Search found 34 matches

by Chocolateer
Jan 14th '16, 04:17
Forum: Mapping
Topic: Lua Music Triggers
Replies: 8
Views: 5026

Re: Lua Music Triggers

I tested my Arrival script out in a co-op game, and all players heard the same music. So when one person read a terminal, the music changed for everyone. I've been thinking about it some more, and even though it isn't possible to start playback of a song from somewhere in the middle, you could still...
by Chocolateer
Jan 12th '16, 06:17
Forum: Mapping
Topic: Lua Music Triggers
Replies: 8
Views: 5026

Re: Lua Music Triggers

I played around with it for a couple hours and put together a demo script for Arrival (the first level of the original Marathon scenario). Grab the latest version of the Aleph One package for Marathon and run the attached script as a solo script. I chose the original Marathon scenario because it alr...
by Chocolateer
Jan 12th '16, 01:45
Forum: Mapping
Topic: Digital Counter in Lua
Replies: 4
Views: 3726

Re: Digital Counter in Lua

* That gets me thinking. You're using custom texture(s) anyway, and each digit is much smaller than 1 WU. That being the case, you could draw an entire font worth of characters on a texture, and then use lua to offset each side's uv coordinates (.texture_x and .texture_y) to write arbitrary text on...
by Chocolateer
Jan 10th '16, 23:50
Forum: Mapping
Topic: Digital Counter in Lua
Replies: 4
Views: 3726

Digital Counter in Lua

I was searching around trying to find a 7-segment digital counter implemented in lua and was surprised that no one else seems to have made one yet. I'm not counting the Jason Harper one from Missed Island because that required a mess of platforms, an enforcer shooting various switches, and custom te...
by Chocolateer
Dec 22nd '15, 01:46
Forum: Aleph One Discussion
Topic: scripting triggers
Replies: 2
Views: 1872

Re: scripting triggers

The following Lua script illustrates 4 examples along the lines of what you are requesting: Triggers = {} --called every time any monster is killed function Triggers.monster_killed(monster, aggressor_player, projectile) --activate Tag 1 every time a Mother of all Hunters monster is killed if monster...
by Chocolateer
Jul 10th '15, 01:39
Forum: Projects
Topic: Lhowon.org level maps, speed runs
Replies: 16
Views: 7146

Re: Lhowon.org level maps, speed runs

The maps are generated by scripts , but I went through the Marathon maps by hand to ignore unreachable polys in Guide View, and to transcribe the map writing. I haven't had time to do this for Phoenix or any non-Bungie maps; if you or anyone else want to help with those, let me know. How hard would...
by Chocolateer
Jan 10th '15, 21:31
Forum: Editors, Emulation, Etcetera
Topic: Using Transparency in doors, walls, etc.
Replies: 6
Views: 3681

Re: Using Transparency in doors, walls, etc.

Have you tried using Vasara for texturing? You may find using the interface to be a bit more intuitive. Also check out the forge video tutorials if you haven't already, which covers the basics and is still mostly applicable to using Weland. There's also Hastur's Workshop , which covers some of the m...
by Chocolateer
Aug 13th '13, 12:20
Forum: Mapping
Topic: About those Keycards...
Replies: 6
Views: 2332

Re: About those Keycards...

Keycards have always been limited in their functionality. I think they were only ever meant to be an item for the player to collect on retrieval type maps. One trick you can do is to place the keycard on a light trigger which will get activated when the player comes along to pick up the keycard. The...
by Chocolateer
Jul 13th '13, 19:00
Forum: Marathon Discussion
Topic: Marathon Durandal weapon/enemy statistics help
Replies: 19
Views: 9047

Re: Marathon Durandal weapon/enemy statistics help

First grab a copy of M2 for your computer if you don't have one already: http://source.bungie.org/

Then you can read the values from the physics file with Physics Editor One or ShapeFusion
by Chocolateer
Jun 28th '13, 10:35
Forum: Welcome
Topic: back again
Replies: 4
Views: 2884

Re: back again

Stupid question here, but you have heard of Aleph One, which is a marathon engine that runs on modern computers, right?

You can also use Weland, which is similar to Forge, and avoid having to use sheep saver.
by Chocolateer
Jun 14th '13, 00:02
Forum: Editors, Emulation, Etcetera
Topic: Circle Drawing Weland Plugin
Replies: 24
Views: 8136

Re: Circle Drawing Weland Plugin

I would like to have created an actual draw tool (like the line tool), but I'm pretty sure that's impossible for a plugin. I suppose the next best thing would be to have the plugin check which line is selected when the plugin is run, and to use the two points of that line as reference points to cre...
by Chocolateer
Jun 3rd '13, 23:48
Forum: Editors, Emulation, Etcetera
Topic: Weland 1.4
Replies: 81
Views: 48710

