Search found 46 matches
- Dec 28th '21, 01:49
- Forum: Aleph One Discussion
- Topic: Fixed Camera
- Replies: 1
- Views: 925
Re: Fixed Camera
Small addendum, I tried an approach which goes like this: On idle : Store the player's current yaw in a variable Set the player's yaw to that of the security camera On postidle : set the player's yaw back to the contents of the variable This does succeed in fixing the camera's yaw in place, and also...
- Dec 28th '21, 01:09
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Re: Atque Crashes under Mojave
Some (long overdue) followup: The current version of Atque works perfectly under macOS
- Dec 28th '21, 01:07
- Forum: Aleph One Discussion
- Topic: Fixed Camera
- Replies: 1
- Views: 925
Fixed Camera
Hello everyone, I'm attempting to use Lua to create a camera with a fixed yaw and pitch. However, it seems no matter how I set it up, when I activate the camera I find the yaw and pitch are based on the direction the player is facing, and if I move the mouse the angles of the camera shift accordingl...
- Aug 4th '21, 00:16
- Forum: Aleph One Discussion
- Topic: Aleph One 1.4
- Replies: 6
- Views: 3416
Re: Aleph One 1.4
This is awesome. It's really heartening to realise Aleph One continues to get updates like this and the engine continues to be cared for so it continues to work on current platforms. I've partially finished levels I keep meaning to come back and finish, and the improved integration with Weland sound...
- Jan 13th '20, 21:57
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Re: Atque Crashes under Mojave
Hi, I only had sceA files.
@treelama: IIRC I received the same error when trying to split a file. I'll test it again shortly and paste the details here.
@treelama: IIRC I received the same error when trying to split a file. I'll test it again shortly and paste the details here.
- Jan 12th '20, 03:01
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Re: Atque Crashes under Mojave
FWIW, if I do compile on the Mac, when I try and merge a directory I get the following error:
Code: Select all
libc++abi.dylib: terminating with uncaught exception of type AStream::failure: serialization bound check failed
- Jan 11th '20, 23:54
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Re: Atque Crashes under Mojave
Thanks Treellama. I'm actually creating a Docker image for it as a workaround which seems to be doing the trick, and saves me having to find and install any dependancies on my Mac.
I'll share it here when it's up and working.
I'll share it here when it's up and working.
- Jan 11th '20, 21:22
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Re: Atque Crashes under Mojave
I should add, I also see a bunch of other errors in the Console, such as "RETURNING UnknownFS PLACEHOLDER: <private>".
Do I maybe need to compile Atque from source on Mojave?
Do I maybe need to compile Atque from source on Mojave?
- Jan 11th '20, 21:18
- Forum: Mapping
- Topic: Atque Crashes under Mojave
- Replies: 8
- Views: 4209
Atque Crashes under Mojave
Hi, I'm having issues with Atque under macOS Mojave (10.14.6). I'm running Atque v1.1.2. I can split maps perfectly, but when I attempt a merge, the app crashes (without an error message). This happens after it asks me to choose the output location. Oddly, if I try to merge an empty directory, it do...
- Jan 7th '20, 16:41
- Forum: Aleph One Discussion
- Topic: Multiple Lua Files in a Plugin
- Replies: 2
- Views: 2387
Re: Multiple Lua Files in a Plugin
Thanks! That's exactly the approach I was taking, but I wanted to check I wasn't missing something obvious.
- Jan 5th '20, 23:02
- Forum: Aleph One Discussion
- Topic: Multiple Lua Files in a Plugin
- Replies: 2
- Views: 2387
Multiple Lua Files in a Plugin
Hi All, I wanted to sanity check a couple of things with the experts ^_^ 1. From what I can see, a plugin can only have one solo Lua file associated with it, and including multiple lua files is not possible. 2. From what I can see, things are sandboxed in such a way that it's not possible to include...
- Dec 15th '19, 16:06
- Forum: Mapping
- Topic: Better Bridges
- Replies: 2
- Views: 3862
Re: Better Bridges
I think it's been several years since this was posted, and I've only just noticed. Truly impressive! I really like the elegant solution taken (much less clunky than the approach I was trying out), and it's good to see it accompanied by some great documentation. Playing around with the example level,...
