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

#76

Kind of expected this when I saw they were hiring for the build engine! what a great idea.

Really wondering what this will mean for the Build Engine, which version they will be using and what kind of quality we can expect from the textures etc.

really wondering if we are going to be able to crack this open and edit/build new levels or even go as far as to do full mods.

This post has been edited by Benjamin Foley: 05 August 2015 - 09:56 PM

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#77

That's pretty interesting, I hope the guys Fresch hired do a great job.

Also, PLEASE no "classic executable" or any bullshit that requires DOSBox. DOSBox itself isn't all that wonderful, and runs like shit on weaker hardware. Ideally, the game should at the very least have native support for widescreen. If based on a new version of the engine it would run blindingly fast on all modern machines, including Android smartphones and the like, if ported to those.
0

User is offline   brullov 

  • Senior Artist at TGK

#78

View PostDuke of Hazzard, on 05 August 2015 - 10:36 PM, said:

That's pretty interesting, I hope the guys Fresch hired do a great job.

Also, PLEASE no "classic executable" or any bullshit that requires DOSBox. DOSBox itself isn't all that wonderful, and runs like shit on weaker hardware. Ideally, the game should at the very least have native support for widescreen. If based on a new version of the engine it would run blindingly fast on all modern machines, including Android smartphones and the like, if ported to those.


View PostTerminX, on 26 July 2015 - 10:18 AM, said:

It doesn't run in DOS.


View PostTerminX, on 27 July 2015 - 11:54 AM, said:

It runs on EDuke32. Just because somebody wants to paint a piece in the style of the masters of the renaissance doesn't mean they need to produce historically accurate paints and an antique canvas to do so.

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User is offline   Player Lin 

#79

Looks like someone didn't read this whole thread. :)

I can't think if 3DR guys will doing that stupid shit by using original BUILD/Duke3D engine for the new Bombshell prequel, it's just pointless and won't works fine.

OK, I got hyped, I really want to try that shit. :D

This post has been edited by Player Lin: 06 August 2015 - 06:18 AM

-1

User is offline   MetHy 

#80

Does this mean they're basing all their progamming on the already existing DN3D (with EDuke32 possibilities) or did they start from scratch ?
My question is, is this more like NAM (or rather, AMC TC or WGRealms 2 except with unique assets), or more like every other Build game ?

Would the version of EDuke32 used be "unique" to Bombshell or would it be the same EDuke32 as we can all download?

Also EDuke32 has no multiplayer atm. What about it? Are they investing to make that work?
Multiplayer is a big part of Build engine games, so big that the fact that every map can be played in co-op and DM influences level design for Singleplayer an awful lot. For example it forces a certain sense of size and scale to respect, and it also forces some areas to be interconnected.
It's part of what you expect from Build era FPS level design, if there is no multiplayer, levels might end up very different from what people expect to see.

Just some random thoughts.

This post has been edited by MetHy: 06 August 2015 - 08:42 AM

0

User is offline   Fox 

  • Fraka kaka kaka kaka-kow!

#81

View PostSgt. Rarity, on 29 July 2015 - 09:56 PM, said:

How so? :) If you're just playing the original game (8-bit renderer, no TROR, no polymer), what does EDuke32 do to provide evidence of an unpolished product?

Maybe it's just me. As I said, I don't think Megaton is anywhere close to being a polished product. Eduke32 is way better, but still got issues.
1

User is offline   Radar 

  • King of SOVL

#82

View PostFox, on 06 August 2015 - 10:19 AM, said:

Maybe it's just me. As I said, I don't think Megaton is anywhere close to being a polished product. Eduke32 is way better, but still got issues.


What are those issues, assuming somebody is just playing the original game in 8-bit? I'm assuming if this is a retro project, it won't deviate too much from the complexity of the original game. Playing the original game in EDuke32 is darn near perfect, or at least better than DOS or any other source port. As for not being "polished", I don't think EDuke32 will ever be a finished product.

This post has been edited by Sgt. Rarity: 06 August 2015 - 11:36 AM

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User is offline   TerminX 

  • el fundador

  #83

This isn't anything like NAM or anything else directly based on the Duke3D art assets--nothing is being reused from Duke3D but the code. Think of it more like Redneck Rampage in that regard; an entirely different game but based on existing code to save years of programming work.

There's likely not going to be multiplayer, for the reasons you mentioned, but the levels are still being made with interconnecting areas in mind. It's kind of a hallmark of classic shooters.

