Search found 15 matches
- Mar 22nd '20, 05:43
- Forum: Editors, Emulation, Etcetera
- Topic: Weland Loads Walls Wrong - Here's a Fix
- Replies: 1
- Views: 704
Weland Loads Walls Wrong - Here's a Fix
Still needs to be approved and pulled into master by treellama, but it's ready to go: https://github.com/treellama/weland/pull/4 This makes it so that when using a shapes file where your Walls Collection sequence frames point to a bitmap with a different index from the frame, it'll still show up cor...
- Sep 18th '13, 21:36
- Forum: Marathon Discussion
- Topic: Why does Marathon have a small map size limit?
- Replies: 21
- Views: 10411
Re: Why does Marathon a small map size limit?
Back when Marathon came out, it was huge. If you play the fan-made map Labyrinth, you might still think it's huge. Nowadays, we have GPUs and vastly superior CPUs, and WAY more hard drive space. The original marathon applications for pre-OSX actually took user's manually set memory allotment (via Ge...
What's with the really bright spot on the walls? Are you trying to recreate the DOUCHEMAPS plugin or something? As mentioned above, the lighting was, more so than other things, intended as a quick placeholder. The bright spots are just point lights blowing out since I hadn't converted the game from...
Childlike? I would say industrial concept art. Maybe cartoonish. Childlike seems a bit harsh to me. Nah, I definitely get what he's saying. There were several things I was planning on doing to fix some of that. To a degree, I wanted the edges to feel more rounded since most real-life forms do not m...
One thing that always gets me is transferring the architecture of the ship into a modern game. The screenshot is very nice and very inspiring. Thanks for posting! Yeah, the main thought process I had on that was just to model all the textures as actual geometry, and then lay them out in the environ...
About a year and a half ago, I randomly decided that I wanted to do a project where I would remake the first level of each Marathon game in Unity. I was calling it "Arrival". The levels would be reconstructed with a high level of modern graphical detail. I was also planning to update the gameplay su...
- Oct 30th '12, 05:11
- Forum: Marathon Discussion
- Topic: Bungie working on a new Marathon game
- Replies: 46
- Views: 27480
Envy's been working on a Unity project for some time now. But, it's been inactive for several months afaik. Yeah, I was looking at that a while ago - it's something I'm glad Envy was messing around with, but I'm thinking of something much more polished. Some high to low-poly surface tranfer normal ...
- Oct 24th '12, 20:03
- Forum: Marathon Discussion
- Topic: Bungie working on a new Marathon game
- Replies: 46
- Views: 27480
...there were so many things briefly alluded to in the terminals that never made it into the actual gameplay not that everything needs to be spelled out one thing I appreciate about Bungie... As I recall, there's more that was alluded to than actually shown. Limitations of the engine made it hard t...
- Aug 25th '12, 05:39
- Forum: Editors, Emulation, Etcetera
- Topic: Weland 1.4
- Replies: 81
- Views: 48531
Yeah, Weland isn't set up to receive donations, but the default SourceForge page doesn't realize that. I'm blessed enough to be able to work on Weland in my spare time, so I'd be delighted if people would donate to a local charity instead! Sounds like a good plan. What do you do with your not spare...
- Aug 24th '12, 16:46
- Forum: Editors, Emulation, Etcetera
- Topic: Weland 1.4
- Replies: 81
- Views: 48531
Treellama, the link on your site for donating money doesn't work. Have an alternative?Treellama wrote:Weland 1.4 is available from SourceForge
Edit: Referring to this: http://weland.sourceforge.net/
- Jul 7th '12, 07:57
- Forum: Marathon Discussion
- Topic: Bungie working on a new Marathon game
- Replies: 46
- Views: 27480
- May 5th '12, 18:50
- Forum: Artwork and Music
- Topic: M.A.D.D. Model
- Replies: 39
- Views: 20801