- Sep 29th '19, 21:11
- Forum: Aleph One Discussion
- Topic: Need feedback from iOS users
- Replies: 7
- Views: 5224
Re: Need feedback from iOS users
The beta seems to be closed now, but I'd definitely be interested in giving it a shot if there's a another beta period.
- Jul 9th '15, 12:19
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
And that was the problem! After adjusting the MML as you recommended even my original model attempt worked.The model is fine, just really small...
Thanks so much for your help!
- Jul 9th '15, 00:43
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
Hi, You didn't assign any materials to the model that's why it wasn't drawn in the game... That would explain a lot of things then :D ... try this updated model: http://cl.ly/2L2e2u343r1j Unfortunately that doesn't seem to work. I still have an invisible object. Just to clarify my setup, I'm using t...
- Jul 7th '15, 23:10
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
Thanks for your offer to have a look! Here's the texture I'm using: https://dl.dropboxusercontent.com/u/8714314/A1/jjaro.png Here's the model of the Marathon logo, which works perfectly as-is: https://dl.dropboxusercontent.com/u/8714314/A1/marathon.obj Here's my own attempt at a box, which doesn't w...
- Jul 6th '15, 02:40
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
Hi All, I had a try at doing this using both Blender as well as manually editing the .obj file. No success. In the end I tried using UVMapper Classic to attempt this, since it appears to be the tool that was used to generate the sample models (which work). I attempted to create a basic object (a cub...
- Jul 6th '15, 01:05
- Forum: Marathon Discussion
- Topic: Help with Marathon Evil
- Replies: 3
- Views: 3228
Re: Help with Marathon Evil
Hi, That's a tricky one. I don't know if you've already read this, but perhaps this will help a bit? http://marathon.bungie.org/spoiler/evil/14.shtml Failing that, there's this YouTube walkthrough: https://www.youtube.com/watch?v=CIJrQSIu71I Good luck! For me, Marathon Evil is a masterclass in level...
- Jun 21st '15, 18:14
- Forum: Aleph One Discussion
- Topic: Aleph One 1.2
- Replies: 26
- Views: 15535
Re: Aleph One 1.2
Fantastic! Thanks for this.3D models display even when their center point is behind player
- Oct 20th '14, 20:23
- Forum: Aleph One Discussion
- Topic: Ledges and Movers
- Replies: 18
- Views: 9453
Re: Ledges and Movers
Hi All, Unfortunately, I've not had time to return to working on this lately. Apologies for those who've been curious. My aim is to get the Lua code I've written to be well documented and API-like, so it's really easy for a non-coder to just plug in the module and have things just work. I also wante...
- Jun 26th '14, 02:19
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
An .obj model is just text, so you can open it in a text editor. If you compare your model to the Examples, you might spot a comment line or something special that confuses Aleph One. Thanks for that tip. I had a look at one of my files: #Wavefront OBJ file created by Hexagon 2 mtllib test3.mtl g F...
- Jun 25th '14, 00:32
- Forum: Aleph One Discussion
- Topic: 3D Model Help
- Replies: 20
- Views: 10188
Re: 3D Model Help
First of all, sorry to necropost. It's been a while since I've had time to continue experimenting, and I thought it better to continue an existing thread. I've been attempting to bring my own models into Aleph One, but they always cause a crash just before the level has finished loading. I should ad...
- Jan 5th '14, 19:30
- Forum: Aleph One Discussion
- Topic: Aleph One 1.1
- Replies: 10
- Views: 5384
Re: Aleph One 1.1
Exciting news! I can't wait to try it.
- Nov 11th '13, 18:48
- Forum: Aleph One Discussion
- Topic: Ledges and Movers
- Replies: 18
- Views: 9453
Re: Ledges and Movers
In which case, is there a process to submit this as a feature request? I can see that bugs are reported at http://sourceforge.net/p/marathon/bugs/, but this isn't really a bug.
EDIT: OK, found it http://sourceforge.net/p/marathon/feature-requests/
EDIT: OK, found it http://sourceforge.net/p/marathon/feature-requests/
- Nov 11th '13, 17:30
- Forum: Aleph One Discussion
- Topic: Ledges and Movers
- Replies: 18
- Views: 9453
Re: Ledges and Movers
You don't need Lua control over internal velocity to accomplish this one, though. A simple "player.allow_velocity_control_in_flight" (if such a thing existed) would work here right? Sounds like that would address all those issues. The flag could be switched on whilst the player is on the ...