Ion Fury "formerly Ion Maiden, launching August 15!"
#3331 Posted 18 August 2019 - 05:45 AM
The art is looking very versatile and it's clear that everyone has gone through some effort to make sure this is the case, especially in combination with the pal system which has been at the forefront of the artists' minds the entire time.
I'm a bit surprised that many of the effects don't have this self-describing quality. IMO if you point the mouse at an effect sprite, it should give you some information about what the sprite does and how to use it. Perhaps this will be added in later along with the documentation oasiz is going to write? Many of the SEs are still listed as "unknown".
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
This post has been edited by Micky C: 18 August 2019 - 05:48 AM
#3332 Posted 18 August 2019 - 06:10 AM
I just wanted to say that Ion Fury is freaking awesome. The devs have done a really good job with this. Ion
After playing throught the first few zones I thought I'd give Mapster32 a go again, since it recognizes Ion Fury now. The problem is that it detects my Duke 3D installation and uses Dukes palette. This makes the artwork look.. strange .
Is there a way to force Mapster to use IF's palette?
#3333 Posted 18 August 2019 - 06:31 AM
BrOiler1985, on 18 August 2019 - 06:10 AM, said:
#3334 Posted 18 August 2019 - 06:43 AM
LeoD, on 18 August 2019 - 06:31 AM, said:
Thanks! Works perfectly
#3336 Posted 18 August 2019 - 07:03 AM
BrOiler1985, on 18 August 2019 - 06:10 AM, said:
Is there a way to force Mapster to use IF's palette?
The palette files and defs should have been included in the game. Just copy them.
#3337 Posted 18 August 2019 - 07:21 AM
Micky C, on 18 August 2019 - 05:45 AM, said:
The art is looking very versatile and it's clear that everyone has gone through some effort to make sure this is the case, especially in combination with the pal system which has been at the forefront of the artists' minds the entire time.
I'm a bit surprised that many of the effects don't have this self-describing quality. IMO if you point the mouse at an effect sprite, it should give you some information about what the sprite does and how to use it. Perhaps this will be added in later along with the documentation oasiz is going to write? Many of the SEs are still listed as "unknown".
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
The list of textures in the group tiles is not complete. I don't think it'll ever be (there are some corner cases, for instance), but I'll try to update it the best I can when I have time.
For the new effects, most of them give info (flags etc) when you hover your mouse over it. Some are missing, and others don't have flags so we personally didn't need an explanation.
As for "SE Unkown", nothing we can do without source changes if I recall correctly; however you can get a list of all SE and STs (old and new) by holding ctrl+alt+shift.
There should be more mapping info given soon covering all of that and more, just need to a be a litttle bit more patient as everyone's been super busy
This post has been edited by MetHy: 18 August 2019 - 07:24 AM
#3338 Posted 18 August 2019 - 08:11 AM
Micky C, on 18 August 2019 - 05:45 AM, said:
Can there also be a document explaining the pal colours? Looks to be some variant of Extclut but it'd be nice to have a list somewhere.
Damn, how did I manage to miss those pillars, even testers too I think
Btw, use that archived mapster32 as it has some .m32 scripts that are vital supplemental material for any new fx that we have in the game.
DOWNLOAD MAPSTER
#3339 Posted 18 August 2019 - 08:34 AM
I was wondering, will the preview campaign now function as a public demo of the game, or will it just remain an extra for the folks who pre-ordered?
#3340 Posted 18 August 2019 - 08:42 AM
The preview version of Hekel's House of Horrors, which wasn't put in the menu because it was on its own (not connected to other preview maps) and also closer to its final full campaign version than most of the preview maps, is also there somewhere, for people to find.
This post has been edited by MetHy: 18 August 2019 - 08:59 AM
#3341 Posted 18 August 2019 - 09:17 AM
oasiz, on 18 August 2019 - 08:11 AM, said:
This is the one that caught my eye early on... it was like a record scratch specifically because everything is so meticulously well done.
