Search found 1203 matches

by The Man
Mar 8th '24, 22:53
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 518666

Re: Eternal X 1.2

Preview 6 has been released; see our website , development page , and Simplici7y page . It is the first update in over a year and includes several major new features: A new in-game menu system for toggling several optional features, many of which are new. See page 2 of the game manual for instructio...
by The Man
Mar 27th '23, 23:38
Forum: Editors, Emulation, Etcetera
Topic: Lua Help - Sides and Lines
Replies: 3
Views: 3913

Re: Lua Help - Sides and Lines

No problem. 1. pairs() breaks film replays even for single-player maps, so you should still avoid it. Basically, there are non-Aleph One uses for which it might be acceptable to use pairs() , but you should never do it in an Aleph One script. 5. If you don't ever change the map, you'll get the same ...
by The Man
Mar 23rd '23, 09:51
Forum: Editors, Emulation, Etcetera
Topic: Lua Help - Sides and Lines
Replies: 3
Views: 3913

Re: Lua Help - Sides and Lines

first off: never, ever, ever use pairs() in an Aleph One script. it’s horrifically broken and will fuck up network games, film playback, and probably more (its biggest problem being that there’s no guarantee it will ever sort its data the same way on two machines or twice in a row, which to my under...
by The Man
Feb 10th '23, 01:25
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

Apparently you should post the details tab from your screen. This might be true of all of those errors, not sure. Might make sense to just copy & paste, if it’ll let you.

Also you might want to run sfc.exe if it’s the same thing as this error, but I have no idea whether it is or not.
by The Man
Feb 9th '23, 04:37
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

I’ve passed this on. Will report back if anyone is able to figure anything out.
by The Man
Feb 8th '23, 22:40
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 518666

Re: Eternal X 1.2

Preview 5 is out . The major changes mostly fall into two categories: Fixes to several major bugs, including: Occasional crashes in six different levels (“To Sleep, Perchance to Dream”, “The World Is Hollow”, “The Land in the Sky”, “Floating in the Void”, “We Met Once in the Garden”, “Where Giants ...
by The Man
Feb 8th '23, 22:32
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

One of the Aleph One devs is suggesting that you should check your application event viewer and report back with the results.
by The Man
Feb 8th '23, 22:29
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

No idea then. I should note that I tested the 2006 Tempus in 1.6.1 on Windows 10 just now. Works fine. https://cdn.discordapp.com/attachments/1045793794446065667/1072998877604618460/image.png Have you tested the trilogy? I’m assuming you included that in “most other games”, but I want to be certain.
by The Man
Feb 8th '23, 21:41
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

Tempus Irae has its own preferences, so deleting "Aleph One Preferences" won't do anything. You’d need to delete "Tempus Irae Preferences" in said folder. But if you removed the entire folder and it still didn’t load, then I’m stumped.
by The Man
Feb 8th '23, 02:00
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

Try deleting (or at least renaming) your preferences for both scenarios. My guess is they’re both corrupt. See https://github.com/Aleph-One-Marathon/a ... -Locations for the locations.
by The Man
Feb 7th '23, 23:16
Forum: Aleph One Discussion
Topic: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil
Replies: 12
Views: 4418

Re: Aleph One 1.6.1 doesn't work with Tempus Irae and Evil

I just loaded both of them in Aleph One 1.6.1 without a hitch. I suggest downloading fresh copies; yours may have gotten corrupted somehow. You may also want to run a hard drive scan to check for other corrupted sectors and possibly a malware/antivirus scan to rule that out as a cause for the corrup...
by The Man
Feb 7th '23, 18:11
Forum: Artwork and Music
Topic: See You Starside: The Marathon Soundtrack Reimagined
Replies: 0
Views: 622

See You Starside: The Marathon Soundtrack Reimagined

Direct downloads (Ogg Vorbis for in-game use, FLAC for everything else): https://1drv.ms/u/s!AuD0MykSsmaRph-QWQl1PmXFYmsh?e=qrMk9B Simplici7y: https://simplici7y.com/items/see-you-starside-the-marathon-soundtrack-reimagined Listen on YouTube: https://youtu.be/bRiDh3PziWU Album liner notes: https://...
by The Man
Feb 7th '23, 16:20
Forum: Marathon Discussion
Topic: I made much of the music for Marathon Trojan and just found some of the original .mid files!
Replies: 4
Views: 1418

Re: I made much of the music for Marathon Trojan and just found some of the original .mid files!

