Search found 6075 matches

by treellama
Apr 12th '21, 12:11
Forum: Aleph One Discussion
Topic: Marathon 1 Aleph One Shield Recharges
Replies: 3
Views: 2448

Re: Marathon 1 Aleph One Shield Recharges

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.
by treellama
Apr 9th '21, 02:04
Forum: Aleph One Discussion
Topic: Aleph One 1.4
Replies: 6
Views: 3367

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...
by treellama
Mar 20th '21, 13:29
Forum: Aleph One Discussion
Topic: Aleph One 1.4 preview 1
Replies: 7
Views: 3576

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 "...
by treellama
Oct 27th '20, 16:43
Forum: Aleph One Discussion
Topic: Aleph One 1.4 preview 1
Replies: 7
Views: 3576

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 ...
by treellama
Oct 27th '20, 16:35
Forum: Editors, Emulation, Etcetera
Topic: weland 1.4.5
Replies: 4
Views: 2781

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...
by treellama
Sep 29th '20, 12:42
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 517599

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.
by treellama
Sep 7th '20, 21:37
Forum: Aleph One Discussion
Topic: Aleph One 1.3
Replies: 7
Views: 3599

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.
by treellama
Sep 5th '20, 01:45
Forum: Aleph One Discussion
Topic: Aleph One 1.3
Replies: 7
Views: 3599

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
by treellama
Sep 1st '20, 15:25
Forum: Aleph One Discussion
Topic: Aleph One 1.3rc1
Replies: 4
Views: 2997

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 :)
by treellama
Aug 31st '20, 00:24
Forum: Aleph One Discussion
Topic: Aleph One 1.3
Replies: 7
Views: 3599

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
by treellama
Aug 17th '20, 01:39
Forum: Editors, Emulation, Etcetera
Topic: shapefusion 0.7
Replies: 3
Views: 2595

shapefusion 0.7

Now you can ShapeFusion in mac OS Catalina!

https://github.com/treellama/shapefusion/releases
by treellama
Aug 8th '20, 19:45
Forum: Aleph One Discussion
Topic: Aleph One 1.3rc1
Replies: 4
Views: 2997

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...
by treellama
Jul 14th '20, 11:59
Forum: Marathon Discussion
Topic: Seeking Dade footage (or vintage netgame footage in general)
Replies: 6
Views: 3355

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 ...
by treellama
Jul 9th '20, 13:15
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 3835

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...
by treellama
Jul 6th '20, 17:16
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 3835

Re: Converting old M1 content

What makes you think the physics are in the shapes file? How would that even work?
by treellama
Jul 6th '20, 13:49
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 3835

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...
by treellama
Jun 16th '20, 14:26
Forum: Editors, Emulation, Etcetera
Topic: Atque for Catalina
Replies: 11
Views: 5434

Re: Atque for Catalina

oh are we still doing that
by treellama
Jun 15th '20, 12:03
Forum: Editors, Emulation, Etcetera
Topic: Atque for Catalina
Replies: 11
Views: 5434

Re: Atque for Catalina

I'm already in wrk's cult. ::slices Tooncinator's neck in wrk cult pattern::
by treellama
Jun 14th '20, 01:34
Forum: Editors, Emulation, Etcetera
Topic: Atque for Catalina
Replies: 11
Views: 5434

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
by treellama
May 19th '20, 21:24
Forum: Chat
Topic: Escape Velocity: Override kickstarter in the works!
Replies: 4
Views: 3902

Re: Escape Velocity: Override kickstarter in the works!

Wow, thanks for the heads-up. Backed!
by treellama
May 6th '20, 22:43
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 517599

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.
by treellama
May 6th '20, 21:15
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 517599

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.
by treellama
May 6th '20, 20:33
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 517599

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...
by treellama
May 5th '20, 12:11
Forum: Mapping
Topic: Atque merging old version of map
Replies: 1
Views: 2497

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
by treellama
May 5th '20, 12:03
Forum: Projects
Topic: Eternal X 1.2
Replies: 1731
Views: 517599

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.