The binary the game will come with will be a little bit different from regular EDuke32 builds. It won't detect Duke3D installations, will be compiled without Polymer, and of course the startup image and other branding will be changed. We're actually hoping to do this in a way that modders can exploit, so that people making Duke mods can benefit from any improvements as well.
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User is offline   Mark 

#84

Excuse my ignorance because I'm not an 8bit classic user for the most part . I'm not sure what is still missing in Eduke32 to make it look polished. I have seen lots of work go into getting colors, shading, visibility distance, etc... to get it very close to original. Other than multiplayer, what is still an issue that needs to be polished?

This post has been edited by Mark.: 06 August 2015 - 11:51 AM

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User is offline   Corvin 

  • King of the Lamers

#85

So

-new 8-bit palette, with RR-like increased sized .ART?
-Classic and Polymost (both optimize from the android port code...)
-?


Bombshell prequel code to be ingratiated into EDuke32 at a later time?
1

User is offline   TerminX 

  • el fundador

  #86

View PostCorvin, on 06 August 2015 - 07:42 PM, said:

So

-new 8-bit palette, with RR-like increased sized .ART?
-Classic and Polymost (both optimize from the android port code...)
-?


Bombshell prequel code to be ingratiated into EDuke32 at a later time?

Yes to all of that. The textures are somewhere in between SW and RR in terms of size, and the resolution we're targeting for sprites is about 80x160 for a human sized character. We're very much trying to make the best classic Build game that never was. :)
7

#87

Tell me if this Bombshell prequel has keycards, mazey levels, secrets, hold-a-lot of weapons, mod and level editor, health and armor pickups, swimming underwater, powerups (ex. atomic health-like, invisibility, invernability,) inventory system, monster infighting and last but not least: cheats! :)

This post has been edited by DustFalcon85: 07 August 2015 - 05:07 AM

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User is offline   MetHy 

#88

View PostTerminX, on 06 August 2015 - 11:44 AM, said:

This isn't anything like NAM or anything else directly based on the Duke3D art assets--nothing is being reused from Duke3D but the code. Think of it more like Redneck Rampage in that regard; an entirely different game but based on existing code to save years of programming work.

There's likely not going to be multiplayer, for the reasons you mentioned, but the levels are still being made with interconnecting areas in mind. It's kind of a hallmark of classic shooters.

The binary the game will come with will be a little bit different from regular EDuke32 builds. It won't detect Duke3D installations, will be compiled without Polymer, and of course the startup image and other branding will be changed. We're actually hoping to do this in a way that modders can exploit, so that people making Duke mods can benefit from any improvements as well.


Well okay, this sounds cool and gives me a better idea of what it's like and what's going on.

View PostDustFalcon85, on 07 August 2015 - 05:01 AM, said:

Tell me if this Bombshell prequel has keycards, mazey levels, secrets, hold-a-lot of weapons, mod and level editor, health and armor pickups, swimming underwater, powerups (ex. atomic health-like, invisibility, invernability,) inventory system, monster infighting and last but not least: cheats! :)


secret places, humour and easter eggs, fun unrealistic weapons, enemies with simple AI, difficulty levels that increase the number of enemies, no continue and you can save anytime, if you die you start the map from scratch with just your basic weapon, midi musics, voxels, tons of new cool Build effects and moving sectors

This post has been edited by MetHy: 07 August 2015 - 05:17 AM

0

User is offline   Micky C 

  • Honored Donor

#89

View PostTerminX, on 06 August 2015 - 08:15 PM, said:

We're very much trying to make the best classic Build game that never was. :)


But you chose Davox as the mapper Posted Image






I kid Posted Image
0

User is offline   brullov 

  • Senior Artist at TGK

#90

Easter eggs must be for sure in this game I think.
2

User is offline   DavoX 

  • Honored Donor

#91

View PostMicky C, on 07 August 2015 - 05:26 AM, said:

But you chose Davox as the mapper Posted Image






I kid Posted Image



Shut up :)
1

User is offline   Tea Monster 

  • Polymancer

#92

I don't know, I've not seen any mention of modding tools. Fershame! *squints eyes and shakes head disapprovingly*

This post has been edited by Tea Monster: 07 August 2015 - 09:47 AM

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User is offline   MetHy 

#93

Well, I think that's a given. I mean, even if they don't release the tools, if it's anything like other Build games, people should be able to make maps for it to some extent. You know, like how if you use Mapster32 for Shadow Warrior mapping and copy-paste an effect, the effect will work; even though mapster32 can not let you manually edit the SW-specific tags required to make that effect work. It's kinda of tricky and painful way to map, but if it's the only way to go for someone who really wants to make a map, it works.

