure:)

This post has been edited by Player Lin: 09 February 2020 - 01:49 AM

0

User is offline   oasiz 

  • Dr. Effector

#3827

filtering was in preview but it was removed as the palette setup was reworked for GL (due to implementation changes breaking it), there is no need for emulation option as it's set to accurate (high quality) by default.

As for sunlight, I recommend cranking up the gamma. Flat panels do not do that well in sunlight with many games.
0

User is online   NightFright 

  • The Truth is in here

#3828

Yeah, I remember the options from the preview. Guess they were already gone in v1.0, I just noticed it now for some reason. Basically after I read somewhere else in the forum that the game doesn't look good with palette emulation off and I wanted to make sure it was on. Seems now it's on by default and you can only change it by manually editing the config. Not sure if there's still a way to turn on texture filtering, but I guess it's still somewhere, too. But default settings are just fine for me.

This post has been edited by NightFright: 09 February 2020 - 08:52 AM

0

User is offline   oasiz 

  • Dr. Effector

#3829

Texture filtering code still exists but it's broken (i.e. parallax skies are missing). This was changed in eduke32 side around early 2018.

Options are:

Palette emulation:
OFF = Very old legacy style that approximates duke-like palswaps with GL functions, light on the system and this was the style adopted for polymost. Since none of the game palettes are really mathematically correct (and many skewed intentionally to produce desired results) the outcome is just a vague approximation. This can result in richer or different hues as a byproduct but they are more like "made up" rather than part of the game.

ON = This would use the true palette as a reference and create a copy of EACH used combination of EACH texture when loading a map. While this produces desired results, the cost to get there is quite high as you'd have duplicates in RAM. I think Fury was around 200-300MB VRAM usage alone on the first maps during preview which was just ridiculous amounts for that texture set.

Current = Permanent "on", instead of using above functions it uses shaders on the fly to do the palette swaps. This ensures accuracy while not utilizing any extra memory. By far the superior option.


So yes, when people refer to "palette emulation", giving choice is simply unnecessary today. (As the old approximation was just a compromise/workaround)
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User is online   NightFright 

  • The Truth is in here

#3830

Makes sense then to remove this option since it makes little sense to allow users to go for an inferior method. Since I also dislike bilinear filtering in old games (or retro style like this one), I don't really miss the option, just wondered what happened to it.
0

#3831

View PostNightFright, on 08 February 2020 - 11:40 AM, said:

After a long break since last September, I have resumed playing the game. I noticed that a few game options are either missing or I have tomatoes on my eyes. Can't find the switches for texture filtering or palette emulation, for example. Can still edit the cfg file, but I believe I remember the options were there in v1.0. I am on v1.02 now. It's not really a big deal, but I find it curious.

Side note: It's not a good idea to play the game during the day with sunlight coming through the window when there are no blinds. Many levels are quite dark in some places. On the other hand, it's a neat trick to increase the challenge...

Have you beat the game yet?
0

User is online   MusicallyInspired 

  • Buy Mage's Initiation!

#3832

I noticed when toggling Palette Emulation in the older builds that there were missing colour values in textures while it was ON. Is this still the case? Or was it intentional I guess? I kind of felt bad having it ON for that reason because it felt like I was not seeing all of the great work in its full glory.
0

#3833

HAY
you guys have the old brown cultists
I liked them a little better
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User is online   NightFright 

  • The Truth is in here

#3834

View PostTruck Stop Santa Claus, on 09 February 2020 - 01:25 PM, said:

Have you beat the game yet?

Not yet. I have reached the end of zone 5 now, "Heskel's House of Horrors". Never thought it would take me that long, but there was a time I just couldn't play.

Gratefully upgrading from v1.0 to 1.02 mid game did not cause bigger problems as the game offers fallback options in case the savegames become incompatible.
0

#3835

Great part of the game
Have fun :dukeaffirmative:
0

User is online   NightFright 

  • The Truth is in here

#3836

Finally completed the game today. Gotta admit the last part had its shortcomings. Some structures looked familiar from earlier levels and the last boss fight was kind of a letdown, but maybe that's just me. I expected a more personal encounter, but hey, what a ride it was until then.

My weapon of choice was the Disperser throughout most of the levels, with the crossbow as fallback option. I ignored the bowling grenades until almost the end mostly, but then the game REALLY wants you to use them by giving you larger groups of trashmobs. And it's really fun, then.

Ultimately, I still love the general art direction of the game, its setting and devotion to little details. I also doubt I will ever find all the secrets on my own without consulting a guide. It's clearly visible this was made by people who have played all the important classic shooters of the 90s and pay some kind of tribute to them. If there's anything that negatively sticks out, it's the stupid title rename which stole a big part of the identity of the game. Anyway, incredible what can stil be done with Build these days, and Ion Mai... errr Fury is as close to a Duke Nukem successor as we can possibly get these days, considering how Gearbox is handling the franchise.

This post has been edited by NightFright: 13 February 2020 - 02:20 PM

5

User is online   Micky C 

  • Honored Donor

#3837

Is there any word on a patch for Ion Fury containing all the latest eduke32 improvements, as as well as a release for MacOS?
0

User is offline   Hank 

#3838

https://i.imgur.com/4nVLpaU.jpg
from
https://twitter.com/RafalBrozio
11

User is offline   Mark 

  • Polymer fanboy

#3839

Before Shelly lost a bet and had to get the head shave.
0

User is online   NightFright 

  • The Truth is in here

#3840

I wonder what Bronn would say now.
0

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