if ((static_world->mission_flags & _mission_rescue) &&
monster_index!=NONE &&
(definition->_class&_class_human_civilian))
{
dynamic_world->current_civilian_count+= 1;
}
if ((static_world->mission_flags & _mission_rescue) && (definition->_class & _class_human_civilian))
{
dynamic_world->current_civilian_causalties += 1;
}
Wrkncacnter wrote:Well, it probably wouldn't be hacky for a source port that isn't trying to match the m2 behavior exactly. You call it "fixing" it, but if the m2 source didn't work that way, some would argue you'd be breaking it.
Except a grand total of 0 levels in M2 and M∞ use the Rescue flag, and since it doesn't do anything, almost no one ever uses it ever, unless either they mistakenly think it works or are just messing around, in which case they will most likely be pleasantly surprised to see it working as advertised. Why do we even bother giving it editor support if no one is ever expected to use it? Why even have it in the engine at all if it does nothing?
Meanwhile, there are a grand total of 29 different ways that the engine has changed such that our developers saw fit to have Aleph One keep track of them for 5 different film versions, four of which are even different between M2 and M∞, and twenty-four of which are in use as of Aleph One 1.2. "We can't change how something works" seems like an awfully bogus argument.
Flippant Sol wrote:I love seeing this project progress. Focusing on M1 and making it better is the best possible thing that the surviving community can do. Unfortunately, I don't believe that M1 Redux and what I envision are one in the same. I'd go into more detail about how I would "redux" M1, but I don't want to break anyone's spirit. M1 Redux is M1 Redux. When it's finished, I will enjoy it for what it is.
#INFORMATION
***INCOMING MESSAGE FROM LEELA***
;
;You have done well.
;
;The surviving
#4Fc#O32C <
;B.O.B.> reported seeing the Pf
hor transferring some kind of large device towards Reactor Are
;a 3. From the description it must be a bomb.
;
;If a large bomb is allowed to detonate in the Engineering Section, the Marathon would be
^&2``~<Colloquialism Search Error #F9C>
We must head off the Pfhor threat to the Engineering section. I am going to send you into the primary re~Tick Count=>$Bfirst_thought$b $U#49$u.
You must clear the area of all aliens before they destroy the Primary Reactors.
~[p[]]*kc3sla/.U
***MESSAGE INTERRUPTED***
$B***JUMP PAD ACTIVATION INITIATION START***
***TRANSPORT WHEN READY***
ravenshining wrote:Well, if you'd like to tell me how I can tell A1 that my BoBs are M1 civilians using an M∞ physics model
ravenshining wrote:I was still feeling hurt over the way you brought up the whole copyright issue last night
treellama wrote:ravenshining wrote:Well, if you'd like to tell me how I can tell A1 that my BoBs are M1 civilians using an M∞ physics model
Let's start with this: what have you tried? Have you tried just setting the M1 rescue flag (with a hex editor, sorry about that) before submitting pull requests, soliciting the help of Pfhorums-goers to write Lua, etc? Because I think that's all you should need to do.
I won't accept a change to the original Marathon 2 behavior because there are so many maps out there that depend on the existing behavior. Especially when there is already a flag that makes it behave exactly the way you want. I regret that that makes you think I'm a jerk, but I accept that seems to be my lot here sometimes.
ravenshining wrote:Thank you for the encouragement.
I know there are a lot of people who have this "don't change anything!" mentality, but the only way for anything to happen is for there to be change. Otherwise, there's no reason do to anything, and if no one does anything, there's no community.
I have made a *lot* of changes in M1R, just for the sake of making changes, that are not necessarily set in stone - that's part of why I'm still calling this alpha even though in the next release you'll be able to play all the way to the canonical end. If people feel these break from the Marathon spirit, and would contribute to the project were they reverted, then I would revert them.
For example:
•the secondary fire on the SPNKR and TOZT - the few people I've tested them with online loved them, but I understand how they are rather far off canon.
•Friendly MADDs firing dud grenades, or how I've implemented them doing so
•Various alien's abilities to make short-range underwater attacks
•I think some of my writing is a bit melodramatic, and could be toned down a notch
•Radix's animé terminal art. Currently the plan is to use it as "bones" on to which I'll overlay photos and sprites, but she also provided some abstract art you may not have seen that would fit right in.
•Changes to sounds and what sounds are played when - I've gotten no feedback on this
If you do have a vision for an aspect of M1 that could be improved, updated, etc., do share even if it's different from how I am currently going about it.
ravenshining wrote:An excellent treatise, Flippant Sol. I'm too exhausted to get into specifics right now, but I largely agree with what you're saying.
Speaking of exhaustion, I should really take a break for a a week or so. Getting the conversion work done, from Arrival - Ingue Ferroque, was a big milestone, and if if the above is any indication, I should probably focus on something else for a bit so I'm not too emotionally involved. Probably should finish that motorcycle I've been working on.
That said, 0.0.11-alpha is up on Simplici7y and GitHub.
General-RADIX wrote:@Flippant Sol:As for the Pfhor and how you think they ought to look more humanoid/need more armour, I've got some redesigns that might interest you...
I only recently recovered from straining the hell out of my back, so I'm not sure I could make graphics for these if Lia approves. Might at least be able to do some movement concepts or something...
ravenshining wrote:Your first response came off to me as saying, "I don't want you to fix anything, and you shouldn't be making this project."
ravenshining wrote:As for maps depending on Rescue not working, it seems to me that they'd be few & far between, and only that way because someone goofed up making them- no one could possibly set that flag intentionally unless they mistakenly believe it actually works.
ravenshining wrote:I vaugely recall that it may be possible to set M1 mission types via hex editor, but finding documentation for stuff like that isn't easy. I really should be keeping my own library of Marathon links and documents, so many are scattered or dead these days and search engines are almost no help at all.
ravenshining wrote:I can see that setting the M1 rescue flag would trigger A1 to start keeping track of civillian and casualtiy numbers, and to evaluate whether or not to display a FAILED terminal. However, it's only looking for monsters with the M1 human civillian class, not just any BoB. From what I can see, it looks like classes in M1 and M2 are set differently? In the code I see a list of flags of the type you add together for M1 (but no idea where to find them), and just a list of classes for M2, it doesn't look like the same kind of thing but I don't really understand what I'm looking at there.
_class_human_civilian_m1 = 0x02
_class_human_civilian= 1<<_class_human_civilian_bit
ravenshining wrote:I'm still going to give myself a bit before I actually look at any of that though. This weekend I'm going to relax, ride a bike, read my Bible, and I'll come back to Marathon next week.
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