$0010 | handles glue like marathon 1
$0020 | the floor is lava
_environment_m1_weapons = 0x0400
Pfhorrest wrote:You might be interested in looking at how Eternal handles weapon pickups adding to ammo if you want that behavior in arbitrary ways and not just on TC like in M1.
treellama wrote:You're looking for. I forget why it's a map flag and not a physics flag
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_environment_m1_weapons = 0x0400
_monster_can_grenade_climb = 0x80000000
ravenshining wrote: but for off-duty self-defense, undercover work, or as a fallback, rather than being strictly for "active duty field personnell."
General-RADIX wrote:Trying to start a new game (either by just clicking "New Game" or ctrl+shifting) gets me the following error:Clicking "Retry" just crashed A1. I hit "Ignore" two times (replace "bitmap" with "primary_colors" and I think "secondary_colors") to no results; going back and disabling the weapons plugin did nothing, either.Spoiler:
PerseusSpartacus wrote:I like how this project is coming along - I think I'll start toying around with some ideas of how to help out; maybe some artwork?
PerseusSpartacus wrote:I'm particularly fond of the work done by Tobacco and Chibi-usa; largely faithful to the originals, but with a nicer, more modern sound. In my opinion, Tobacco has some particularly nice remakes of Fat Man, Leela and Rushing, while Chibi-usa does a good job updating Aliens Again and New Pacific Reprise.
PerseusSpartacus wrote:I strongly approve of arming some of the BoBs - it's rather demoralizing to run around protecting a bunch of useless whiners who scream the same thing over and over again. They really should learn to help themselves!
PerseusSpartacus wrote:I also rather like the idea of making the platforms on Colony Ship telescopic - I can totally picture that, and in my mind's eye at least, it looks amazing!
CluckyInventor wrote: this reason, you should encounter more BoBs wielding .25 ACPs than Tech.10s. Say, a 3:1 ratio. Throw in a few BoBs who spent the extra buck for a fancy weapon for some extra spice but leave most armed BoBs with more standard .25 ACPs.
HelviusRufus wrote:Possible more realistic would be the .25 is just the standard issue and everybody gets one. If the person has an MOS that requires more firepower, such as a security officer who would be actively engaging nefarious miscreants, then an appropriate weapon is issued.
ravenshining wrote:Glad to hear it! I welcome any assistance. What sort of art do you do?
The Hound moved quite fast but could not climb stairs and only had a melee attack. Hounds acted a lot like piranhas, guarding low spots on a map and wandering off when they couldn’t attack the player any longer.
philtron wrote:4) I didn't like how some of the BioCore pits cause damage when you touch their floor. Felt like punishment for exploring (thought there'd be ammo at the bottom), which was especially harsh since there's no shield chargers between then and the "ambush" at the end of the level.
philtron wrote:5) Some of the sprite placement seems sloppy. Melee Fighters have trouble dropping off ledges when they're blocked by a "fence" of sprites, so they just pace back and forth and I shoot them from afar. I wouldn't use spirtes in combat areas because its hell on the monster pathfinding.
philtron wrote:G4 Sunbathing:
1) I think the sound needs some work. I didn't hear any gun sounds at all, except for the Fusion Pistol overcharged beeping. I'd prefer to at least hear muffled sounds. I think also total ambient silence was a bit grating. I think some ambient "astronaut breathing" would be good along with some "Jjaro creaking" ambience.
philtron wrote:There was an unfinished mod that did Vacuum sounds really, really well. I forget what it was called, but you could actually float through space from one ship to another, and the Marathon was old and dilapidated and falling apart; it did some neat tricks like having "vacuum" actually be a clear liquid so you could actually use airlocks to enter and exit ships and the gravity would "change".
Anyone remember what that mod was called?
philtron wrote:2) Can't think of much else to say. If you were interested in making architectural changes, those identical, long straight, empty hallways could probably use some pillars, changes in floor/ceilling elevation, shelves, or something.
philtron wrote:The problem with every Marathon mod that included the Pfhor staff is that it shares the same exact gameplay niche as the fists, and because the staff is usually faster, it makes the fists redundant and obsolete.
philtron wrote:Trooper gun: I get that it fires grenades faster, and maybe the bullets faster (?),but it's just a faster AR.
philtron wrote:Staff: I like the idea of adding recoil to the staff, but the backwards-recoil of the melee and the forwards-recoil of the ranged seems counter-intuitive and a little off.
ravenshining wrote:Thank you, Philtron! These kinds of posts are wicked helpful.
I'm sorry to hear that. Did you skim through the terminal and miss Leela telling you that The BioVent core's macerators are still running, so stay off the bottom if you must venture through them.? The tunnels between them are 2 WU high, and should be easy to swim through without ever touching the bottom.
Are you sure your volume isn't just too low?
Return to Marathon, perhaps? I'll have to check it out.
I think you are right. In the first couple versions, you had two shots per staff. People complained, I upped it to four shots, people still wanted more, and now it's 13 melee / four ranged.
That said, I'm more than willing to nerf it's final form!
philtron wrote:Trooper gun: I get that it fires grenades faster, and maybe the bullets faster (?),but it's just a faster AR.
...that fires in vacuum and under liquids.
I don't like burst fire for either weapon - if the Pfhor don't get it, neither should you
If I reduce the SMG error from 9 to 8 or 4, it will result in a strange, = shaped pattern that will never hit exactly where it is aimed, but have a tighter grouping.
philtron wrote:It always seemed pointless that the switch in there turns on and off the light. Why would it be set up like that? What is it lighting up?
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