You can adjust the pitch of control panels using MML:
https://htmlpreview.github.io/?https:// ... trolpanels
Just requires a bit of reading and a text editor.
Search found 6075 matches
- Apr 12th '21, 12:11
- Forum: Aleph One Discussion
- Topic: Marathon 1 Aleph One Shield Recharges
- Replies: 3
- Views: 3206
- Apr 9th '21, 02:04
- Forum: Aleph One Discussion
- Topic: Aleph One 1.4
- Replies: 6
- Views: 4584
Aleph One 1.4
Aleph One 1.4 is available from https://alephone.lhowon.org Changes: Adds support for Lua ephemera: optional scripted effects like precipitation or gore, that can be turned on and off without affecting saved games, films, and net games Adds a new "Editor" mode that integrates better with W...
- Mar 20th '21, 13:29
- Forum: Aleph One Discussion
- Topic: Aleph One 1.4 preview 1
- Replies: 7
- Views: 4953
Re: Aleph One 1.4 preview 1
The old behavior is either the Classic mouse preset, or the same but with the acceleration box unchecked in advanced prefs, depending on whether you used to have the acceleration box checked. The prefs ought to have upgraded to those settings, but it's possible you changed them after that. The "...
- Oct 27th '20, 16:43
- Forum: Aleph One Discussion
- Topic: Aleph One 1.4 preview 1
- Replies: 7
- Views: 4953
Aleph One 1.4 preview 1
I uploaded a preview build (executables only, no data files) so you can try out the new Lua "ephemera" feature, which can be used for precipitation or other render effects; or the new "editor" feature which improves visual editing scripts like Visual Mode or Vasara. Should offer ...
- Oct 27th '20, 16:35
- Forum: Editors, Emulation, Etcetera
- Topic: weland 1.4.5
- Replies: 4
- Views: 3761
weland 1.4.5
Weland 1.4.5 has a new feature I call Visual Mode. Basically, you can go into the Weland preferences, choose an Aleph One executable (1.4 or higher required, preview build linked below), and a scenario, and then "Edit Preferences". Configure your controls and choose the Lua visual editor o...
- Sep 29th '20, 12:42
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577733
Re: Eternal X 1.2
That's a bug in Aleph One:
https://github.com/Aleph-One-Marathon/a ... issues/201
Next version will fix it.
https://github.com/Aleph-One-Marathon/a ... issues/201
Next version will fix it.
- Sep 7th '20, 21:37
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3
- Replies: 7
- Views: 4956
Re: Aleph One 1.3
I’m running a 1440p at 125% on a GTX1060 and I have no problems reaching max resolution. Make sure your Windows and drivers are up to date.
- Sep 5th '20, 01:45
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3
- Replies: 7
- Views: 4956
Re: Aleph One 1.3
And on its heels, 1.3.1 has a fix for Aleph One films with original Marathon data files, and another for wobble ceilings.
https://github.com/Aleph-One-Marathon/a ... e-20200904
https://github.com/Aleph-One-Marathon/a ... e-20200904
- Sep 1st '20, 15:25
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3rc1
- Replies: 4
- Views: 4088
Re: Aleph One 1.3rc1
Unfortunately it's one commit that fixes three bugs, only one of which you care about. Good luck sorting that out
- Aug 31st '20, 00:24
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3
- Replies: 7
- Views: 4956
Aleph One 1.3
Aleph One 1.3 is available!
https://alephone.lhowon.org
Here are the release notes:
https://github.com/Aleph-One-Marathon/a ... e-20200830
https://alephone.lhowon.org
Here are the release notes:
https://github.com/Aleph-One-Marathon/a ... e-20200830
- Aug 17th '20, 01:39
- Forum: Editors, Emulation, Etcetera
- Topic: shapefusion 0.7
- Replies: 3
- Views: 3509
- Aug 8th '20, 19:45
- Forum: Aleph One Discussion
- Topic: Aleph One 1.3rc1
- Replies: 4
- Views: 4088
Aleph One 1.3rc1
Asymptotically approaching the finish line, here is the final test build of Aleph One 1.3. https://github.com/Aleph-One-Marathon/alephone/releases/tag/release-20200807 Changes: oh gosh. Improvements to Ogg music playback quality Fixes for disappearing sprites issue Better fix for UTF-8 characters in...
