Search found 69 matches
- Apr 30th '20, 19:19
- Forum: Mapping
- Topic: Atque merging old version of map
- Replies: 1
- Views: 2521
Atque merging old version of map
So I textured a map in Vasara, saved and went over the old untextured version but when I merge on Atque it gives me the old one still. I went and double checked that I didn't save over it and it's the correct version, I can open the map individually just fine, I just don't know where it's pulling th...
- Apr 17th '20, 03:15
- Forum: Editors, Emulation, Etcetera
- Topic: Flying monster melee attacks
- Replies: 5
- Views: 3810
Re: Flying monster melee attacks
Posting my solution for whoever has this issue. I had the key frame wrong in the shapes file for some reason, set it back to 1 and the monster is now functioning as it should.
- Mar 29th '20, 23:11
- Forum: Editors, Emulation, Etcetera
- Topic: Flying monster melee attacks
- Replies: 5
- Views: 3810
Re: Flying monster melee attacks
I swear I had it going at one point and then I changed something and now I can't figure out what it is. So I checked the Kamakazi tick's combat settings and it's set with no hover height, just flying tag. His dz value is 512 and that's about it. I tried even turning my monster into something that fi...
- Mar 29th '20, 22:27
- Forum: Editors, Emulation, Etcetera
- Topic: Flying monster melee attacks
- Replies: 5
- Views: 3810
Re: Flying monster melee attacks
Kamikaze ticks have a melee attack, and if you uncheck the "kamikaze" falg, you can see them run up to you and drain your energy. It stops working as they fly up too high though. One thing I noticed while making AOPID was if I made a monster's projectile spawn too low to the ground, the m...
- Mar 29th '20, 16:31
- Forum: Editors, Emulation, Etcetera
- Topic: Flying monster melee attacks
- Replies: 5
- Views: 3810
Flying monster melee attacks
Having an issue with a monster that I want to be flying but attack with melee. The monster displays it's attack animation however it approaches the player and simply causes no damage. I have tried changing the type of shot, messing around with the dx,dy,dz values, behaviour tags, and so on... Nothin...
- Jan 20th '20, 21:01
- Forum: Editors, Emulation, Etcetera
- Topic: Triggering terminals on a polygon
- Replies: 4
- Views: 2641
Re: Triggering terminals on a polygon
What you want is find_target and activate_terminal in the lua docs. If the player is looking at whatever scenery object, is within a certain distance, and hits action, you can activate whatever terminal you want. You don't even need find_target if you want to just step into them to activate. Right,...
- Jan 20th '20, 00:48
- Forum: Editors, Emulation, Etcetera
- Topic: Triggering terminals on a polygon
- Replies: 4
- Views: 2641
Triggering terminals on a polygon
Long time no post... I'm sort of jumping back into the project I was working on and looking to find a work around or some guidance on how I would pull off triggering a terminal on a polygon. I have the idea to use an animated scenery item like a navigation point thing as the setting of my scenario I...
- Jan 4th '19, 16:14
- Forum: Editors, Emulation, Etcetera
- Topic: Error in Weland...or maybe it's Vasara? or maybe Aleph One?
- Replies: 3
- Views: 3282
Re: Error in Weland...or maybe it's Vasara? or maybe Aleph O
I have had this issue before and I'm pretty sure it's in relation to a switch that is assigned to a platform that has either changed or doesn't exist. My fix has been to simply delete and refill the polygon where the switch is and make sure the platform is ready to go before assigning it.
- Jan 3rd '19, 21:36
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Hello everyone, this project isn't dead. I have just taken some time off from it and doing life things in the process. While tweaking physics and what not, most of the work lately has gone into redoing some levels. Simply put, a good four out of the twenty just didn't look or feel right. I've finish...
- Nov 21st '18, 22:53
- Forum: Mapping
- Topic: Opening ancient Marathon Maps
- Replies: 0
- Views: 1727
Opening ancient Marathon Maps
Found some old maps I want to crack open for fun and get this error in Weland: Unable to read beyond the end of the stream. at System.IO.BinaryReader.ReadByte() at BinaryReaderBE.ReadUInt32() at Weland.Wadfile.DirectoryEntry.LoadChunks(BinaryReaderBE reader) at Weland.Wadfile.Load(String filename) a...
- Sep 19th '18, 11:49
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
You could conceivably handle the sniper by giving the primary trigger a burst count of 3, I think, and zero error. Then it looks like you're firing one shot, but really you're firing 4. Then cut the damage on the shot created by primary to 1/4 (or re-use a shot from a wimpier gun). A side effect (b...
