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Re: [v7.2] G59
Posted: 14 Jul 2018, 00:31
by UB_
There is another bug I forgot to mention - the main support item in the last map, if you load the game and it is on, it will lose the jump boost (must be something fucking with the air control property throughout gametype). Turn off and on the item and it is back to normal.
Re: [v7.2] G59
Posted: 15 Jul 2018, 00:02
by Semfry
Played through the last maps. All the new content does a great job having great scale, and creating somewhat unique takes on the themes being used; the fully original content really bring it into a style of it's own. I did run into some major performance issues on the last couple of maps though (and worst of all some save crashing on Verflucht, but it stopped after I cleared most of the map of enemies at least). Despite what the tips say I actually found that zooming on the last map gave me better performance than being unzoomed, to the point that some fights I did with perma-short zoom because it was far more playable?? Also is the red GES ammo for the POD weapon? Because I was confused by that and looking at the tips I apparently completely missed it, which seems weird when multiple copies of the other weapons were provided and I found the "hidden" Saint Gun pretty easily, makes me curious to go back and check it out I guess...
Outside of that though it has some of the most ambitious and unique Unreal maps out there, with a bunch of gameplay scenarios that take the EXU gameplay in different directions, along with a different take on the lore.
Re: [v7.2] G59
Posted: 15 Jul 2018, 13:41
by UB_
Semfry wrote:Also is the red GES ammo for the POD weapon? Because I was confused by that and looking at the tips I apparently completely missed it, which seems weird when multiple copies of the other weapons were provided
I re-read this - you never picked up the POD? It's the weapon on slot 5 you obtain in the Abyss's industrial sector when you climb back to top. It's the only copy in existence story-wise so you don't find it anywhere else.
You also can't proceed in the level without picking it up, so how did you climb up the Abyss?
Re: [v7.2] G59
Posted: 15 Jul 2018, 14:54
by Semfry
UBerserker wrote:I re-read this - you never picked up the POD? It's the weapon on slot 5 you obtain in the Abyss's industrial sector when you climb back to top. It's the only copy in existence story-wise so you don't find it anywhere else.
You also can't proceed in the level without picking it up, so how did you climb up the Abyss?
If you mean after getting the translocator back then I just translocated back to the top, like the text implied to do, and nothing seemed to stop me (beyond some enemies to kill).
Re: [v7.2] G59
Posted: 15 Jul 2018, 15:15
by UB_
Semfry wrote:UBerserker wrote:I re-read this - you never picked up the POD? It's the weapon on slot 5 you obtain in the Abyss's industrial sector when you climb back to top. It's the only copy in existence story-wise so you don't find it anywhere else.
You also can't proceed in the level without picking it up, so how did you climb up the Abyss?
If you mean after getting the translocator back then I just translocated back to the top, like the text implied to do, and nothing seemed to stop me (beyond some enemies to kill).
You had to climb through the vent shaft. I'm only assuming you went through the abyss because there's a blockprojectile actor in the ventshaft to stop xloc discs, which makes travelling impossible above the detour path.
Looks like I forgot that the gravity affects the disc in the abyss too which could make players potentially skip a big portion of the level.
Anyone tell me if they find out bugs and weird things not listed in the tips list.
FYI TO ALLIn the Abyss, when you pick the Xloc, you need to teleport through the vent shaft right above you, not through the abyss, otherwise you will miss several areas and a powerful weapon (as well as a way to get a secret weapon).
This feels more like a player choice. Doing the easy way has its drawbacks.
Re: [v7.2] G59
Posted: 22 Jul 2018, 00:26
by praethox
-=]POSSIBLE STORY SPOILERS[=-You Sir, have managed to get me a forum lurker to create an account just to commend you on this spectacular work you have done! I played through the campaign twice now with a yearly pause and i must say a lot has changed and those changes are definitely not unwelcome, I really liked the more customized maps and i didn't even mind you excluding the first "S H A D O W" (??) levels because that was just not my style.
► Show Spoiler
but the way the level "switched" in "Serve the Void" was really unexpected and nicely done.
The story overall really got me into it and has been a memorable experience.
► Show Spoiler
After getting the xloc in Abyss i too have just teleported all the way up through the middle
kinda my fault for not reading the tips.
Really great addition to the arsenal, did not really expect there to be this many weapons added... definitely a good thing to have a variety like this.
► Show Spoiler
maybe just get a stronger kinda firing sound and a slightly bigger projectile for the GALGALIM ver of piddle...
Can't comment about the soundtrack seeing as i did the ungodly approach and played it on a notebook speaker due to me enigmatically losing my headphones and not being able to get new ones rn.
► Show Spoiler
However, the song i recognized that nearly got me tears flowing was "Reassembly" in the second to last boss fight, i have always dreamed of this soundtrack being used right after hearing it for the first time in the DARKMATTER album so thanks for that, really.
