Iron Assault Remake (Demo Update 2.5)
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Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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Re: Iron Assault Remake (Demo 2.01)
New post because it's been a short while and I just remembered it.
When an NPC Frog is very close to a wall (I haven't used one myself, was simply partial to the defensive capabilities of the Delta 7 until the Mosquito and Mar became available), weapons mounted on an arm inside the wall will hit that wall instead of fly towards their intended target. I've not noticed this with any other unit.
When an NPC Frog is very close to a wall (I haven't used one myself, was simply partial to the defensive capabilities of the Delta 7 until the Mosquito and Mar became available), weapons mounted on an arm inside the wall will hit that wall instead of fly towards their intended target. I've not noticed this with any other unit.
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Re: Iron Assault Remake (Demo 2.01)
Just beat it last night. This is one of the best TCs I've played. I don't have much more to say on it.
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Re: Iron Assault Remake (Demo 2.01)
If you load up the FROG with enough ROTAKs you can 1 or 2 shot kill pretty much everything you see. It's probably a bit OP lol. The NPC version is an outlier due to how wide it is. I'll increase its movement collision box, hopefully that'll stop its arms from clipping into walls so much (FWIW an NPC dumping a shot inside a wall used to cause a crash ).Project Dark Fox wrote:New post because it's been a short while and I just remembered it.
When an NPC Frog is very close to a wall (I haven't used one myself, was simply partial to the defensive capabilities of the Delta 7 until the Mosquito and Mar became available), weapons mounted on an arm inside the wall will hit that wall instead of fly towards their intended target. I've not noticed this with any other unit.
Thanks, I appreciate that.Hor1zon Str1der wrote:Just beat it last night. This is one of the best TCs I've played. I don't have much more to say on it.
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Re: Iron Assault Remake (Demo 2.01)
I think it would be really cool if the crosshair changes to something unique when youre in the middle of a mission.
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Re: Iron Assault Remake (Demo 2.01)
Is the pilot saving feature supposed to also save the mechs? If so, it doesnt unless I did something wrong.
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Re: Iron Assault Remake (Demo 2.01)
It'll save your unlocked missions, mechs, weapons and equipment. It will not save your actual mech loadouts. It's only intended to safely port progress between updates which break save games.SamVision wrote:Is the pilot saving feature supposed to also save the mechs? If so, it doesnt unless I did something wrong.
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Re: Iron Assault Remake (Demo 2.01)
Alright I understand. Just wondering, any potential for future completed versions to be standalone?ReformedJoe wrote:It'll save your unlocked missions, mechs, weapons and equipment. It will not save your actual mech loadouts. It's only intended to safely port progress between updates which break save games.SamVision wrote:Is the pilot saving feature supposed to also save the mechs? If so, it doesnt unless I did something wrong.
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Re: Iron Assault Remake (Demo 2.01)
News!
New video. Shows off the first of the heavy mechs, the HPAC and HPLAS weapons, and the first part of O3M1 which is set in a desert environment.
I started to run into performance issues with this fight due to the sheer number of explosions and tracers flying around. This required some changes to be made. You'll probably notice some of them if you've followed the project for a while. Almost all alpha transparency has been removed from sprites. Smoke is most noticeable as it has been replaced with a nice retro dithered look. Explosions and other effects have been tweaked as well, previously they used transparency and additive blending to boost brightness but this was causing issues in larger fights like the one in the video, so that too has been changed. Additionally most props and effects now have distance culling so distant objects are less of a burden.
The fight in the video used to dip down into 50fps, but now stays up around 60 fairly consistently. There is more to do, but I'll save it until it becomes necessary. These changes also bring the project back into line with my original intent (visually). I think I went too far in a lo-fi "realism" direction with the effects and these changes make the project look more retro.
New video. Shows off the first of the heavy mechs, the HPAC and HPLAS weapons, and the first part of O3M1 which is set in a desert environment.
I started to run into performance issues with this fight due to the sheer number of explosions and tracers flying around. This required some changes to be made. You'll probably notice some of them if you've followed the project for a while. Almost all alpha transparency has been removed from sprites. Smoke is most noticeable as it has been replaced with a nice retro dithered look. Explosions and other effects have been tweaked as well, previously they used transparency and additive blending to boost brightness but this was causing issues in larger fights like the one in the video, so that too has been changed. Additionally most props and effects now have distance culling so distant objects are less of a burden.
The fight in the video used to dip down into 50fps, but now stays up around 60 fairly consistently. There is more to do, but I'll save it until it becomes necessary. These changes also bring the project back into line with my original intent (visually). I think I went too far in a lo-fi "realism" direction with the effects and these changes make the project look more retro.
With the full release, it's possible. Not sure yet.SamVision wrote:ght I understand. Just wondering, any potential for future completed versions to be standalone?
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Re: Iron Assault Remake (Demo 2.01)
The stipple transparency looks great, always loved that look. I assume it is a shader-based solution?
I might have mentioned it before, but the NPC mechs (and all other vehicles) would really benefit from smooth movement. If you would like to take a look at one way to achieve it, feel free to join the ZDoom discord.
I might have mentioned it before, but the NPC mechs (and all other vehicles) would really benefit from smooth movement. If you would like to take a look at one way to achieve it, feel free to join the ZDoom discord.
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Re: Iron Assault Remake (Demo 2.01)
Badass map yo!
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Re: Iron Assault Remake (Demo 2.01)
Thx m8Captain J wrote:Badass map yo!
The dithering is done by hand, and yeah I think it looks better than the old FX (within the context of this project anyway).Cherno wrote:The stipple transparency looks great, always loved that look. I assume it is a shader-based solution?
I might have mentioned it before, but the NPC mechs (and all other vehicles) would really benefit from smooth movement. If you would like to take a look at one way to achieve it, feel free to join the ZDoom discord.
Unless there's a drop in, hassle free replacement for A_Chase I'm not interested in messing with movement at this point.
I meant to address this before, but it slipped my mind. Better late than never. I am definitely planning on adding a specialized crosshair to the mod.SamVision wrote:I think it would be really cool if the crosshair changes to something unique when youre in the middle of a mission.
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Re: Iron Assault Remake (Demo 2.01)
Go behind the spoiler for another update.
Until next time.
Spoiler:I'm going to put a bow on these changes and release an updated demo soon-ish.
Until next time.
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Re: Iron Assault Remake (Demo 2.01)
Those are lot of mechs and tanks. They're still a sight to behold and just look how detailed and anime-accurate they are!
And i think something's missing in that showcase pic. Where's that buffed up Sherman? No, i'm not talking about the small tanks and a big one on the middile. Pretty sure i saw the sherman in previous showcase.
And i think something's missing in that showcase pic. Where's that buffed up Sherman? No, i'm not talking about the small tanks and a big one on the middile. Pretty sure i saw the sherman in previous showcase.
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Re: Iron Assault Remake (Demo 2.01)
Since it has dual cannons on its shoulder and Artillery is not really common in this TC... Yeah i think i know what kind of purpose it'll get.