Search found 1841 matches

by Pfhorrest
Nov 2nd '19, 18:38
Forum: Projects
Topic: Mr. Project DX
Replies: 823
Views: 379606

Re: Mr. Project DX

Still looking awesome, as always.
by Pfhorrest
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
by Pfhorrest
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...
by Pfhorrest
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...
by Pfhorrest
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?
by Pfhorrest
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.
by Pfhorrest
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.
by Pfhorrest
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.
by Pfhorrest
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.
by Pfhorrest
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...
by Pfhorrest
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.
by Pfhorrest
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. :-)
by Pfhorrest
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.
by Pfhorrest
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 ...
by Pfhorrest
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...
by Pfhorrest
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
by Pfhorrest
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.
by Pfhorrest
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.
by Pfhorrest
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...
by Pfhorrest
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...
by Pfhorrest
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...
by Pfhorrest
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...
by Pfhorrest
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.
by Pfhorrest
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.
by Pfhorrest
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.