This has been a great experience for me and I'm really glad that i took time out of my "vacation" days so that i could play this.
-=]ADDED INFO[=-Got lost in the "city" a few times but that's no problem
sometimes the FPS drops were really high but I'm not on my rig atm so i don't really care about that
Re: [v7.2] G59
Posted: 22 Jul 2018, 13:36
by UB_
Thanks!
praethox wrote:► Show Spoiler
but the way the level "switched" in "Serve the Void" was really unexpected and nicely done.
The story overall really got me into it and has been a memorable experience.
That's one of my favorite parts of the campaign. Was something I came up before finishing Manitou (had no idea how to remake Voidness before I jumped on it)
► Show Spoiler
- it's where the proper G59 plot starts to kick in after tons of gloomy foreshadowing. Manitou begins with the typical claustrophobic bloodfest then shifts into something weirder and shit only gets worse from now and on.
Void's beginning is an illusion of things going right again but only for a while. I also left vague the messages of the level (none of them mention Shadows directly as if the issue wasn't there; this was a storytelling trick Silent Hill games loved to use). The players will probably figure out how the facility got overrun by reading the panels outside.
praethox wrote:After getting the xloc in Abyss i too have just teleported all the way up through the middle
kinda my fault for not reading the tips.
Yeah I will reiterate here to all players again:
G59 PLAYERS: You must translocate up the vent shaft! Or you will miss a bunch of stuff including a powerful weapon (as well as your only ticket to the secret weapon).praethox wrote:► Show Spoiler
maybe just get a stronger kinda firing sound and a slightly bigger projectile for the GALGALIM ver of piddle...
It's really hard to find a better sound that doesn't cause audio drowning. You also use to gun for the entire level so any other sound could be potentially aggravating after a while. It took me a while to choose a decent firing sound for the Fusion Melter's primary fire.
praethox wrote:► Show Spoiler
However, the song i recognized that nearly got me tears flowing was "Reassembly" in the second to last boss fight, i have always dreamed of this soundtrack being used right after hearing it for the first time in the DARKMATTER album so thanks for that, really.
► Show Spoiler
Yeah, it was the perfect choice the moment I changed plans for the boss. Was 7Dimensional Stasis at first when he was a level end fight. Reassembly is also short and quickly goes to the point, a lot of other songs like Thermal have a long ass intro.
Cybernetika and Xenofish haven't released anything since 2017 sadly. I know the former has a lot of unreleased songs at least. While the campaign was themed after Cybernetika's music, v7 was more themed after Xenofish's.
The intro part of Atropos was supposed to be its own level (was going to be the infamous bridge between Verflucht and it). The buildings there are directly inspired from Mayan ancient pyramids and palaces, pillars too; it's what I originally wanted to put past Tonatiuh's shrine in map 3 as some sort of tease (since Vorvadoss's ruins are below Tonatiuh) but the level was so unstable near the Manitou section that I had to cut things off.
praethox wrote:This has been a great experience for me and I'm really glad that i took time out of my "vacation" days so that i could play this.
Thank you again! Hope the difficulty/balance was fine enough for you with all the performance issues you had due to playing on notebook.
Re: [v7.2] G59
Posted: 22 Jul 2018, 19:57
by praethox
Everything is manageable, I'll probably be replaying this on my rig so i guess i will get the POD then
I'm not much of a coder and I also don't work with models so I don't know how painful this would be but you can try to replace the LRPC model with the beta Automag model, it would really look like an upgraded piddle... and then it would fit the sound without worrying about the drowning and by that i think you mean what happens with the EAR when you have max power ups and it's firing devilishly fast right??
► Show Spoiler
Also both times i played i noticed that there were these two Demon Skaarjs (??) in Elohim who after they're done fighting a Saint just don't attack you right away, only if they get close, they just walk after you until you leave the room (this maybe just leftover AI from original game??).
Same time this happened was when BaalBerith came out of his portal (??), it produced this cool effect like he was giving you time so no complains from me
Re: [v7.2] G59
Posted: 22 Jul 2018, 21:33
by UB_
praethox wrote:Everything is manageable, I'll probably be replaying this on my rig so i guess i will get the POD then
I'm not much of a coder and I also don't work with models so I don't know how painful this would be but you can try to replace the LRPC model with the beta Automag model, it would really look like an upgraded piddle... and then it would fit the sound without worrying about the drowning and by that i think you mean what happens with the EAR when you have max power ups and it's firing devilishly fast right??
► Show Spoiler
Also both times i played i noticed that there were these two Demon Skaarjs (??) in Elohim who after they're done fighting a Saint just don't attack you right away, only if they get close, they just walk after you until you leave the room (this maybe just leftover AI from original game??).