- Jul 14th '20, 11:59
- Forum: Marathon Discussion
- Topic: Seeking Dade footage (or vintage netgame footage in general)
- Replies: 6
- Views: 4540
Re: Seeking Dade footage (or vintage netgame footage in gene
Sharkie Lino is a "Great of Marathon?" I have a ton of pre-internet films from LAN games at college, but never bothered to save many internet games because Aleph One film sync was broken for a long time. Somewhere here I may have a film of the *first* game we played with the new hub/spoke ...
- Jul 9th '20, 13:15
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 5258
Re: Converting old M1 content
I went back and looked, and Marathon shapes are stored as resources, so I guess one could store the shapes in the physics file. I don't know why anybody would want to do that, but scenario designers regularly create abominations I don't understand. Aleph One should accept the same file for both if y...
- Jul 6th '20, 17:16
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 5258
Re: Converting old M1 content
What makes you think the physics are in the shapes file? How would that even work?
- Jul 6th '20, 13:49
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 5258
Re: Converting old M1 content
No map modifications are necessary aside from resource fork conversion. If a level asks for song index 1, Aleph One will play 01.ogg (or 01.mp3). See Music::SetClassicLevelMusic in Music.cpp Aleph One is able to read original Marathon physics files, yep. There's no reason Trojan shouldn't work, exce...
- Jun 16th '20, 14:26
- Forum: Editors, Emulation, Etcetera
- Topic: Atque for Catalina
- Replies: 11
- Views: 7424
Re: Atque for Catalina
oh are we still doing that
- Jun 15th '20, 12:03
- Forum: Editors, Emulation, Etcetera
- Topic: Atque for Catalina
- Replies: 11
- Views: 7424
Re: Atque for Catalina
I'm already in wrk's cult. ::slices Tooncinator's neck in wrk cult pattern::
- Jun 14th '20, 01:34
- Forum: Editors, Emulation, Etcetera
- Topic: Atque for Catalina
- Replies: 11
- Views: 7424
Atque for Catalina
If you have a new Mac, you should be able to merge/split again. This is my first time notarizing/signing a binary, let me know if it works.
https://github.com/treellama/atque/rele ... 3-catalina
https://github.com/treellama/atque/rele ... 3-catalina
- May 19th '20, 21:24
- Forum: Chat
- Topic: Escape Velocity: Override kickstarter in the works!
- Replies: 4
- Views: 4929
Re: Escape Velocity: Override kickstarter in the works!
Wow, thanks for the heads-up. Backed!
- May 6th '20, 22:43
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577733
Re: Eternal X 1.2
Effects with delay call global random. Your precipitation may not use delay, but if the engine runs up against the effects limits because of precipitation and drops an effect with delay it’ll de sync.
- May 6th '20, 21:15
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577733
Re: Eternal X 1.2
Maybe it's time to admit precipitation was a cool hack for a single simple net level, but is currently unsuitable to a major scenario. Put it on the shelf, some day maybe a better Aleph One can handle it.
- May 6th '20, 20:33
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577733
Re: Eternal X 1.2
Effects in the engine use the global random number generator. If one instance has them, and another doesn't, sync is affected. If you really want to make precipitation optional (why?) you could ship two copies of the map, in which case the map identifier will keep things straight for you. But, pleas...
- May 5th '20, 12:11
- Forum: Mapping
- Topic: Atque merging old version of map
- Replies: 1
- Views: 3079
Re: Atque merging old version of map
When you save the level it goes to your local data directory: https://github.com/Aleph-One-Marathon/a ... ved-levels
- May 5th '20, 12:03
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 577733
Re: Eternal X 1.2
I don't think precipitation, as implemented, is a good idea in a plugin. It will make keeping films/net games in sync too hard for players. You need to decide: on or off for everyone. Or wait for an in-engine solution that doesn't affect the PRNG.