Search found 46 matches

by heliomass
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...
by heliomass
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 [apple]
by heliomass
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...
by heliomass
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...
by heliomass
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.
by heliomass
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
by heliomass
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.
by heliomass
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?
by heliomass
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...
by heliomass
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.
by heliomass
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...
by heliomass
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,...
by heliomass
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.
by heliomass
Jul 9th '15, 12:19
Forum: Aleph One Discussion
Topic: 3D Model Help
Replies: 20
Views: 10188

Re: 3D Model Help

The model is fine, just really small...
And that was the problem! After adjusting the MML as you recommended even my original model attempt worked.

Thanks so much for your help!
by heliomass
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...
by heliomass
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...
by heliomass
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...
by heliomass
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...
by heliomass
Jun 21st '15, 18:14
Forum: Aleph One Discussion
Topic: Aleph One 1.2
Replies: 26
Views: 15535

Re: Aleph One 1.2

3D models display even when their center point is behind player
Fantastic! Thanks for this.
by heliomass
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...
by heliomass
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...
by heliomass
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...
by heliomass
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.
by heliomass
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 :D http://sourceforge.net/p/marathon/feature-requests/
by heliomass
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 ...