Same time this happened was when BaalBerith came out of his portal (??), it produced this cool effect like he was giving you time so no complains from me
Nah, aside the fact I don't really know how to add models in, the beta Automag would be completely out of place for the weapon. The Starlight is designed to be powerful, therefore a heavy weapon is needed to carry such energy power (as well as containing the mechanism for its infinite ammo).
If you were to play the last level with regular EXU weapons it would have been 10x times harder probably? So it makes sense for the Starlight to look at least imposing after the FEM, SK6, POD, etc...
As for the second thing, that's just Unreal's regular Threaten AI setting. Enemies follow you and attack with melee if you get close; if you start hitting them they'll begin attacking normally.
Re: [v7.2] G59
Posted: 22 Jul 2018, 22:30
by praethox
Well Now that you mention it, when thinking about a powerful weapon with this many properties I wouldn't imagine it being a sidearm, so that settles that i guess.
Well, best of luck on any future modding endeavors.
Re: [v7.2] G59
Posted: 25 Jul 2018, 16:14
by UB_
Got better internet, so had time to do this.
New patch releasedThe patch fixes the following in
EXU2-G59-09-Abyss:
- When you obtain the Translocator, the door of the teleport station you are in will close down; you have to translocate into the vent shaft right above you (until you reach the detour, since strong wind will eventually stop you from climbing). A Coop teleport will be turned on for those who were left outside the station area.
- When you make it back to the Abyss throughout the top teleport station area, the door of the bottom station will re-open permanently (the coop teleport will be shut down as well, of course).
- A hidden Megablast Flare on top of the Abyss area has been moved next to the area's entrance alongside other ammo.
Download the fixed map here.Note that the main package link in the OP post has been updated already, so if you never downloaded G59 beforehand and you're going to do it now, you don't need the fixed level linked above.
G59 Untold Tale
Posted: 12 Feb 2019, 00:36
by FXANBSS
► Show Spoiler
God lord... My vision of G59 is still from the Revolver-X- times... I can't see it changing.
Coincidentally I've been imagining a situation while listening to the ambient soundtrack used in Exusia (should listen to it while reading, yes, you), just before I noticed Sat42 also apparently brought a thing related to G59 on Discord, haha?
So well, from the holy world I went to the empty darkness, nothing exists, nothing, there is nothing, nothingness, I... discovered a copy of myself deep in the blackness, next to a corner, dead and empty looking, though still with skin and hair but pale-and-dusty-looking... No eyes, no organs, inside there's just more skin. My fictional-self is supposed to be unbeatable, how did I end up like this? I tried to read my corpse's mind, I was surprised, I noticed there was still neural activity, though excessively minimal, but enough energy to keep that brain and body from not losing its shape, so I had the chance to look up its memories of what really happened...
It was an eternity ago... I saw my tragic-self coughing heavily and crawling on the floor, spitting darkness, pure darkness, I witnessed how my vision slowly faded away to nothing, it was a pain I never felt before, but... how? Shadows are silly dumb pu$$ies, they are meaningless to me! But... There was something I never experienced... Was it Jrath? I never faced Jrath... Is he... really... that? From all the gods and beings I've met and fighted against, is he that capable? Nothing made sense, but I felt I had to accept a fact, my worst enemy is my own brain, but even if I make my brain my best friend too, it will never be enough to reach anything even pathetically close, so was the void and Jrath itself.
So then I tried to wake up my alt-self who has experienced the eternity I didn't: Just a hug to warm up, some gentle words, reminding it what we are, hoping my corpse realizes something... I placed my corpse facing front to front... Only if I could see something deep within those eyeless holes... IT DID, I saw a light deep in there, I sensed a signal albeit unintelligible... I WOKE IT UP... I felt a very minimal and subtle, slow and exponential life growing back from the corpse. I saw the light come out of it, lightening the hair and veins expanding to the entire body shape, I brought my slowly rejuvenating corpse outside the dark world back to the holy world of Exusia, placed it in the most holy place I could, just where above you get the view of that mysterious sky.
I saw it... it began to levitate and slowly shine in a blindful way, softly moving its extremities by itself, I saw it slowly rebuilding its form, it was the most beautiful event I ever witnessed, it softly landed, and it opened its eyes with an innocent look, unbelievably pretty and shiny, a mix of silver and desaturated golden, like a new-born...
This timeline of me is older (old in the both ways you can think of) and it hadn't got to learn as much as I did at this point.
Still...
Eternity is infinite progress.
Re: [v7.2] G59
Posted: 12 Feb 2019, 13:53
by UB_
loool
also thought this was another thread (posted so the title changes back)
Re: [v7.2] G59
Posted: 10 Oct 2019, 15:56
by Sat42
Something is coming soon
Re: [v7.2] G59
Posted: 10 Oct 2019, 22:49
by UB_
F--i--nally!!