Search found 1841 matches
- Nov 2nd '19, 18:38
- Forum: Projects
- Topic: Mr. Project DX
- Replies: 823
- Views: 379606
Re: Mr. Project DX
Still looking awesome, as always.
- Oct 23rd '19, 20:45
- Forum: Marathon Discussion
- Topic: Marathon Survival MP
- Replies: 1
- Views: 1940
Re: Marathon Survival MP
The Discord seems to be the more usual place to arrange netgames these days:
https://discord.gg/c7rEVgY
https://discord.gg/c7rEVgY
- Sep 27th '19, 03:03
- Forum: Projects
- Topic: Let's Make A TC
- Replies: 18
- Views: 9468
Re: Let's Make A TC
I think there are maybe 2 scenarios I can think of that were completed by a single person those being Eternal and RED. Eternal wasn't completed by a single person. Even in the eight years that nothing got released, there were other people helping out here and there, or other dead scenarios being ca...
- Sep 24th '19, 23:03
- Forum: Editors, Emulation, Etcetera
- Topic: How do I add new images to terminals?
- Replies: 11
- Views: 4582
Re: How do I add new images to terminals?
I think you might be experiencing something Lia discovered: if you edit a merged map file in Vasara, it saves the terminal texts into the map file. (At least, I think that was the explanation... we had some kind of problem like that on "S'pht'ia", I think). I'm guessing you made the termin...
- Sep 24th '19, 22:10
- Forum: Editors, Emulation, Etcetera
- Topic: How do I add new images to terminals?
- Replies: 11
- Views: 4582
Re: How do I add new images to terminals?
What format is the image, and is it named with the right file suffix?
- Sep 24th '19, 21:08
- Forum: Editors, Emulation, Etcetera
- Topic: How do I add new images to terminals?
- Replies: 11
- Views: 4582
Re: How do I add new images to terminals?
Everything that would have been in the resource fork, including terminal picts, are in a "Resources" folder in the Atque merge folder structure. Inside that is a subfolder "PICT" that contains all the existing terminal picts, and any new picts you want to add need to go in there.
- Sep 10th '19, 06:04
- Forum: Aleph One Discussion
- Topic: Marathon Eternal Crashes
- Replies: 15
- Views: 7185
Re: Marathon Eternal Crashes
They're turned off initially, as are most all of the switches on the level, but that's a feature, not a bug. There's a way to turn them all on.
- Sep 9th '19, 17:20
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Thanks Aaron, could you please make sure to note that and any other typos or whatever you might find on the Github Issues page? That's where I've been noting everything found during the Let's Play.
- Sep 5th '19, 01:57
- Forum: Artwork and Music
- Topic: Some Marathon art I drew
- Replies: 14
- Views: 9992
Re: Some Marathon art I drew
I apparently missed this thread when it was new, but yeah, these are good and fun and I'd love to see a Marathon comic made in this style.
- Sep 5th '19, 01:52
- Forum: Projects
- Topic: whither Traxus? and other changes
- Replies: 6
- Views: 4490
Re: whither Traxus? and other changes
I just want to say hi and welcome back. Sounds like everyone else has everything else covered already. Oh actually, speaking of Eternal, a currently-ongoing thing that's about to end is Rampancy.net's Let's Play Eternal 1.2 which should have its final episode (with me and possible some of the codeve...
- Sep 4th '19, 17:23
- Forum: Aleph One Discussion
- Topic: Marathon Eternal Crashes
- Replies: 15
- Views: 7185
Re: Marathon Eternal Crashes
The liquids thing (stripey transparency, right?) has been observed by at least one other Windows user who turned down their texture quality to avoid crashing Aleph One.
- Sep 4th '19, 05:10
- Forum: Aleph One Discussion
- Topic: Marathon Eternal Crashes
- Replies: 15
- Views: 7185
Re: Marathon Eternal Crashes
That's a known bug on the to-do list to be fixed, but thanks for letting us know. :-)
- Sep 3rd '19, 17:23
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Thanks for investigating that! I haven't even had a chance to finish watching the stream yet. I'll add your comments here to the buglist.
- Aug 16th '19, 16:58
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
That is a neat idea, and I like the idea that no manual retexturing would be necessary (though I don't completely understand how that works), but I think if we were to implement it, I would want to create the variant switches myself for complete consistency between all the textures and so that they ...
- Aug 16th '19, 04:20
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Whoa, that looks awesome! Thanks again! There aren't actually separate day/night versions of the Pfhorscape used in the scenario, just the ambiguously twilightish one and a pink-tinted version of it used for some force field effect that Goran invented for A Friend In Need, so I'm sure I can just add...
- Aug 12th '19, 21:03
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Thanks for the report! I've added that to the buglist on Github, which BTW is here:
https://github.com/Pfhorrest/Eternal/issues
https://github.com/Pfhorrest/Eternal/issues
- Aug 9th '19, 21:29
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Thanks so much! I especially like the look of her shields.
- Aug 3rd '19, 21:41
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
I’ve started noting things like that on the Issues tab of the Eternal github page. It’d probably be beat if we all started using that to keep track of our to-dos.
- Aug 3rd '19, 18:35
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
New render looks great, Tacticus! And your pic is cool too, Radix. :-) I have no objections to your suggestions if you want to implement them, Lia. (And now I'm vaguely remembering some other suggestions that came up in previous streams that I'm worried will be lost to the mists of time. Something a...
- Aug 2nd '19, 03:53
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Sorry to hear you haven't been feeling very well, but thanks for continuing work on this! I haven't have time to put everything together into a working in-game sprite yet, but I have a few comments looking at just the PNGs. I hadn't really noticed the actual hair before in the earlier renders, but n...
- Aug 1st '19, 19:09
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
I'm sorry to say I'm not super keen on the idea. In another setting it's a good concept to explore, but it feels like it would be kind of tacked on if it was worked in to Eternal, and also subvert the intended vision of the Stage 1 Jjaro as the utopian height of galactic civilization, the fall of wh...
- Jul 31st '19, 22:29
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
If Tacticus were willing to make some Jjaro-Bobs, I would completely welcome their inclusion throughout chapter 5, and I think that would be a huge improvement. I actually had a whole thing planned out for new Bobs and player models throughout the game, designed in relation to each other in a way th...
- Jul 30th '19, 15:13
- Forum: Editors, Emulation, Etcetera
- Topic: Workflow for mapping
- Replies: 14
- Views: 6129
Re: Workflow for mapping
Sounds mostly correct, except that I wouldn't call MML a programming language (it's just static markup like plain old fashioned HTML), and also for that high-res texture step, you'll probably want to convert your high-res textures to DDS using Aorta.
- Jul 28th '19, 16:23
- Forum: Aleph One Discussion
- Topic: M1 player doesn't scream when he dies
- Replies: 10
- Views: 4107
Re: M1 player doesn't scream when he dies
I thought there was an intermediate version of M1A1 with the PiD intro edited out but otherwise all of the Infinity engine behaviors still in place before real M1 compatibility was implemented.
- Jul 26th '19, 16:11
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519210
Re: Eternal X 1.2
Night Lh'owon looks awesome!
The Pfhorscape should have some Pfhor ships hovering in the sky, probably, and feel free to add moons or whatever looks neat, there's nothing in particular that needs to be there, just whatever looks cool and Pfhorish.
The Pfhorscape should have some Pfhor ships hovering in the sky, probably, and feel free to add moons or whatever looks neat, there's nothing in particular that needs to be there, just whatever looks cool and Pfhorish.