Search found 1946 matches

by Wrkncacnter
Mar 12th '19, 17:07
Forum: Projects
Topic: Marathon 1 Redux
Replies: 437
Views: 308601

Re: Marathon 1 Redux

Clearly someone should write one in ocaml.
by Wrkncacnter
Mar 12th '19, 00:17
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

OK, so I had to put out a new update because people that started a game on 1.0, upgraded to 1.1, and continued their saved games were not able to complete the game. If you're still playing through a saved game that you started on 1.0, you should get the update http://simplici7y.com/items/aleph-one-p...
by Wrkncacnter
Mar 8th '19, 19:43
Forum: Projects
Topic: VAST - A Marathon-inspired FPS
Replies: 39
Views: 19914

Re: VAST - A Marathon-inspired FPS

Lion O Cyborg wrote:
xanderdavis wrote:entire first post
... other questoins that have already been asked and answered
This whole post was stupid.
by Wrkncacnter
Mar 7th '19, 15:25
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

Yeah, I've seen that too. I think I have sentinels taking up a full WU in the physics, so I'm not sure how this is happening. I don't know how to fix it.

Glad to hear you're enjoying it.
by Wrkncacnter
Mar 5th '19, 15:36
Forum: Marathon Discussion
Topic: Intending to start Eternal Tour of Duty soon
Replies: 22
Views: 10944

Re: Intending to start Eternal Tour of Duty soon

Lion O Cyborg wrote:W'rkncacnter suggested it could be issues with controller detection, which is why mouselook in PID A1 is off by default.
No.
by Wrkncacnter
Mar 4th '19, 23:48
Forum: Marathon Discussion
Topic: Intending to start Eternal Tour of Duty soon
Replies: 22
Views: 10944

Re: Intending to start Eternal Tour of Duty soon

One thing about AOPID (which is the only scenario working for him), the mouse aiming is disabled by default. I mention that in case it's relevant, because of the controller related issues in the log file.
by Wrkncacnter
Mar 4th '19, 06:19
Forum: TCBY
Topic: Raycaster Chattering V2
Replies: 22
Views: 10066

Re: Raycaster Chattering V2

I have limited experience ray casting, and the only time I've done it, it was a little buggy. In a game of POWERS, the ray I was using went right through a closed door. I don't think that was supposed to happen.
by Wrkncacnter
Mar 3rd '19, 04:57
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

I just updated AOPID to 1.1: http://simplici7y.com/items/aleph-one-pathways-into-darkness. If you're currently playing through the game, you can update and just continue to use your saved game. It's got a bunch of bug fixes or changes to make it match closer to the original. There are a few other ty...
by Wrkncacnter
Mar 2nd '19, 19:26
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

:)

Thanks for helping me with the fog shaders. You wouldn't have wanted to see the ugly hack I was using before that.
by Wrkncacnter
Feb 25th '19, 04:18
Forum: Projects
Topic: Marathon 1 Redux
Replies: 437
Views: 308601

Re: Marathon 1 Redux

I don't know why you guys are being so hard on MoppyPuppy. He's one of my favorite Pfhorums members.
by Wrkncacnter
Feb 25th '19, 01:41
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

Yeah, I've seen that and unfortunately that's just a bug with alephone's renderer. Possibly the geometry of the levels exacerbate the issue, I'm not sure, but I've definitely seen it happen in other scenarios on a somewhat regular basis. I think in general it seems to mostly happen early on in the g...
by Wrkncacnter
Feb 25th '19, 00:22
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

Hey doc, do you mind if I include your icon in the next version of AOPID? I've already got several fixes based on experiences people have had, and other things I noticed, so I'll probably be releasing an update somewhat soon. Also, if anyone has tried this and found any bugs or inconsistencies with ...
by Wrkncacnter
Feb 24th '19, 21:38
Forum: Aleph One Discussion
Topic: Lua filepath changes in 1.3b?
Replies: 23
Views: 8530

Re: Lua filepath changes in 1.3b?

