Marathon Unity

Discuss and unveil current Marathon projects.

Re: Marathon Unity

Post Oct 4th '19, 09:28

Hey Alex!

I guess this is a bit late but I just stumbled across this thread :lol:

This appears to be run fine on windows (tested against Windows 10: Build: 18362.356)

However I did run into a few issues.

-After initially loading a Shapes file it became unresponsive, but after relaunching the shapes file was still selected and everything worked fine

-Sometimes after teleporting I fall through the map geometry

-Elevators don't appear to be functioning (not sure if they should be yet or not)


This is rad though! keep it up :wub:
"Violence is the last refuge of the incompetent" -Isaac Asimov
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AnonFriction
Bellevue, WA

Post Oct 4th '19, 15:44

Don't hold your breath. It's been a year since it was worked on.
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Wrkncacnter

Post Jun 13th '20, 14:49

Shame that this is abandoned. Could've been a Daggerfall Unity-style revamp of Marathon.
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Daedalus

Post Jun 14th '20, 04:32

If I'm not mistaken some parts of this are being used in the development of a new Unity-based map editor.

I'm probably mistaken though. I usually am.
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Pfhorrest
California

Post Jun 14th '20, 14:04

In this case, though, you’re not. I’m not sure how much of the code Deram wound up using though, and Forge+ is only intended to be a map editor (though that’s not stopping someone else from potentially taking it and running with it).
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The Man
Sarasota, FL

Post Jun 20th '20, 17:40

Munity uses plane clipping to handle overlapping geometry.

I use stencil buffer portals and layers to separate the polygons that occupy the same space in unity.

Separate the polygons or groups of polygons into two or more layers and the stencil shader portals separate the polygons visually.

The portals are quads and have a stencil shader attached to do the clipping.

The enemy, scenery and items have a stencil shader attached to the sprites when inside the 5D space.

Player and enemy layers change when crossing a portal.

Player and enemy layers change to that polygons layer when entering a portal then change to default layer when exiting a portal.

The layers are not able to collide, but can collide with default layer.

Player and enemy in different layers can't attack each other unless one or both is default layer.

The stencil buffer hides the geometry and sprites when not viewed from behind a portal.

For example the map 5-D space needs 30 portals and 2 layers.
Qweasy908

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