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

User is offline   oasiz 

  • Dr. Effector

#3991

 MrFlibble, on 28 September 2020 - 08:50 AM, said:

Speaking of which (thanks for reminding me), I got trapped in the Twin Peaks Easter egg section several times. If I stay put in the corridor when the lights go out I get teleported back to the main part of the level eventually, but if I try to move around as the tiles fall sometimes the teleportation seems not to happen. This is in the patched GOG version.


I've heard one other report about this on consoles but not on 1.1
Can you repeat this consistently ?
0

User is offline   MrFlibble 

#3992

Gah, I shouldn't have overwritten that savegame :)
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User is offline   the_raven 

#3993

But why the expansion pack? Didn't the standard campaign already do the full story of Shelly going after Haskil and them blowing up the Institute, the incident where she lost her squad and right arm that's mentioned in Bombshell (the game)? How will this work exactly? What's the plot?
-3

User is offline   Jimmy 

  • 1776 World Wide

#3994

Because why not? Downvoted.
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User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#3995

They can find a way to make the story work. We just want more gameplay. Story is not as important in this instance. Why make an expansion? Because it's FUN and we want MORE. Period. "What's the plot?" Who cares?

This post has been edited by MusicallyInspired: 30 September 2020 - 05:21 AM

6

User is offline   oasiz 

  • Dr. Effector

#3996

 the_raven, on 29 September 2020 - 12:53 PM, said:

But why the expansion pack? Didn't the standard campaign already do the full story of Shelly going after Haskil and them blowing up the Institute, the incident where she lost her squad and right arm that's mentioned in Bombshell (the game)? How will this work exactly? What's the plot?


She has a perfectly fine arm with her perfectly fine mediocre lager at the end.
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User is offline   Lazy Dog 

#3997

 the_raven, on 29 September 2020 - 12:53 PM, said:

But why the expansion pack? Didn't the standard campaign already do the full story of Shelly going after Haskil and them blowing up the Institute, the incident where she lost her squad and right arm that's mentioned in Bombshell (the game)? How will this work exactly? What's the plot?

"Story in a game is like story in a porn movie. It's expected to be there, but its not that important" - John Carmack.

This post has been edited by Lazy Dog: 30 September 2020 - 12:26 PM

2

User is offline   MusicallyInspired 

  • Buy Mage's Initiation!

#3998

Well I don't go that far. But for shooter games, mostly yes.
1

User is offline   MrFlibble 

#3999

 Zaxx, on 28 August 2019 - 06:56 AM, said:

The other thing is that IF is pretty dense visually, it's a lot more detailed than other Build games so naturally that will make secrets harder to find: you'll get a lot more things on the map that will look suspicious so if a secret is hidden behind a regular wall for example you kinda feel cheated because there were just so many "better" options.

I have to agree here. Don't wanna complain about secret hunting -- I enjoy this aspect of playing and every found secret is a source of deep satisfaction (although I have to confess that a couple of times I gave in to the temptation of looking up video walkthroughs). The problem as I see here is that because the levels are indeed very large and detailed, the effort of looking through everything you might have missed can and does become exhausting. I have found often myself down to a couple of missed secrets when I complete a level, and circling around in hopes of finding something I might have overlooked, often imagining clues that aren't there in the process. When you're in the secret hunting mode, it's very easy to find imaginary hidden meanings in the placement of any decorations. I can't help but feel that some of the successfully found secrets are due to pure chance and not by following certain rules or finding subtle clues left by the map author.

Again, I wouldn't like to come across as complaining here, and certainly the placement of secret areas does not always have to follow a strict system for the player to decipher. But the side effect of the levels being expansive and highly detailed is that you really get overloaded with information, up to the point of possibly missing something in front of your nose.
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User is offline   Dzierzan 

#4000

So I kinda started voxeling for Ion Fury, it might turn into Voxel Pack.

https://imgur.com/AK3yCLP.gif
https://imgur.com/kITiZzS.png

I voxelized cockroaches too, but apparently, since they are aligned to the floor, they cannot be rendered as voxels, what a shame. Unless I did something wrong...

https://imgur.com/RFcLi7K.png
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User is offline   MrFlibble 

#4001

Here's a thing about voxels I had on my mind and keep forgetting to ask.

My only (so far) stint with voxel editing happened over a decade ago, and it was playing around with a voxel editor for Tiberian Sun and Red Alert 2 (forgot what it's called but it's easy to look up -- a popular community tool. UPD: it's simply called Voxel Section Editor). Now what I remember is that along with some basic voxel painting, there was a thing called normals which applied some sort of shading to the voxel models, making them look smoother -- for example, a tank barrel or a vehicle's wheel would appear round instead of blocky. Painting them by hand required a high level of skill but the VSE tool came with an "auto normals" option that produced some pretty decent results from what I remember.

My question here is, can this be done with EDuke32 voxels? From the high-res voxels in Ion Fury I get the feeling that there is a similar feature (e.g. the top part of the comfy office armchair certainly looks very smooth and roundish) but I'm not 100% sure.
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User is offline   Dzierzan 

#4002

More:
https://cdn.discordapp.com/attachments/311884728317771777/765864702018060298/eye_gib.gif
https://cdn.discordapp.com/attachments/311884728317771777/765906442560733234/mug.gif
https://cdn.discordapp.com/attachments/311884728317771777/765966288648011850/shovel.gif
https://cdn.discordapp.com/attachments/311884728317771777/766006166906994728/broomIF.gif

This post has been edited by Dzierzan: 14 October 2020 - 12:10 PM

15

#4003

I'm a voxel noob
but wouldn't voxel shells be a bit much for build to handle
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User is offline   VGA 

#4004

View PostTruck Stop Santa Claus, on 18 October 2020 - 06:11 PM, said:

I'm a voxel noob
but wouldn't voxel shells be a bit much for build to handle

It already handles them fine in Blood.
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User is offline   MrFlibble 

#4005

I believe this depends on the computing power of the host system. I'm not using the Duke3D voxel pack because in user maps where you have for example many palm-trees in an open area the frame rate suffers rather notably for me. (I think my system uses the integrated Intel video chip by default for EDuke32 though, but I haven't tried with the GPU)
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