Search found 1946 matches
- 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.
- 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...
- Mar 8th '19, 19:43
- Forum: Projects
- Topic: VAST - A Marathon-inspired FPS
- Replies: 39
- Views: 19914
Re: VAST - A Marathon-inspired FPS
This whole post was stupid.Lion O Cyborg wrote:... other questoins that have already been asked and answeredxanderdavis wrote:entire first post
- 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.
Glad to hear you're enjoying it.
- 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
No.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.
- 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.
- 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.
- 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...
- 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.
- 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.
- 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...
- 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 ...
- 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. ...
- 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 ...
- 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 ...
- 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.
- 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.
- 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...
- 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.
http://simplici7y.com/items/yuge-definition-textures
Experience Yuge like never before.
- 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...
- Feb 11th '19, 20:49
- Forum: Mapping
- Topic: How do I compile Weland 1.4.4?
- Replies: 25
- Views: 11115
- 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 ...
- 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.
- 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.
- 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.