Eternal X 1.2

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Re: Eternal X 1.2

Post Aug 17th '19, 06:41

Pfhorrest wrote: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


Oh, of course! These are nothing more than concept sketches, suggestions of what may be. I could make those full resolution and add bump and glow if I hated my carpal tunnels, but that wouldn't be original artwork. And I like my carpal tunnels, poor little things.

The Man wrote:Anyhow, I presume that redefining what textures are used in each set for a given switch behaviour would automatically retexture any switch that used it, though I haven’t verified this.


I'm fairly certain it does. I've dealt with this when using JUICE or Chisel to convert texture sets, and in M1R - that's how I was able to cram in nine 0.5 x 1 WU and two 0.25 x 1 unique terminal textures PLUS pattern buffers without resorting to per-level MML!
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ravenshining
Hawai'i

Post Sep 3rd '19, 06:41

Re the Narcstar and Blackogen Eternal stream Sunday last (I've Got A Bad Feeling About This):

The switch at poly 248 and the switch at poly 68 can be turned on then turned off but will not turn on again. If turned off after being turned on, the exit terminal will give the failure message.

The switch at poly 266 can be turned on then off but then on again any number of times but, as it controls the big lift, it shouldn’t be off but IF IT IS and the lift is down you can get to the exit terminal which will have the fail message but you can't get back to the switch to turn it on again because the lift isn't working.

The switch at poly 488 can be turned on and off and on again and controls the lift in the early big room that must be working to advance in the level. This switch does not affect the failure/success message.
I just play 'em; I don't know how they work.
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HelviusRufus

Post Sep 3rd '19, 17:23

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.
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Pfhorrest
California

Post Sep 9th '19, 05:30

For those who hadn’t been paying attention, Rampancy.net finished their Let’s Play of Eternal on Friday. Pfhorrest, raven, and I were all there, both in voice chat and as participants in the network game, to commemorate the occasion. The whole playlist is here.

I’ve noticed a couple of typos in various terminals, which I’ll find later. More importantly, though, the opening terminal of “Septococcal Pfhoryngitis” needs to be updated – the player no longer starts in a sewer, and the uplink chip could be in one of three locations. I suspect both of these should be noted, unless there’s some specific reason for the discrepancy. (On the chip placement count, perhaps Hathor will say that the chip got intercepted and she doesn’t know where it is or something along those lines.) This is honestly half the reason I haven’t written a lot of the Chronicles terminals yet – story details details like this change in development, and I’m certain that I would forget to update some important plot elements.

This has inspired me to do some more work on Marathon stuff, though, so maybe I’ll finish all the stuff I wanted to get done for 1.2.1 within the next couple of months.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

Last.fm · Marathon Chronicles · Marathon Eternal 1.2 · Where Monsters Are in Dreams · YouTube Vidmaster’s Challenge
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The Man
Sarasota, FL

Post Sep 9th '19, 17:20

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.
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Pfhorrest
California

Post Sep 9th '19, 17:52

The Man wrote:For those who hadn’t been paying attention, Rampancy.net finished their Let’s Play of Eternal on Friday. Pfhorrest, raven, and I were all there, both in voice chat and as participants in the network game, to commemorate the occasion. The whole playlist is here.

I’ve noticed a couple of typos in various terminals, which I’ll find later. More importantly, though, the opening terminal of “Septococcal Pfhoryngitis” needs to be updated – the player no longer starts in a sewer, and the uplink chip could be in one of three locations. I suspect both of these should be noted, unless there’s some specific reason for the discrepancy. (On the chip placement count, perhaps Hathor will say that the chip got intercepted and she doesn’t know where it is or something along those lines.) This is honestly half the reason I haven’t written a lot of the Chronicles terminals yet – story details details like this change in development, and I’m certain that I would forget to update some important plot elements.

This has inspired me to do some more work on Marathon stuff, though, so maybe I’ll finish all the stuff I wanted to get done for 1.2.1 within the next couple of months.


There's also a Hathor terminal in Chapter 4's failure plank dream where she gloats over becoming stronger than the W'rkncacnter and actually killing it: it's the one near the umbilical to the exit that doesn't work in the other dreams, but it's broken in 1.2. I can't remember if it's in 1.03 or not, but it is in 1.1.

https://steamcommunity.com/sharedfiles/ ... 1704174540
https://steamcommunity.com/sharedfiles/ ... 1704175480
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Lion O Cyborg
UK (which is IN EUROPE!)

Post Nov 30th '19, 19:59

Since I'd like Eternal 1.2.1 to come out by the end of the year, I’ve been slowly going down the list of features I'd like to implement and getting some of them done. I just got done with a big one.

Here are the remastered sounds for Marathon Eternal. This is overall very similar to my remastered Marathon Infinity sounds, but there are a couple of major differences. Most notably, all the sounds are in the 8-bit sound slot rather than the 16-bit sound slot. All of the sounds are actually 16-bit, but with one caveat, the game mostly doesn’t care. Since it doesn’t see a sound in the 16-bit slot, it just reads from the 8-bit slot if you have 16-bit sounds selected. If for some reason you have 8-bit sounds selected, I think it converts down to 8-bit on the fly, but I’m not actually sure. However, at least you will get sound rather than silence.

The big caveat is that you will need to quit and restart Aleph One after selecting this sounds file, or all the sounds will play at the wrong speed. I don’t know why this occurs, but I’m assuming it’s a memory cache issue.

The other major issue of note is that, because these are all about 6 dB quieter than you’re used to, they’ll have roughly half the perceived volume. This means you’ll need to adjust your music volume to suit your taste – but as a plus, it at least brings the proportional levels between the music and game sound effects back to roughly their original state!

Most of these are the same sounds as the Infinity remastered sounds, except, of course, those that are exclusive to Eternal (or absent from Infinity, but shared with Marathon 1 and a few other games). I’ve remade a few sounds a bit since my release of the Infinity remastered sounds (which, actually, I need to re-release for a few reasons – hopefully this will also come by the end of the year), and may make a few further revisions. Some people have commented that a few of the sounds (mostly the Fighter, Compiler, and Drone sounds) sound higher-pitched, just due to the presence of high-frequency information that wasn’t present in the originals. I may run a mild low-pass filter on them if this really bothers people, but I’ve quickly grown used to the new versions.

Anyway, let me know if there are any issues. I’ve tested these briefly in Aleph One 1.3b2 on Windows 10, but I haven’t played every sound in the game yet, nor have I tested other Aleph One versions or operating systems, so it’s possible there’s some issue I haven’t uncovered.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

Last.fm · Marathon Chronicles · Marathon Eternal 1.2 · Where Monsters Are in Dreams · YouTube Vidmaster’s Challenge
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The Man
Sarasota, FL

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