Search found 57 matches
- Dec 17th '13, 18:09
- Forum: Editors, Emulation, Etcetera
- Topic: Copy & Paste Plugin
- Replies: 22
- Views: 10305
Re: Copy & Paste Plugin
Sorry I was away for a while. I'm not really sure what I can do at this point. Have you managed to get a "Hello World" program compiled and running with .NET? Have you tried? Let me repeat what I wrote earlier: I can't really give you instructions for how to use whatever development enviro...
- Dec 5th '13, 03:10
- Forum: Editors, Emulation, Etcetera
- Topic: Copy & Paste Plugin
- Replies: 22
- Views: 10305
Re: Copy & Paste Plugin
Can you get any plugins to work? Which ones? None. I have both .Net framework, GTK and Mono installed and still nothing. All plugins are IN the Weland Plugins folder. I don't know how to force Weland to use .NET or Mono, but I'm pretty sure just having them both installed will always default to one...
- Dec 3rd '13, 08:01
- Forum: Editors, Emulation, Etcetera
- Topic: Copy & Paste Plugin
- Replies: 22
- Views: 10305
Re: Copy & Paste Plugin
What about this README that equates to nonsense for me?: What about it? Look, I'm more than willing to help you get this working, but if your responses will consist of "this sucks", "this makes no sense", "fix this", then I can't and won't do mucn to help you. Be expli...
- Dec 3rd '13, 07:47
- Forum: Mapping
- Topic: How to make one full scenario Including Physics?
- Replies: 51
- Views: 33847
Re: How to make one full scenario Including Physics?
I've never done any editing of physics files, but if I'm guessing right, I think what you want to do is adjust the origin of the projectile sprites. Just to clarify, you've replaced the fighter sprites, but not the projectile sprites, right?
- Nov 29th '13, 17:18
- Forum: Editors, Emulation, Etcetera
- Topic: Copy & Paste Plugin
- Replies: 22
- Views: 10305
Re: Copy & Paste Plugin
I'm not sure, but there seems to be some difference with running against .NET versus Mono. Theoretically, it should be the same, but it might be worth trying. Do any other plugins show up in the plugins menu? Do they work? In particular, you should try the two included plugins and the circle drawing...
- Nov 27th '13, 21:45
- Forum: Editors, Emulation, Etcetera
- Topic: Copy & Paste Plugin
- Replies: 22
- Views: 10305
Re: Copy & Paste Plugin
I don't have a windows machine, so I can't help you there, but I wrote the plugin so maybe I can help you get it working? I'll need more info than "won't work", though. Which version of Weland are you running? Are you running it against .NET or Mono? Which version? Does the plugin show up ...
- Nov 22nd '13, 21:57
- Forum: Mapping
- Topic: Transparent door/portcullis/gate
- Replies: 2
- Views: 1851
Transparent door/portcullis/gate
Is there any way to create a transparent door, i.e., using a transparent texture on a platform side that will allow the player to see through it when extended? The answer seems to be 'no', but I thought I'd ask the experts before giving up. Is there perhaps some trick to do something like this? For ...
- Nov 18th '13, 07:01
- Forum: Welcome
- Topic: Holy crap! People still play???
- Replies: 8
- Views: 4835
Re: Holy crap! People still play???
Welcome Old Fart. Played "The Attack" yesterday. Neat little scenario. Very nice mapmaking overall -- a bit cramped (though understandable given the story) and fairly easy, but fun and enjoyable nonetheless. Destroying an attacking starship with a fusion pistol, though, stretched believabi...
- Nov 1st '13, 14:12
- Forum: Marathon Discussion
- Topic: Where is the underwater door in Garrison?
- Replies: 2
- Views: 2052
Re: Where is the underwater door in Garrison?
That door is not actually underwater. When you emerge from the underwater tunnel and come into the pool, there is an opening to the north that leads into the main water area. Standing in that opening, you can see a trooper on a ledge just to your left. The door is behind him. There is also a secret ...
- Oct 15th '13, 07:09
- Forum: Mapping
- Topic: First 'Completed' Map - Suggestions and Tips Please
- Replies: 7
- Views: 5222
Re: First 'Completed' Map - Suggestions and Tips Please
It's been a while since I looked at this map, so I forgot the switches in the Pump Control Room. Yeah, you don't have direct view of what those two switches do, but seriously, if you have a hard time figuring those out, you probably shouldn't be playing Marathon. The platforms they control are in th...
- Oct 15th '13, 06:49
- Forum: Mapping
- Topic: First 'Completed' Map - Suggestions and Tips Please
- Replies: 7
- Views: 5222
Re: First 'Completed' Map - Suggestions and Tips Please
I've been away for several weeks, but I was happy to see some feedback on this. ColdGoldLazarus - Thanks for the compliments. It's definitely not a netmap, and would absolutely suck as one even if I connected all of the octagonal rooms north to south. CraterCreator - Thanks for all the input. I thin...
- Sep 19th '13, 18:28
- Forum: Mapping
- Topic: Weland Plug ins
- Replies: 8
- Views: 4045
Re: Weland Plug ins
What version of Weland? What does your Weland directory look like? Which plugin(s) have you tried? Some of the older ones don't work with more recent releases of Weland because they need to be recompiled against the same version of Mono (I think).