Re: Weland 1.4

I don't see why an embedded Lua script would only work for solo maps. I do understand why your approach to the single exit elevator would (the hub could go missing for one or more players), but I think a standard multistop via embedded Lua would work just fine in co-op or a net map. I've been meani...
by Chocolateer
Jun 1st '13, 20:26
Forum: Editors, Emulation, Etcetera
Topic: Weland 1.4
Replies: 81
Views: 48710

Re: Weland 1.4

Yeah, I saw that in the Lua doc. But I didn't really understand why Weland is rounding the values I put in (which makes it impossible to get the exact speed I want regardless of any conversion math). I'll probably run into this again, but for now though, it's not really important as I was messing w...
by Chocolateer
Apr 16th '13, 23:33
Forum: Mapping
Topic: Aleph One Map Limits
Replies: 7
Views: 3002

Re: Aleph One Map Limits

Hasn't the 32WU limit been known since the earliest map editors? And yes there's at least one level in Eternal (well, at least five nearly-identical levels) which presses that to the max. Forge only allowed -9 WU to +9 WU The ceiling floor scale says -32 to 32 which ends up being 64 units; but this...
by Chocolateer
Apr 10th '13, 02:05
Forum: Chat
Topic: Star Wars Jedi Knight 1 & 2
Replies: 7
Views: 6237

Re: Star Wars Jedi Knight 1 & 2

Would you play through the original Dark Forces again? If so you might as well pick up Jedi Knight 1, which most closely resembles Dark Forces with the addition of lightsaber usage and force powers. The plot may be a little cheesy, but no more so than the original Dark Forces. I'd expect the only is...
by Chocolateer
Dec 1st '11, 05:03
Forum: Aleph One Discussion
Topic: Aleph One 1.0
Replies: 84
Views: 47792

That's awesome. Excellent work!
by Chocolateer
Aug 21st '11, 15:14
Forum: Contests & Tournaments
Topic: kray-Z map/pm/lua contest
Replies: 46
Views: 41170

- make the 'arrows' a little thicker, or at least use another fake liquid to make them thicker on the map. they're just a tad hard to see when zoomed out far. I cannot make the arrows thicker without the risk of the player falling into the hole. I could use a fake liquid like you suggest to make th...
by Chocolateer
Aug 20th '11, 19:54
Forum: Contests & Tournaments
Topic: kray-Z map/pm/lua contest
Replies: 46
Views: 41170

Here is my submission for the contest Compulsory Exemption v1.0 It is a net level with a bunch of force fields constricting the direction of traffic, and every 24 seconds the direction of the fields switch. Sequences of strobed lights indicate the direction the fields are flowing, and there are vari...
by Chocolateer
Aug 19th '11, 17:51
Forum: Mapping
Topic: hopper says I need to post this
Replies: 63
Views: 33596

Outside a spacestation. that was my original vision, but I ended up going with the daytime landscape only because it's really hard to see untextured void parts against a predominantly black image. texturing was so painful I didn't want to go back and change it afterwards. in hindsight I could've us...
by Chocolateer
Aug 9th '11, 03:38
Forum: Aleph One Discussion
Topic: Aleph One icon
Replies: 209
Views: 93113

...Why is this 128x128 pixels? As far as I knew everything OS 9 and earlier only supported up to 32x32 pixel icons. Have I been looking at a non-original icon all this time? Not that it's been a big influence, since it always has a crossed-out white circle over it. That is not the original icon. I'...
by Chocolateer
Aug 3rd '11, 20:11
Forum: Mapping
Topic: Multi-stop Elevator with Single Exit
Replies: 15
Views: 9308

This shows what I meant by disappearing corpses. You could use this to remove the corpses on all levels of the platform that would show differences in body count. Of course since it is obvious, you'd have to make a reason why the place is being cleared. (Or just use non-corpse-leaving enemies)[atta...
by Chocolateer
Aug 3rd '11, 19:28
Forum: Mapping
Topic: Multi-stop Elevator with Single Exit
Replies: 15
Views: 9308

not really. not unless you're also trying for multiple windows on the same vertical wall. - have the "floor" with the window be a real floor, let's say it's the 2nd floor. the elevator can go up and down from there. - when it stops at a higher or lower floor, reposition the player to an identical l...
by Chocolateer
Aug 3rd '11, 04:34
Forum: Mapping
Topic: Multi-stop Elevator with Single Exit
Replies: 15
Views: 9308

You could crush the corpses in the hub couldn't you to remove them? (Floor to Roof) You'd just have to make it clear to the player why the corpses are being crushed before they enter the hub and then the elevator. I may be misunderstanding what you are saying, but I don't think it works that way? C...
by Chocolateer
Aug 2nd '11, 13:04
Forum: Marathon Discussion
Topic: Marathon: Phoenix 1.1.0
Replies: 294
Views: 131928

In Botany Bay you need to move the switch for platform 130 closer to it. I hit the switch and the platform went up without me, pinning me between the platform and switch until it came back down again.