Yes, looks like globals (including functions) are shared for any scripts in each of the four separate Lua states (level embedded, net script, solo/console, and stats). So any embedded Lua can access other embedded Lua globals, but, for instance, you can't access embedded globals from a net script. ...
by Wrkncacnter
Feb 24th '19, 03:33
Forum: Projects
Topic: Need Help Converting M1 Scenario
Replies: 10
Views: 5039

Re: Need Help Converting M1 Scenario

I wonder if they made weird edits to the m1 executable the same way they did for M2. If you install the win95 version of trojan, it gives you a specific executable. If you just drop the normal marathon 2 windows executable in the trojan directory and try to use that, things don't work right. That's ...
by Wrkncacnter
Feb 19th '19, 16:53
Forum: Aleph One Discussion
Topic: Lua filepath changes in 1.3b?
Replies: 23
Views: 8530

Re: Lua filepath changes in 1.3b?

To make changing and testing code easier, I had a bash script set up for AOPID that would just copy the .lua files from a git repo to all of the map directories, and then it would call the command line atquem to do the merge. Not sure what your setup is like, but that worked amazing for me. You can ...
by Wrkncacnter
Feb 19th '19, 15:55
Forum: Aleph One Discussion
Topic: Lua filepath changes in 1.3b?
Replies: 23
Views: 8530

Re: Lua filepath changes in 1.3b?

AOPID uses many separate lua files merged into each map. Works great.
by Wrkncacnter
Feb 17th '19, 20:49
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

Thanks, I like the icon.
by Wrkncacnter
Feb 16th '19, 22:51
Forum: Projects
Topic: AlephOne: Pathways Into Darkness
Replies: 39
Views: 18584

Re: AlephOne: Pathways Into Darkness

Good news everyone! The scenario nobody wanted is now available! http://simplici7y.com/items/aleph-one-pathways-into-darkness This is a complete port of Pathways Into Darkness to Aleph One. You no longer need a mac to play this game. In case anyone doesn't know what that is, it is a little different...
by Wrkncacnter
Feb 14th '19, 06:43
Forum: Mapping
Topic: Mararthon: Yuge / YugePax
Replies: 231
Views: 318329

Re: Mararthon: Yuge / YugePax

The Yuge Definition Textures from the bigly box set are now available on simplici7y!!!!!!!
http://simplici7y.com/items/yuge-definition-textures
Experience Yuge like never before.
by Wrkncacnter
Feb 11th '19, 22:32
Forum: Mapping
Topic: How do I compile Weland 1.4.4?
Replies: 25
Views: 11115

Re: How do I compile Weland 1.4.4?

I don't know why you're so angry. Never did it say anywhere that the visual mode plugin was meant to be used to texture maps. It's exactly what it sounds like: a mode that has visuals, and it was originally ported over from JUICE. You only have yourself to blame for any ridiculous expectations you m...
by Wrkncacnter
Feb 11th '19, 20:49
Forum: Mapping
Topic: How do I compile Weland 1.4.4?
Replies: 25
Views: 11115

Re: How do I compile Weland 1.4.4?

rekt
by Wrkncacnter
Feb 11th '19, 16:19
Forum: Mapping
Topic: How do I compile Weland 1.4.4?
Replies: 25
Views: 11115

Re: How do I compile Weland 1.4.4?

Try compiling weland itself first. I think that makefile is probably set up to compile on mac if TL says it works the same as linux. If you get that working, you've got the compilation process working. If you want to compile the plugins themselves, you'll probably have to edit the makefile, because ...
by Wrkncacnter
Feb 11th '19, 15:37
Forum: Mapping
Topic: How do I compile Weland 1.4.4?
Replies: 25
Views: 11115

Re: How do I compile Weland 1.4.4?

If no one posts, it's because they have nothing to say. You posting multiple times isn't going to change that.
by Wrkncacnter
Feb 6th '19, 00:19
Forum: Mapping
Topic: Mararthon: Yuge / YugePax
Replies: 231
Views: 318329

Re: Mararthon: Yuge / YugePax

You've got a typo in your title.
by Wrkncacnter
Feb 5th '19, 19:36
Forum: Mapping
Topic: Mararthon: Yuge / YugePax
Replies: 231
Views: 318329

Re: Mararthon: Yuge / YugePax

Potato quality camera here, but hey, at least you didn't destroy the box. If we're grading on a curve, that gives you an A. Nice job. You would have gotten an A+ if you went for the full 2 hours.