Search found 892 matches
- Apr 20th '21, 06:18
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
That's strange. It's in the same place as it's always been, plus extras for co-op. And you'll start with one in your inventory if you begin a new game post-Cool Fusion.
- Apr 18th '21, 23:39
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Also if anyone is interested in creating levels for M1R my sister has a textbook on video game level design I might be able to get you. I have no idea how good of a textbook it is or how applicable to Aleph One it may be.
- Apr 18th '21, 23:32
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Some time ago I was checking the story page, and someone was posting about M1R. I tried to reply but was unable to get into my account and couldn't find a way to recover my password or reach anyone who could. So, here is the response I meant to post: : IMHO, Marathon never looked so good (or maybe I...
- Sep 25th '20, 08:08
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Apparently there have been rumours that my message in April was a "ragequit." I have not quit this project, nor am I in any way angry about abuses by or lack of involvement from certain parties. Perhaps I should rephrase: Other projects where I'm working as part of a team have my focus rig...
- Sep 24th '20, 05:07
- Forum: The Pfhorums
- Topic: Unparalleled in the history of the universe
- Replies: 5
- Views: 3830
Re: Unparalleled in the history of the universe
When zoomed so the same number of topics appear on the screen, the text on the new version is 13% smaller, because there's more wasted space between lines. There's less hinting between topics. Two iterations ago, there was this subtle 3D effect so things jumped out at you, even if it was only 2 pix...
- Sep 22nd '20, 21:53
- Forum: The Pfhorums
- Topic: Unparalleled in the history of the universe
- Replies: 5
- Views: 3830
Re: Unparalleled in the history of the universe
Ehh... I find myself having to squint to see the tiny text underneath the giant bright blue headings, and I really miss the alternating black/dark grey backgrounds that made the organisation immediately clear. The layout is not as bad as it was at certain points in its early history, but it's a step...
- Sep 6th '20, 07:18
- Forum: Marathon Discussion
- Topic: Is anyone plannig to make Marathon 2/Infinity RTX?
- Replies: 3
- Views: 2982
Re: Is anyone plannig to make Marathon 2/Infinity RTX?
As much as I would love to see *any* lighting improvements, it's not likely even if we did have people with the time to invest. Marathon maps do not have light sources, rather, brightness is individually set *per surface*. Without going through and adding light sources to the original maps, the best...
- Sep 5th '20, 06:47
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3rc1
- Replies: 4
- Views: 3012
Re: Aleph One 1.3rc1
I already run a version of 1.3b3 I've hacked, and since I've last been active have started to get my feet wet with C++ on other open-source projects, including some OpenGL, so.... sure, it'll be a challenge ^-^
- Sep 1st '20, 15:14
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3rc1
- Replies: 4
- Views: 3012
Re: Aleph One 1.3rc1
Fixes for disappearing sprites issue M1 fixes for third party scenarios, including support for Trojan Better granularity for sound and music volume, and allow music volume to go louder then 100% Update original trilogy preferences to default to a more classic look and feel: near filtering is disabl...
- May 27th '20, 07:01
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Oh hey, sorry, I hadn't checked here in a few weeks. I'm honestly not sure where I'm at right now, but best familiarise yoursself with the new toolchain - weland, shapefusion, etc., or not if you want to write or illustrate. I'd love to have some mapping help for the colony missions, illustrations f...
- Apr 23rd '20, 12:49
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
If people were interested in collaborating on this I'd pick it back up, but of the two serious people I thought would, one seems uninterested and the other is just being a jerk... and, the Marathon discord is basically just a troll server, so I've been working on a different open-source game lately.
- Mar 3rd '20, 01:39
- Forum: Aleph One Discussion
- Topic: Extracting/Editing .sndz file for M1A1?
- Replies: 2
- Views: 2566
Re: Extracting/Editing .sndz file for M1A1?
• M1A1 uses sndA, not sndz • do you mean ShapeFusion? • ShapeFusion can edit M1A1's sndA files, but not the original sndz files • most people probably play the original files now rather than M1A1 • to edit the original sndz Sounds file, you need a mac or emulator, with ResEdit, and something like Ma...
- Feb 22nd '20, 14:49
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 518539
Re: Eternal X 1.2
Up on git, Hysterical Womb has been modified so that you only need kill the controllers to complete the mission. As a bonus, if you also kill all the enforcers, the rebellion will begin. Counter-intuitively, I used a FAILED message to display this extra level of success: when the last enforcer goes ...
