Search found 69 matches

by WeirdoYYY
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...
by WeirdoYYY
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.
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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,...
by WeirdoYYY
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...
by WeirdoYYY
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: 3281

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.
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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.
by WeirdoYYY
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.
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
Sep 6th '18, 17:37
Forum: Projects
Topic: Tario Saga: Road To Araboth
Replies: 30
Views: 14212

Re: Tario Saga: Road To Araboth

Screamernail wrote:So.. Is this project dead?

Sucks because I did like it's simplicity.
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 haha
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
Jul 15th '18, 01:37
Forum: Projects
Topic: Tario Saga: Road To Araboth
Replies: 30
Views: 14212

Re: Tario Saga: Road To Araboth

Screamernail 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.
Yeah I just did a quick snapshot. Didn't feel like rendering anything haha
by WeirdoYYY
Jul 14th '18, 13:24
Forum: Projects
Topic: Tario Saga: Road To Araboth
Replies: 30
Views: 14212

Re: Tario Saga: Road To Araboth

Screamernail wrote:Is the scenario gonna be low-poly themed? I do low-poly in Blender too sometimes.
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.
by WeirdoYYY
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...
by WeirdoYYY
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...
by WeirdoYYY
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..
by WeirdoYYY
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://...