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This is a guide on how to get Ion Fury running under EDuke32. You might find that running the game this way runs better on your system than using the modified version that Ion Fury uses. Though there are 2 issues specific to running it under EDuke that i've found. The in game menu scrolls and save or load pictures are blank. Other than those two things it seems to run fine.

1) Download EDuke32 from here.

If on Mac then download it from here.

EDuke32 is only available natively on Windows or Mac. However you can build it yourself if on Linux from following these instructions.

2. Put EDuke32 (unzip it if you downloaded it) into a folder on your system. It doesn't matter where or what the folder is called.

3. Install Ion Fury from wherever you brought the game from.

4. Navigate to Ion Fury's directory and copy fury.def, fury.grp and fury.grpinfo to wherever you put EDuke32.

fury.grp contains all the info about the game, such as maps, sounds etc. fury.grpinfo tells EDuke32 what the grp is and where it is, without this EDuke32 will not detected fury.grp. fury.def contains needed palette information, without this you will get a palette error and the game will not launch.

5. Double click on EDuke32.exe, make sure that Ion Fury is selected in the Game section in the window that pops up. Then click start when ready.

You can now remove Ion Fury if you want to.
Post edited August 22, 2019 by RoboPond
It is my understanding that there were some engine-related enhancements in Ion Fury over EDuke32. Does this mean those were backported to EDuke32 as well?
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Fishgius: It is my understanding that there were some engine-related enhancements in Ion Fury over EDuke32. Does this mean those were backported to EDuke32 as well?
I think some where in order to get the game running. Though not everything was. That's why you'll notice the in game menu under EDuke32 scrolls where as in Fury it does not.
This should be stickied. I imagine that eventually EDuke32 will be updated to handle this game a bit better (with regards to the menus).
I'm getting a blackscreen onboth opengl and software modes. What can I do? :(
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JoshWilliams1711: I'm getting a blackscreen onboth opengl and software modes. What can I do? :(
Does the game run normally without using EDuke?
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JoshWilliams1711: I'm getting a blackscreen onboth opengl and software modes. What can I do? :(
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RoboPond: Does the game run normally without using EDuke?
Not in opengl, however, it does run reasonably well in classic, I get a blacks screen with sounds only when using any with eduke32
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JoshWilliams1711: Not in opengl, however, it does run reasonably well in classic, I get a blacks screen with sounds only when using any with eduke32
Try updating your graphics drivers.

You can also try creating a shortcut to eduke32.exe then clicking properties in the target box and after the " add a space then add:

-nologo

Click apply then launch the game again. That will disable the opening videos and the video on the main menu. See if that works.

Also whats your graphics card?
The Ion Fury codebase is shared with eduke32. But – and that's a big stumbling block for some users – it has to be compiled with the FURY=1 option, i.e by using make FURY=1.

src: https://forums.duke4.net/topic/8181-ion-fury/page__view__findpost__p__327994
Enabling Polymer kills all the frames lol.
A no my PC isn't a potato.
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JoshWilliams1711: Not in opengl, however, it does run reasonably well in classic, I get a blacks screen with sounds only when using any with eduke32
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RoboPond: Try updating your graphics drivers.

You can also try creating a shortcut to eduke32.exe then clicking properties in the target box and after the " add a space then add:

-nologo

Click apply then launch the game again. That will disable the opening videos and the video on the main menu. See if that works.

Also whats your graphics card?
I Have a potato 2010 imac running Bootcamp windows 7, 4GB RAM 2GB GPU ATI RADEON HD 5670 with 512 dedicated to video.

I got it working, but using Polymer basically destroys the framerate worse than OpenGl in normal launcher :( I dont know whats wrong.
Polymer is still incomplete: It may have many features, but the developer didn't get around to the optimization stage of the process.
In Polymer, only the dynamic lighting impacts performance (I have 1 FPS) but if you deactivate this one, it should be fine.

BUT everything that is not the map will be transparent, (this includes the ennemies) and you'll see some glitched textures.

Polymost works better, and adds the possibility to adjust the drawing distance of ambient light.
Too bad we can't use it in the original game.

https://nsa40.casimages.com/img/2020/06/01/200601030857639868.gif

https://nsa40.casimages.com/img/2020/06/01/200601030857442903.gif
Post edited June 01, 2020 by y0LAs