Search found 1577 matches
- Dec 5th '13, 06:59
- Forum: Aleph One Discussion
- Topic: screen keeps rotating
- Replies: 1
- Views: 1604
Re: screen keeps rotating
Intel GPUs have a built-in screen rotating hotkey. As this link explains, it is Alt-Crtl-Arrow Key http://www.wikihow.com/Literally-Rotate-Your-Computer-Screen This is probably the key combination being triggered. You can try disabling the hotkey in Intel's Graphics options. Other GPUs have screen r...
- Nov 10th '13, 22:16
- Forum: Aleph One Discussion
- Topic: Ledges and Movers
- Replies: 18
- Views: 9451
Re: Ledges and Movers
As far as c): I don't know of a way to both keep the scenery and the 3D model. My advice would be to replace scenery that is normally static with your 3D model. Then, take the sprites for the scenery you have replaced, and add them to another scenery object that is marked one view random frame. You ...
- Nov 10th '13, 04:31
- Forum: Mapping
- Topic: Ooooh Spooky
- Replies: 4
- Views: 2574
Re: Ooooh Spooky
Thanks for the clarifications on file hierarchy, treellama. I embedded the lua in the map, and put the shapes patch in the plugin. Anyways, here is the one-level scenario. Follow the instructions in the Read-me to install. http://simplici7y.com/items/seven-shades-of-wraith If anyone is interested in...
- Nov 9th '13, 03:12
- Forum: Mapping
- Topic: Ooooh Spooky
- Replies: 4
- Views: 2574
Re: Ooooh Spooky
Would someone lend some advice on how to package scenario files together? The biggest issue arises because I'm not trying to package the whole marathon shapes file with changes. If I use that, it works great. Otherwise: I tried to embed a shapes patch in the map using atque. This seems to work, but ...
- Nov 1st '13, 00:32
- Forum: Mapping
- Topic: Ooooh Spooky
- Replies: 4
- Views: 2574
Ooooh Spooky
Happy Halloween Everyone! I am making a small, one map scenario with some Pathways into Darkness inspired features. Due to its Halloween theme, I was trying to have it out by today, but the mapping is taking longer than anticipated. Expect it within a week. Take care, and don't eat too much candy! S...
- Oct 23rd '13, 23:54
- Forum: Artwork and Music
- Topic: PiD poster
- Replies: 11
- Views: 8273
Re: PiD poster
I definitely enjoy the colors and maze. The splatter/grime on the final circle is a nice touch. As a critique, it kind of bothers me how most of the mazes are confined below the boundaries of the temple above. I think it might look a bit better with within an upside down triangular confinement. That...
- Oct 23rd '13, 04:23
- Forum: Aleph One Discussion
- Topic: Beta bugs
- Replies: 30
- Views: 12742
Re: Beta bugs
Arrrr
Wow, tough crowd...I have attached something more suitable to your liking.
Wow, tough crowd...I have attached something more suitable to your liking.
- Oct 22nd '13, 20:14
- Forum: Aleph One Discussion
- Topic: Beta bugs
- Replies: 30
- Views: 12742
Re: Beta bugs
I cleared out my Aleph One Documents folder, erased the userApp/Local preference file, and made a bare minimum Aleph One folder to no noticeably change. Non-plugin mml sound replacements work fine for the last stable 1.0 build, but not for 1.1b3. With the attached plugin you can just run straight fo...
- Oct 22nd '13, 03:37
- Forum: Aleph One Discussion
- Topic: Beta bugs
- Replies: 30
- Views: 12742
Re: Beta bugs
I would also like to contribute a bug.
When I load sound replacements via mml using a plugin, the sounds are not replaced. (The sounds are in Plugin/NameofPlugin/Sounds )
The behavior works properly with the last stable build. (IE, the sounds are replaced fine via mml)
Windows 7 x64
When I load sound replacements via mml using a plugin, the sounds are not replaced. (The sounds are in Plugin/NameofPlugin/Sounds )
The behavior works properly with the last stable build. (IE, the sounds are replaced fine via mml)
Windows 7 x64
- Oct 12th '13, 01:38
- Forum: Mapping
- Topic: How to make one full scenario Including Physics?
- Replies: 51
- Views: 33858
Re: How to make one full scenario Including Physics?
Since I've just discovered the Major Ouch and Minor Ouch polygon types actually exist/work. You open Weland, draw out your map and fill the polyies and then click on 'Polygon Types' from the view menu. Click on Major Ouch or Minor Ouch on the right titles, then click on the polygons to paint them wi...
- Oct 9th '13, 00:57
- Forum: Mapping
- Topic: How to make one full scenario Including Physics?
- Replies: 51
- Views: 33858
Re: How to make one full scenario Including Physics?
Here are some options as far as the sky floor. 1. Invisible enemies that damage you. You'll have to surround the desired polygon with monster impassable polygons to prevent the monsters from escape and the player won't be able to pass through them. 2. Lua; you can set a specific polygon index to dea...