#3342 Posted 18 August 2019 - 10:27 AM
Micky C, on 18 August 2019 - 05:45 AM, said:
#3343 Posted 18 August 2019 - 10:38 AM
#3344 Posted 18 August 2019 - 10:47 AM
#3345 Posted 18 August 2019 - 11:08 AM
#3347 Posted 18 August 2019 - 12:10 PM
#3348 Posted 18 August 2019 - 12:13 PM
Tekedon, on 18 August 2019 - 12:10 PM, said:
I don't mind playing crappy maps
#3349 Posted 18 August 2019 - 12:38 PM
MrFlibble, on 18 August 2019 - 08:34 AM, said:
MetHy, on 18 August 2019 - 08:42 AM, said:
I think MrFlibble's question still stands. I mean, are you not interested in having some sort of promotional demo/shareware tryout? It would also fit nicely your image of game "out of 90s time capsule", where every serious FPS title used to have its demo/shareware.
Just replace binary with its new up to date optimized version, that would surely suffice.
#3350 Posted 18 August 2019 - 12:54 PM
#3351 Posted 18 August 2019 - 02:14 PM
#3353 Posted 18 August 2019 - 02:34 PM
Phredreeke, on 18 August 2019 - 12:54 PM, said:
Need maybe? But would it be not nice advertising "retro" gesture? For example Warlock does have demo on Steam.
#3354 Posted 18 August 2019 - 04:58 PM
Truck Stop Santa Claus, on 18 August 2019 - 12:03 PM, said:
You just know someone's gonna make an Ion Fury version of Nuts.wad...
#3355 Posted 18 August 2019 - 05:43 PM
Another thing I loved is how well the preview campaign content was reintegrated into the main game: with just the right amount of changes to feel unique again. Basically the preview relates to the main game as custom demos related to their full products back in the day.
This post has been edited by Zaxx: 18 August 2019 - 05:44 PM
#3356 Posted 18 August 2019 - 06:09 PM
Phredreeke, on 18 August 2019 - 12:54 PM, said:
Some people are quite lazy when it comes to that, and even more people find it pretty inconvenient, not to mention that some may not have money at the moment they have some interest about the game. A proper simple demo is just much more convenient for this purpose, to be honest, which is why plenty of people still ask the devs to provide demos for games. Also, it can help to avoid another problem such as refund policy abuse.
This post has been edited by Sledgehammer: 18 August 2019 - 06:11 PM
#3357 Posted 18 August 2019 - 07:32 PM
Graphically it looks fantastic for a build engine game, very detailed environments specially the city levels. It even goes over the top to have voxels for many items and objects in the game world.
Gameplay is like any other build engine game, such as Duke Nukem, Blood and Shadow Warrior you have to run and gun quickly in those games, and Ion Fury is no different. The game can be heavy on the resource management, finding little secret stashes of supplies is always satisfying. Bombshells weapons are fun the use, and I like how the enemies die.
The music was serviceable but it wasn't great either. I still prefer my Quake 2 music over Ion Fury dance music.
Story wasn't terrible, but a little too simplistic. I mean the world looks so much more realistic, therefore a deeper story would've complemented the very detailed environments. I guess most people don't care about the story, in these type of action oriented games, they want to see a great spectacle, big ass explosions just like Michael Bay film.
And let's talk about presentation the other build engine games duke, blood and SW have those CGI cut scenes, Ion Fury just a slideshow with voiceover. The developers had the time to make voxels but they couldn't fit it into their schedules to make cinematics? Maybe that's an unfair comparison, Bombshell and the Professor Jadus Heskel did have little conversations throughout the game that move the plot forward, they were serviceable, and it kept the gameplay continuous like half-life. But I'm just saying it would have been nice to have a cut scene, in the beginning and end of the game.
I have very few gripes with the game. Some enemies are so far away there shrouded in darkness they can hit you before you can see them, very unfair. The game was quite long, would be nice have a little bit more variety.
More types of weapons such as rocket launcher and BFG. And to have more types of enemy units.
Overall it was a fun game, the issues I have with it are minor ones.
I give the game a 4 out of 5.
This post has been edited by One Man Army: 18 August 2019 - 07:45 PM
#3358 Posted 18 August 2019 - 08:28 PM
Zaxx, on 18 August 2019 - 05:43 PM, said:
Reintegrated with changes?
I was under the impression that the main IF campaign is the original work. The preview campaign was simply bits that were extracted from the main campaign (the more finished bits that is) and then stitched together with a downwards lift and upwards ladder.
This post has been edited by Micky C: 18 August 2019 - 08:29 PM
#3359 Posted 18 August 2019 - 09:02 PM
Master O, on 18 August 2019 - 04:58 PM, said:
Looking forward to it
just light my pc on fire baby