- Sep 1st '13, 07:35
- Forum: Mapping
- Topic: Obed is Broken.
- Replies: 19
- Views: 7409
Re: Obed is Broken.
Weland's plugin feature is broken. To be precise, it's not currently working for you. Clearly, it works for others. But let's back up and try to fix the original problem you had. Use 'Recenter Level' to create more space on one or two sides of your map(s). If that doesn't move things enough, draw a...
- Aug 31st '13, 22:21
- Forum: Mapping
- Topic: Obed is Broken.
- Replies: 19
- Views: 7409
Re: Obed is Broken.
First things first. Have you tried "Recenter Level" from the Special menu? If you need to move further than that in one direction, just draw a line on the other side of what you currently have, i.e., if you need to move everything to the left draw a vertical line to the right of everything...
- Aug 30th '13, 14:57
- Forum: Mapping
- Topic: Obed is Broken.
- Replies: 19
- Views: 7409
Re: Obed is Broken.
Weland has a "Recenter Level" function under the Special menu. Or you can use the CopyPaste plugin for Weland - among other things, it can do shifting/translation of the entire map when copying from one map file to another.
- Aug 26th '13, 18:43
- Forum: Projects
- Topic: Finally throwing out Halathon
- Replies: 346
- Views: 251405
Re: Finally throwing out Halathon
You might want to check the system log as well, either with the Console (/Applications/Utilities/Console), or just use cat or tail to look at the file directly at /var/log/system.log.
- Aug 26th '13, 15:50
- Forum: Mapping
- Topic: Weapon Spawns
- Replies: 38
- Views: 13695
Re: Weapon Spawns
If you have trouble with that, the CopyPaste plugin (which you already have) also does scaling.Wrkncacnter wrote:I haven't tried it in forever, so you may have to recompile the dll if you want to use it.
- Aug 25th '13, 02:13
- Forum: Mapping
- Topic: Is there any map editor for a Mac OSX?
- Replies: 2
- Views: 1879
Re: Is there any map editor for a Mac OSX?
Before someone comes along to bite your head off, I'll note that the FAQ is woefully out of date. Weland is your best bet. You will also need to install the Mono Framework . You can either download and install that manually, or I think you will be prompted to do so if you launch Weland without it in...
- Aug 22nd '13, 08:08
- Forum: Chat
- Topic: Is Boards of Canada actually going to release an album?
- Replies: 46
- Views: 138014
- Aug 19th '13, 16:48
- Forum: Mapping
- Topic: Weland & Visual Mode questions
- Replies: 13
- Views: 7264
Re: Re:
Is weland same like Mac OS X Forge? (The functionality) Yes, but without Visual Mode. The Visual Mode being discussed here is an AlephOne plugin that enables texturing in game. I never used Forge, but from what I understand, Weland is actually a bit more powerful and a lot more stable. Weland also ...
- Aug 13th '13, 18:09
- Forum: Mapping
- Topic: First 'Completed' Map - Suggestions and Tips Please
- Replies: 7
- Views: 5222
Re: First 'Completed' Map - Suggestions and Tips Please
Yeah, that's kind of what I meant - most of them (the Infinity textures) look ridiculous on the floor, regardless of what the designer intended. Ultimately, I figure that's a minor problem and probably easily fixed by using larger texture sets. I wish I had the skills to create my own textures, but ...
- Aug 13th '13, 04:33
- Forum: Mapping
- Topic: Complex lighting problem
- Replies: 8
- Views: 3746
Re: Complex lighting problem
Sadly, I had to wait two weeks since the pfhorums went down the very next day after my last post. Anyway, I posted the "completed" map in a new topic . I'd appreciate your thoughts on it. I think the lighting in the garage area came out alright, but not quite as dramatic as I was hoping. I...
- Aug 13th '13, 04:28
- Forum: Mapping
- Topic: About those Keycards...
- Replies: 6
- Views: 2828
Re: About those Keycards...
I'd be really grateful to know the answer to this as well. I was reading a very old post some time ago that implied they don't work at all and/or never did, but it wasn't very clear on that point. And as for how grateful? Very, but sexual favors and monetary compensation are out of the question. Per...
- Aug 13th '13, 04:11
- Forum: Mapping
- Topic: First 'Completed' Map - Suggestions and Tips Please
- Replies: 7
- Views: 5222
First 'Completed' Map - Suggestions and Tips Please
I finally got around to making an actual map as opposed to just experimenting or writing weland plugins. This map was originally inspired by RyokoTK's Claustrophilia project, though I didn't read the constraints/requirements closely enough initially and only realized what I was working on wouldn't b...
- Jul 30th '13, 02:17
- Forum: Mapping
- Topic: Complex lighting problem
- Replies: 8
- Views: 3746
Re: Complex lighting problem
I was thinking the same thing about outdoor noises (wind, perhaps the heavy machinery if I put a vehicle outside). But I'm not sure how effective that would be since even with the doors open I doubt the player would be able to hear anything from outside while in the control room with the switches. I...