- Feb 22nd '20, 08:05
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 518539
Re: Eternal X 1.2
Fusion Cannon Re-balancing Recommendation as developed on Discord: take the stock physics from 1.2 increase the rounds/magazine for both triggers to 144 change the primary projectile to " Missile 2 " (this is actually the orb fusion bolt) change the primary burst count to 3 (since orb bol...
- Feb 6th '20, 10:12
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 518539
Re: Eternal X 1.2
DXT5 with mipmaps is what I did. I set wrap mode to repeat and didn't specify any fancy filters, mess with gamma or alpha test coverage, or tick the "use perceptual error metric" box. The GIMP DDS plugin doesn't allow premultiplied alpha. I'll probably use DXT3 for the grating, and DXT5 fo...
- Feb 3rd '20, 22:16
- Forum: Marathon Discussion
- Topic: Where can I find the Marathon special editions?
- Replies: 34
- Views: 14170
Re: Oath
"no difficulty but Total Carnage" when you miss half the enemy designs that way (is there a plugin to correct that yet?) function Triggers.init(restoring) for t in MonsterTypes() do t.major = false t.minor = false end end That won't stop the promotion of monsters that are already on the f...
- Jan 22nd '20, 03:29
- Forum: Aleph One Discussion
- Topic: Lightmapping (Optional)
- Replies: 12
- Views: 5735
Re: Lightmapping (Optional)
coloured and/or dynamic lighting: good idea mentioning that along with crouching and jumping in the same sentence: bad idea ranting at the void because you want people to do things for you: very bad idea sure, some lighting effects would be great, but remember we only have 1-3 people kind enough to ...
- Nov 27th '19, 05:46
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Thanks for testing it out! Yes, I noticed a huge cluster can form in the northeast corner of the ringing hallway, but I've been able to get through without harming anyone. I've been considering tightening things up in a few places, by going to 1 WU wide, 2 polygon wide corridors, but mainly for uppe...
- Nov 24th '19, 08:19
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
A tiny little update after so long, but an important one: I've addressed monster balance and corridor width on Bob-B-Q. I say, I have had a LOT of fun playtesting this, fighting the Pfhor alongside the Security Detachment. It is possible to fail to save enough humans on Normal, and you'll have to ap...
- Oct 25th '19, 08:18
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
What I was thinking was making all projectiles on a vacuum level silent, and then using Lua to handle the noise. That's a neat idea about replacing the projectile, though. Personally I'm happy with the way I have it set up now. While it might be more realistic to have no sound, it's more fun to at l...
- Oct 24th '19, 12:27
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
That would be a neat effect - to increase attenuation, so near explosions produce a small sound and far ones are silent. Unfortunately, I don't think that's possible as you propose. If, as Aaron has requested of A1, that lua could specify the volume at which a sounds is played, totally, but as it is...
- Oct 20th '19, 10:29
- Forum: Aleph One Discussion
- Topic: [question] Jump, but only a limited height
- Replies: 28
- Views: 10981
Re: Jump, but only a limited height
That will allow any player to jump as long as player 0's health is above 10 which is probably not what you're going for. You're already in the loop, so use p.life instead of Players[0].life If you want to limit the vertical amount, I'd start with reducing how much you're accelerating the player. The...
- Oct 13th '19, 07:56
- Forum: Projects
- Topic: Marathon 1 Redux
- Replies: 437
- Views: 307763
Re: Marathon 1 Redux
Alas, last weekend's efforts were for naught as someone I attempted to rope in flaked out on me, but this weekend I did a quick revision of Smells Like Napalm: • Monster population adjusted • Opening room sports a jump pad • BoBs fighting wasps out of view • Infinite randomly-located tiny wasps inst...
- Oct 12th '19, 21:36
- Forum: Aleph One Discussion
- Topic: Marathon Aleph One ports for Switch?
- Replies: 7
- Views: 3811
Re: Marathon Aleph One ports for Switch?
I've never heard of a Switch until now, and given the pace of console development, I expect it'll soon be eclipsed by the next thing. As much as Marathon might benefit from exposure, multiple generatinon of consoles have come and gone over Aleph One's history and it would seem futile to devote what ...
- Oct 4th '19, 04:23
- Forum: Welcome
- Topic: Thank God it's you!
- Replies: 4
- Views: 7931
Re: Thank God it's you!
Sounds like you've got some terrible directions. You're right, the correct way to launch a scenario in Linux is to point the executable in /usr/local/bin (which shouldn't require typing out, I just enter alephone scenariopath/ into the terminal) to the scenario folder. Anything telling you to put an...