Search found 6075 matches

by treellama
Apr 10th '20, 02:13
Forum: Aleph One Discussion
Topic: Aleph One 1.3b3
Replies: 94
Views: 63452

Re: Aleph One 1.3b3

You either need a signing certificate, or you need to disable code signing.
by treellama
Apr 8th '20, 16:15
Forum: Marathon Discussion
Topic: epic official Marathon™ gamer merch (not clickbait)
Replies: 9
Views: 6678

Re: epic official Marathon™ gamer merch (not clickbait)

Large is 26.5 inches from collar to bottom. I've washed it a few times. It's 100% cotton :(
by treellama
Apr 6th '20, 11:59
Forum: Aleph One Discussion
Topic: Aleph One 1.3b3
Replies: 94
Views: 63452

Re: Aleph One 1.3b3

Here are some developer notes for compiling in mac OS: https://github.com/Aleph-One-Marathon/alephone/wiki/Developer-Notes You should not need to install anything using Homebrew; instead, you need to copy all the frameworks into your /Library/Frameworks. There is a link to the binary frameworks, but...
by treellama
Mar 31st '20, 17:50
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

1.3b2 did not have LAA support, it's possible something is using more memory in 1.3b3.
by treellama
Mar 31st '20, 12:43
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

As I said, Aleph One doesn't support the grayscale (L) formats, and there are none that are compressed. My recommendation is to split the maps into smaller levels (remember, you're still using essentially the Marathon 2 engine), and use far fewer textures per set. Most of the textures in Eternal I'v...
by treellama
Mar 30th '20, 21:47
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

No, Aleph One doesn't support any grayscale formats (and there are no compressed grayscale formats)

No, txtr_clear is not going to do what you want. Rather than trying to work around Aleph One bugs, it's probably better to help us test and fix them.
by treellama
Mar 30th '20, 19:20
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Unfortunately there isn't. The opac_type buttons just do the same thing the engine does when you choose opac_type; it's an easier way to create transparent liquid textures. Un-premultiply alpha you probably won't ever need, it's for images that are stored with premultiplied alpha. Make normal map co...
by treellama
Mar 30th '20, 13:48
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Ah, ok. Yes, the halo removal and edge reconstruction features are for sprites. Here's a great explanation:

http://vterrain.org/Plants/Alpha/

They're not on by default, but it does remember the setting, so if you used them once, they stay on until you turn them off.
by treellama
Mar 29th '20, 19:58
Forum: Editors, Emulation, Etcetera
Topic: Flying monster melee attacks
Replies: 5
Views: 3837

Re: Flying monster melee attacks

I don't think flying monsters can melee attack. I'm not aware of any in the original game.
by treellama
Mar 29th '20, 15:11
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

I'm not able to reproduce the problem here; exporting with or without mipmaps it looks fine. Double check you have the latest (ancient) version of Aorta?

I will try to get a new build ready. Releasing Mac apps is much more difficult now than it was in 2008, unfortunately.
by treellama
Mar 29th '20, 12:17
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

And you have the sprite options (fast halo removal, reconstruct edge colors) off, for this wall texture, right? Still baffled, but I'll get it to build and figure out what's going on.
by treellama
Mar 28th '20, 20:34
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

What--how could it possibly alter the full-size texture? Unfortunately Aorta doesn't run on my Mac--while I work on a new version, can you try importing it as another format into Aorta? Maybe it's trying to gamma-correct your PNG? Aorta can display DDS files, so you should be able to tell right away...
by treellama
Mar 28th '20, 11:36
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

So mipmaps are not the problem then?

(Fwiw your screenshots are either tiny, or so huge I can only see less than half of the screen)
by treellama
Mar 28th '20, 00:25
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Here is a comparison of the original image and the first mipmap: Colors: color.png Alpha: alpha.png The rest of the chain looks correct to me as well. So, to me it looks like Aorta is creating the correct mipmaps. Are you sure 10alt.dds is the image you had trouble with? Edit: I expect this to look ...
by treellama
Mar 27th '20, 23:32
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

I’m interested in the broken DDS. With broken mipmaps.
by treellama
Mar 27th '20, 21:50
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Does under media fog work correctly for out-of-body players if you use the Shader renderer, instead of the deprecated Classic renderer?
by treellama
Mar 27th '20, 21:41
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Is there somewhere I can actually download the broken DDS file? All that's in the zip file you uploaded is a couple PNGs.
by treellama
Mar 27th '20, 19:13
Forum: Aleph One Discussion
Topic: Aleph One 1.3b3
Replies: 94
Views: 63452

Re: Aleph One 1.3b3

The Lua effect object is just an index into the pool of effects. When an effect expires that slot is then eligible for a new effect. If the Lua invalidation system is broken it could definitely point to a different effect, in the same pool slot.
by treellama
Mar 13th '20, 12:21
Forum: Aleph One Discussion
Topic: Aleph One 1.3b3
Replies: 94
Views: 63452

Re: Aleph One 1.3b3

lol

edit: file two bugs?
by treellama
Mar 10th '20, 14:56
Forum: Projects
Topic: Marathon Latino [Proyect to Translate Marathon Games]
Replies: 23
Views: 11261

Re: Marathon Latino [Proyect to Translate Marathon Games]

For example, here is the first terminal: Te he despertado de la estasis y te he teletransportado a un planeta en el que necesito que hagas unas cosas. Estás en Lh'owon, el planeta natal de los s'pht. Spanish is one of the easier languages to make work with Aleph One, since all its characters fit in ...
by treellama
Mar 10th '20, 14:47
Forum: Projects
Topic: Marathon Latino [Proyect to Translate Marathon Games]
Replies: 23
Views: 11261

Re: Marathon Latino [Proyect to Translate Marathon Games]

I have the Xbox version, I can ask for permission to release them. That would let you focus on the untranslated games.
by treellama
Mar 10th '20, 12:40
Forum: Projects
Topic: Marathon Latino [Proyect to Translate Marathon Games]
Replies: 23
Views: 11261

Re: Marathon Latino [Proyect to Translate Marathon Games]

Marathon: Durandal was already translated to French, Italian, German, Spanish, Portuguese, Japanese, Chinese and Korean by the Microsoft localization team. So why start with Marathon 2?
by treellama
Feb 28th '20, 17:52
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

Just looked and saw there's an MML setting for under media fog. That's probably the issue then.
by treellama
Feb 28th '20, 16:12
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 520021

Re: Eternal X 1.2

I don't think you can fix it. It's broken broken--don't mess with fog on a local player basis.