“Shapes File” is probably self-explanatory.
In my setup, I have “Aleph One” pointing to “F:\Games\AlephOne-20201026\AlephOne64.exe”. You’ll want to select whatever your executable file for Aleph One is. It has to be 1.4pre1 or a later build.
For “Scenario”, I’ve selected “C:\Users\Aaron\Dropbox\WMAiD Aleph One 2020-07-26”. Whatever directory you select, you want it to be a directory that you’d be able to drag and drop onto AlephOne64.exe and simply play the game. So for
Marathon Infinity, it’d be the root folder containing the shapes, sounds, map, and so on. A couple of scenarios (I’m looking at you,
Rubicon) do this differently, annoyingly enough. If you can’t drag and drop the folder onto the Aleph One app, it’s the wrong folder.
Once you’ve got those working, you’ll want to select “Edit Preferences”, and set up Vasara or VML within the game preferences to suit your taste. This will establish a completely separate preferences file, so you’ll probably have to reset your keystrokes and whatever else you want. Once you’ve done that, quit out of Aleph One. I would also recommend quitting out of Weland and then restarting your machine. This may not be necessary, but it can’t hurt.
I got that unhandled exception for a while too, and then it just stopped appearing. I thought it might’ve been caused by using files on different drives, but having looked at my preferences again, that’s obviously not the case. It’s possible that just restarting the computer was the cause. It’s also possible that I had a copy of one of the files open, and that Weland didn’t like that.
If you’re running the plugins through Aleph One directly, you need to type
into the console (accessible by pressing “\”), which will save a copy of the map in (assuming you’re using Windows 7 or later) “C:\Users\username\Documents\AlephOne”. I don’t recommend doing it this way, because it sucks. If you can get Weland’s Visual Mode working properly, it’s better by far.
There are a few things that still don’t save properly. Platforms should be in the same place they’re supposed to start the level; some of them will suffer texture misalignments otherwise (split doors are especially notorious for this; I think everyone has this happen to them several times a year if they edit maps at all). Tag switches (including wires and chip insertion switches) also won’t save properly if they differ from the state in which they start the level. The best way I’ve found to restore them to their initial state is in the console, using one of:
and replacing “x” with the proper tag number. If you don’t reset tag switches to their initial state, wires and chip insertion switches in particular may not work properly.
The only other thing I can think of is to make sure you’ve got the proper version of GTK# installed.