Plus I don't believe they will forget where they come from, and where they found the people working on this prequel. Also ROTT has tools, a community, the workshop, etc

This post has been edited by MetHy: 07 August 2015 - 10:47 AM

0

User is offline   Tea Monster 

  • Polymancer

#94

That was a bit of humour there.
0

User is offline   brullov 

  • Senior Artist at TGK

#95

View PostMetHy, on 07 August 2015 - 10:45 AM, said:

Well, I think that's a given. I mean, even if they don't release the tools, if it's anything like other Build games, people should be able to make maps for it to some extent. You know, like how if you use Mapster32 for Shadow Warrior mapping and copy-paste an effect, the effect will work; even though mapster32 can not let you manually edit the SW-specific tags required to make that effect work. It's kinda of tricky and painful way to map, but if it's the only way to go for someone who really wants to make a map, it works.

Plus I don't believe they will forget where they come from, and where they found the people working on this prequel. Also ROTT has tools, a community, the workshop, etc


The game which is developed by modders. I think tools will be released. BUT it is just my thought...
0

User is offline   Tea Monster 

  • Polymancer

#96

Unless something really drastic happens, it is BUILD (well, EDuke32, so Mapster) so there should be modding tools. Correct me if I'm wrong.
0

User is offline   HulkNukem 

#97

Will it be similar to the DNF mod for Duke3D, obviously entirely new content?
0

#98

Will the toilets be sprite-based or sector-based?

I, of course, judge all Build engine games by the quality of their toilet renditions.
6

User is offline   DavoX 

  • Honored Donor

#99

I think you will be pleased with the relieving seats that you'll find, sir.
1

User is offline   Robman 

  • Asswhipe [sic]

#100

View PostMarphy Black, on 09 August 2015 - 06:50 PM, said:

Will the toilets be sprite-based or sector-based?

I, of course, judge all Build engine games by the quality of their toilet renditions.

Shadow Warrior didn't even have toilets, you had to build them. I'm afraid to ask where this places Sw on your quality list :D

This post has been edited by Robman: 10 August 2015 - 07:34 PM

0

User is offline   Hendricks266 

  • Weaponized Autism

  #101

View PostRobman, on 10 August 2015 - 07:33 PM, said:

I'm afraid to ask where this places Sw on your quality list :D

SW is #1... have you even played Charlie's map Airplane?
0

User is offline   Robman 

  • Asswhipe [sic]

#102

View PostHendricks266, on 10 August 2015 - 07:50 PM, said:

SW is #1... have you even played Charlie's map Airplane?


Well then, I'm thrilled you say that :D

Of course I've played his map many times! - Still sector built toilets though.
It really is a bad-ass map effects wise, in and out of the plane and then the crash action at the end when you see the mountain coming at you.. pretty sweet stuff especially for it's day.

They do have added bonuses I suppose, you can make them actually flush, exchanging the soiled water for clean water among more things. However they don't usually resemble real toilets, most times they're a blocky mess but you understand what they are.

For the Sw-addon, I've stolen Duke's urinals and toilets, hehe.

This post has been edited by Robman: 10 August 2015 - 08:16 PM

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User is offline   MetHy 

#103

View PostMarphy Black, on 09 August 2015 - 06:50 PM, said:

Will the toilets be sprite-based or sector-based?

I, of course, judge all Build engine games by the quality of their toilet renditions.



I don't know if the "type" of construction really means much on the quality of the toilets. I mean, look at Redneck Rampage games, the toilets are made of sprites, but they are so well made it almost look like a model. Actually I only realized recently that they were sprites.


Now some of SW's toilets are cool because you can flush dirty water and it comes back clean. Too bad you can't make the water dirty and then flush it again... Well, here's an idea for Bombshell-prequel.

This post has been edited by MetHy: 11 August 2015 - 05:06 AM

1

User is offline   Daedolon 

  • Ancient Blood God

#104

The RR toilets were awesome since they used both sectors and sprites.
0

#105

I wished Sunstorm Interactive is alive and well today. I would like to see them make an expansion pack to the Bombshell Prequel.

RIP Sunstorm Interactive.

This post has been edited by DustFalcon85: 11 August 2015 - 08:52 AM

1

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