- Sep 13th '18, 14:48
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Looks cool. Definitely captures the feeling of being a part of a much larger conflict in a way a lot of Marathon scenarios don’t, and there’s a sort of trench warfare feeling to some of it that I don’t often see. A couple notes: I forgot to mention that the default Aleph One video export is ridicul...
- Sep 12th '18, 18:40
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
https://www.youtube.com/watch?v=qAgHZQVwM98
Got a video up! Some of the fixes are obvious but these are five of the total 20 levels.
Got a video up! Some of the fixes are obvious but these are five of the total 20 levels.
- Sep 8th '18, 11:04
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
It's not letting me replay or save any of my last films. Just keeps defaulting to a different playthrough that I don't want to use.
- Sep 7th '18, 15:45
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Looks pretty cool. I’d probably have posted inquiring about progress as well but I figured you’d update when you were ready. A lot of scenario developers don’t feel inclined to post public progress updates as often as Pfhorrest and I do. If you have gameplay films, I’d certainly be interested in wa...
- Sep 6th '18, 19:23
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Here's some updated screenshots and info.. Forgot to turn off the fog for some. These three pictures here show a level where you have to pass through an old underground city. Unfortunately for you, the city is full of baddies including the "Slaves" which are quick and nasty people controll...
- Sep 6th '18, 17:37
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Nope! Actually getting very close. I tweaked some levels, added some more detail, etc.. I will post some updates soon. Glad to see some interest hahaScreamernail wrote:So.. Is this project dead?
Sucks because I did like it's simplicity.
- Jul 25th '18, 17:25
- Forum: Projects
- Topic: Faint Ideas Pfhor a Potential Project (Or Story, Who Knows?)
- Replies: 6
- Views: 3750
Re: Faint Ideas Pfhor a Potential Project (Or Story, Who Kno
I like the idea of a horror based game and I've thought about it in the past. Case and point, that first bit of EVIL where you turn the corner and those Devlin things spin around before you can react. Shit still gets me even though I know it's coming. RED was interesting in that it took a bit of a w...
- Jul 17th '18, 20:03
- Forum: Editors, Emulation, Etcetera
- Topic: Dual Function Weapons Auto-Switch
- Replies: 0
- Views: 1847
Dual Function Weapons Auto-Switch
So I have had an idea for a weapon in my game. Basically I want the assault rifle's "charged" fire to be throwing a bouncing grenade. I actually works well but the problem is that when I run out of grenades, the weapon itself switches and won't be available even if there are AR clips in th...
- Jul 15th '18, 01:37
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Yeah I just did a quick snapshot. Didn't feel like rendering anything hahaScreamernail wrote:If you want then I can give you some Blender tips. Like I see the axis indicator on the first image so I guess you didn't use cameras and rendered the scene through it.
- Jul 14th '18, 13:24
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
I'm not a brilliant 3D designer so yeah it's gonna look a bit rudimentary. Although if interest pertains, an HD set would look nice.Screamernail wrote:Is the scenario gonna be low-poly themed? I do low-poly in Blender too sometimes.
- Jul 14th '18, 00:58
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Messing around on Blender just making some scenes. Might use some for terminal pics. Here's a scene of a battle from a previous war where an alien invasion was able to unite the rival nations of the world. While this war doesn't take place in the game, story tidbits related to it as well as one weap...
- Jul 12th '18, 12:11
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
How's the project going? Very good. Finishing touches on levels to update them a bit. Next task is sound and making sure my graphics are good for terminals. I also want to try and redo the Survival Mode parameters sometime and maybe do some levels for that. I'm not sure about multiplayer yet becaus...
- Jun 9th '18, 21:31
- Forum: Projects
- Topic: Marathon: Paths of Jjaro.
- Replies: 11
- Views: 6549
Re: Marathon: Paths of Jjro.
Looks really cool. I want to get into Godot someday as Blender is somewhat comfortable for me and it's what I made a lot of my characters with except for the humans which Make Human helped out with..
- May 30th '18, 22:16
- Forum: Projects
- Topic: Tario Saga: Road To Araboth
- Replies: 30
- Views: 14212
Re: Tario Saga: Road To Araboth
Here are some more screencaps. There's a lot of differential shading to work on as well as some retexturing but the general idea is there. I might also add some more features to the empty rooms as they can seem a little boring but it's a major step from what this all originally looked like. https://...