Search found 6075 matches
- 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.
- 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
- 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...
- 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.
- 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...
- 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.
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.
- 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...
- 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.
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.
- 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.
- 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.
I will try to get a new build ready. Releasing Mac apps is much more difficult now than it was in 2008, unfortunately.
- 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.
- 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...
- 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)
(Fwiw your screenshots are either tiny, or so huge I can only see less than half of the screen)
- 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 ...
- 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.
- 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?
- 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.
- Mar 27th '20, 19:14
- Forum: Editors, Emulation, Etcetera
- Topic: Weland Loads Walls Wrong - Here's a Fix
- Replies: 1
- Views: 1816
- 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.
- 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?
edit: file two bugs?
- 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 ...
- 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.
- 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?
- 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.
- 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.