- Oct 7th '13, 05:42
- Forum: Editors, Emulation, Etcetera
- Topic: Weland Doesn't Start
- Replies: 1
- Views: 1570
Weland Doesn't Start
I am having difficulty coaxing Weland 1.4.1 to start. Upon double clicking the .exe the computer churns for a while with the waiting cursor, then politely closes Weland out without a message. Trying the earlier Weland versions as far back as 1.1.2 give crash messages upon startup but otherwise fair ...
- Oct 6th '13, 07:42
- Forum: Projects
- Topic: AO Project: Blue Fingers
- Replies: 118
- Views: 80908
Re: AO Project: Blue Fingers
No, you don't need to torrent it now. Simpli7y should be a reliable host for the time being. Glad to see it uploaded by its author.
- Oct 4th '13, 21:03
- Forum: Mapping
- Topic: Questions Regarding Capability
- Replies: 2
- Views: 1880
Re: Questions Regarding Capability
Is there a way to make a certain sound play upon activating a terminal? Besides changing the default terminal entry sound, you can use Lua. Triggers.terminal_enter(terminal, player) --whenever a player starts using a terminal player:play_sound(sound, pitch) end I make no warranty that code actually...
- Oct 3rd '13, 18:07
- Forum: Projects
- Topic: AO Project: Blue Fingers
- Replies: 118
- Views: 80908
Re: AO Project: Blue Fingers
Here is the link to download:
https://docs.google.com/file/d/0B5a7hYa ... sp=sharing
I'll leave it up for around a week. Tell me if there are any problems getting it.
https://docs.google.com/file/d/0B5a7hYa ... sp=sharing
I'll leave it up for around a week. Tell me if there are any problems getting it.
- Oct 3rd '13, 09:00
- Forum: Projects
- Topic: AO Project: Blue Fingers
- Replies: 118
- Views: 80908
Re: AO Project: Blue Fingers
I still have the Windows version, though I'm not sure which version it is. (There was a 1.2 update IIRC that added rain effects). Size is about 700Mb zipped. I'll temporarily upload it somewhere later.
- Sep 23rd '13, 05:37
- Forum: The Pfhorums
- Topic: The weirdest thing ever...
- Replies: 5
- Views: 9078
Re: The weirdest thing ever...
http://pfhorums.com/viewtopic.php?p=80418#p80418
Although Marathon DS wasn't completed, iron's link would be the place to get it if you are still interested in giving it a shot.
Although Marathon DS wasn't completed, iron's link would be the place to get it if you are still interested in giving it a shot.
- Sep 10th '13, 00:21
- Forum: Artwork and Music
- Topic: Mario Mini-game.
- Replies: 3
- Views: 3621
Re: Mario Mini-game.
Well that was a very unexpected cross-over.
Good job with the motion tracking. Plus, having to avoid the other Mario characters showing up on the screen was probably tricky.
Good job with the motion tracking. Plus, having to avoid the other Mario characters showing up on the screen was probably tricky.
- Jul 29th '13, 22:03
- Forum: Editors, Emulation, Etcetera
- Topic: Aleph One apps have a lot of problems!
- Replies: 5
- Views: 2804
Re: Aleph One apps have a lot of problems!
Problems I dislike in MML: - Allow me to set faders as Boolean, that would make me happy. - Allow me to mute certain sounds. IIRC: To mute sounds you can set the sound to -1. EX: <sounds got_powerup="-1" /> Faders can be 'disabled' by setting their opacity to 0. That's pretty close to a b...
- Jul 19th '13, 04:26
- Forum: Marathon Discussion
- Topic: Marathon Durandal weapon/enemy statistics help
- Replies: 19
- Views: 10757
Re: Marathon Durandal weapon/enemy statistics help
Thanks Hopper. This is definitely better than some of the empirical attempts in the past to uncover the differences.
- Jul 14th '13, 22:56
- Forum: Aleph One Discussion
- Topic: loading gun sounds?
- Replies: 1
- Views: 1603
Re: loading gun sounds?
Loading as in bringing up weapon from the inventory or Reloading a weapon? The sound for reloading a weapon can be set in the physics file. It would be under Weapons/____/Trigger Settings using ShapesFusion or Anvil. As for bringing up a weapon: I imagine it would also be possible by using lua or ed...
- Jun 25th '13, 18:07
- Forum: The Pfhorums
- Topic: Attachments in PMs
- Replies: 10
- Views: 12152
Re: Attachments in PMs
I have no recommendation to give for a Mac OS X program. A web search will probably be more fruitful. There is WinRAR for MAC OS X as a command line, but I haven't used WinRAR without a GUI. It can however split files, assuming functionality is the same.
- Jun 25th '13, 00:49
- Forum: The Pfhorums
- Topic: Attachments in PMs
- Replies: 10
- Views: 12152
Re: Attachments in PMs
Are you against slitting the file? Many compressors allow for splitting a zip or rar over many smaller files which could fit under the 2MB limit. (http://kb.winzip.com/kb/entry/255/)
You might also try hosting the file in question on another site and posting the download link. (Dropbox for example)
You might also try hosting the file in question on another site and posting the download link. (Dropbox for example)
- Jun 22nd '13, 03:24
- Forum: The Pfhorums
- Topic: Comic Work Found Using Atque
- Replies: 4
- Views: 8012
Re: hello.
Depending how far you are in space, you could very well be many years older and already captured by aliens. Hello.