I attached the original MIDI files if you want to have a go. Mostly quoting this so you’ll (hopefully) get notified. I have in fact started remixing these. I’m not 100% sure that this one is done yet, but this is what I’ve got so far (created in GarageBand using mostly EastWest ComposerCloud+ voice...
by The Man
Nov 27th '22, 02:45
Forum: Aleph One Discussion
Topic: Will there be Aleph One 1.6 ?
Replies: 2
Views: 1808

Re: Will there be Aleph One 1.6 ?

Given the commit to the GitHub from about five minutes ago with the description “version 1.6 (2022-11-26)”, I’d say the answer is “yes, in the very near future.” (Though it might end up being released tomorrow or something, owing to weirdness with app signatures.)
by The Man
Nov 24th '22, 08:27
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 518666

Re: Eternal X 1.2

Eternal 1.3 Preview 4 has been released: http://eternal.bungie.org/development/ This is the first new update in almost five months. New features since Preview 3 include, but are probably not limited to: A massively expanded soundtrack that now runs for more than four and half hours and includes wor...
by The Man
Oct 31st '22, 17:27
Forum: Projects
Topic: Hellpak Vol. 1: Not Recommended by Doctors
Replies: 2
Views: 1425

Re: Hellpak Vol. 1: Not Recommended by Doctors

We have, unfortunately, had to release a patch due to a couple of bugs that slipped through the cracks during testing, as explained in the documentation, which you should very definitely read. You can find the new version at Simplici7y . If you wish to resume your save from the previous version, you...
by The Man
Oct 30th '22, 20:00
Forum: Projects
Topic: Apotheosis – Rebuild
Replies: 116
Views: 31675

Re: Apotheosis – Rebuild

It’s quite simple; it’s just a Lua script that starts or stops the music when a given event happens – usually when a specific platform activates.
by The Man
Oct 25th '22, 17:28
Forum: Projects
Topic: Hellpak Vol. 1: Not Recommended by Doctors
Replies: 2
Views: 1425

Hellpak Vol. 1: Not Recommended by Doctors

I am pleased to announce the release of Hellpak Vol. 1: Not Recommended by Doctors . Hellpak is probably best described as an anthology of 30 weird challenge maps (plus a hub level) created by seven different mappers with a goal of breaking the mold of traditional Marathon content. Hellpak is design...
by The Man
Oct 24th '22, 18:31
Forum: Projects
Topic: Apotheosis – Rebuild
Replies: 116
Views: 31675

Re: Apotheosis – Rebuild

Are there any plans to create a version of the Alternate HUD that is compatible with Apotheosis X? I know that many people (myself included) prefer to play using that, so just asking. Someone made one for Rubicon X as an example: https://simplici7y.com/items/hi-res-floating-hud-for-rubicon-x See if...
by The Man
Oct 20th '22, 19:23
Forum: Marathon Discussion
Topic: Marathon Futility
Replies: 4
Views: 1676

Re: Marathon Futility

It's only unusable if you're not extracting them on a classic Mac or an emulator thereof. There are guides to setting up SheepShaver and Basilisk II somewhere in one of these forums. I'd find it, but I have to be somewhere in half an hour. If you ask nicely, someone may extract it for you. I don't e...
by The Man
Oct 8th '22, 13:43
Forum: Marathon Discussion
Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
Replies: 37
Views: 8360

Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread

No problem. Though we should also be thanking Wrk for creating them and putting them up. :p And, come to think of it, I think Hopper and Irons created a lot of the scripting stuff Wrk used for the images and terminals respectively.
by The Man
Oct 8th '22, 13:10
Forum: Marathon Discussion
Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
Replies: 37
Views: 8360

Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread

When do the Apotheosis map screens get uploaded to Lhowon.org? Probably not anytime soon; it hasn’t been updated in ages. (The Eternal maps are still version 1.1 , to give an indication of how old long ago it was.) But you might find this of use: https://lochnits.com/marathon/scenarios You’re welco...
by The Man
Oct 4th '22, 02:27
Forum: Projects
Topic: Apotheosis – Rebuild
Replies: 116
Views: 31675

Re: Apotheosis – Rebuild

I probably drew that map 10 times over, but the underlying level progression remained the same through each, as I thought it was a winner. Can vouch for this. I played an earlier version (you can find a video of it on my channel) that had the exact same level progression. I think hyper remade it li...
by The Man
Oct 2nd '22, 09:50
Forum: Projects
Topic: Apotheosis – Rebuild
Replies: 116
Views: 31675

Re: Apotheosis – Rebuild

I'll also mention that we rarely cut frames, outside of certain death and firing animations where it was the logical way to suggest sudden movement. For the majority of the animation, we hand keyed every. damn. frame. Exhausting but totally worth it considering you see the animations play on loop f...