Search found 78 matches
- Feb 19th '22, 08:16
- Forum: Mapping
- Topic: Aliens just stand there, not activating
- Replies: 6
- Views: 1474
Re: Aliens just stand there, not activating
Let's see if this works. The two aliens next to the shotgun shells in the bottom middle room. The four aliens in alcoves at the top center of the map. The four aliens on the ledge above door 767. There is a pit between the center area and the latter two alien spots. But the shotgun aliens are right ...
- Feb 19th '22, 08:11
- Forum: Mapping
- Topic: Aliens just stand there, not activating
- Replies: 6
- Views: 1474
- Feb 19th '22, 08:00
- Forum: Mapping
- Topic: Aliens just stand there, not activating
- Replies: 6
- Views: 1474
Aliens just stand there, not activating
Hello again, my favorite community. I have a project that's been in development off and on for, well, my entire life I guess, and it's back in "on' mode. I have a level that is pretty cool, but some of the aliens are just standing there, staring at me like idiots. I have to shoot them to activa...
- Nov 3rd '20, 00:19
- Forum: Editors, Emulation, Etcetera
- Topic: Atque for Catalina
- Replies: 11
- Views: 5485
Re: Atque for Catalina
I was excited when I saw this, because I was just getting back into level creation, and Atque 1.1.2 doesn't work on my MacBook. It opens, but when I select a folder to merge, the application immediately crashes. Ditto trying to split an existing .scEA file (I tried it with Phoenix map). I get the &q...
- Dec 7th '19, 04:08
- Forum: Mapping
- Topic: projectiles/monsters go right through player
- Replies: 1
- Views: 1823
projectiles/monsters go right through player
Hi. I haven't been around in some years but I've been playing a bunch of awesome Doom WADs lately and it's reminded me how much fun it is building 2.5D fps map architecture. I'm trying to finish a level but have ran into an interesting problem that I've never encountered before. Monsters can't hit m...
- Mar 11th '19, 20:13
- Forum: Mapping
- Topic: How do I compile Weland 1.4.4?
- Replies: 25
- Views: 11121
Re: How do I compile Weland 1.4.4?
Since you were able to compile all this stuff into Weland, you should just upload the result here so I don't have to go through the same process you did to get a circle generator working in 1.4.4.
- Jan 21st '19, 14:07
- Forum: Mapping
- Topic: Weland plugins don't work
- Replies: 9
- Views: 3743
Re: Weland plugins don't work
I have the same problem with plugins in Weland, and likewise don't know my head from a hole in the ground when it comes to coding. I would like to know how to do this. W'rk, an actual answer would be more helpful than just being told to "do it ourselves."
- Jan 20th '19, 21:17
- Forum: Mapping
- Topic: Mararthon: Yuge / YugePax
- Replies: 231
- Views: 318401
Re: Mararthon: Yuge / YugePax
Yeeeah...let me say that I probably shouldn't have written that. It was at 3am after a night of drinks, and was meant to be a goofy-charming-sarcastic post that I now know didn't come off nearly as clever as I thought it did. No sarcasm in the good work statement, though, I'll take new Marathon mate...
- Jan 20th '19, 10:42
- Forum: Marathon Discussion
- Topic: I will play every level in Marathon 2, and comment on them.
- Replies: 84
- Views: 38010
Re: I will play every level in Marathon 2, and comment on th
You were way too kind to Curiouser and Curiouser. Otherwise, good reads and great work, looking forward to the rest!
- Jan 20th '19, 10:27
- Forum: Mapping
- Topic: Mararthon: Yuge / YugePax
- Replies: 231
- Views: 318401
Re: Mararthon: Yuge / YugePax
I just downloaded this "scenario" and "played" it for a "bit"...its really stupid. Kind of fun. But it's really stupid. Kudos to you all for trying to keep the Marathon community alive; I just wish you'd put your effort towards something more...less stupid. Cheers!
- Jan 4th '19, 20:14
- Forum: Editors, Emulation, Etcetera
- Topic: Error in Weland...or maybe it's Vasara? or maybe Aleph One?
- Replies: 3
- Views: 3282
Re: Error in Weland...or maybe it's Vasara? or maybe Aleph O
trellama, Weirdo--it was I had deleted a platform that already had a switch assigned to control it, so you both had it; thanks! I actually went through and systematically deleted all my platforms one and a time to try and find the problem. I ended up deleting all of them and still had the problem. :...
- Jan 4th '19, 08:36
- Forum: Editors, Emulation, Etcetera
- Topic: Error in Weland...or maybe it's Vasara? or maybe Aleph One?
- Replies: 3
- Views: 3282
Error in Weland...or maybe it's Vasara? or maybe Aleph One?
Happy New Year, everybody. I came across an issue in a level I am working on. I fire up Aleph One, turn on the Vasara plugin, select my project level, press begin new game, and Aleph crashes and I get the following message Error /Users/jeremiah/Source/alephone-svn/trunk/PBProjects/../Source_Files/Ga...
- Dec 14th '18, 22:30
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
I finished Eternal last night... I have some thoughts to share, but before I write up a review I wanted to share a mapmaking error that should be fixed. In "Deep into the Grotto" the switch on polygon 757 floods the room and opens the door in front of you. But you can hit the switch again,...
- Dec 13th '18, 20:33
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
Thanks, Man! Where can I find 1.2? I will finish the game with whatever is most recent. Those headless spawns are absolutely absurd. With no Wave Cannon ammo and endless monsters, I kept dying and came close to reaching "fuck this game" status. And, yes, Super Metroid is hands down the gre...
- Dec 13th '18, 20:05
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
I'm glad y'all are updating this while I play through Eternal (1.1) so I can occasionally butt in and ask for guidance. Something about Gravitronic Swords? Where are these things? My Wave Cannon is out of ammo and all those PiD monsters are a pain in my ass without it. According to Ryoko's commentar...
- Dec 9th '18, 07:37
- Forum: Editors, Emulation, Etcetera
- Topic: Weland crashes when certain values are selected
- Replies: 13
- Views: 5475
Re: Weland crashes when certain values are selected
For the record, my mess of a level has 3042 polygons with over 600 objects and I think 10 different sounds (not sound objects, but the ambient polygon placed sounds). If I add to many more, Aleph crashes, so I'm right on the edge. But the level still plays smoothly. I need to tweak it in a lot of pl...
- Dec 5th '18, 04:31
- Forum: Editors, Emulation, Etcetera
- Topic: Atque & Physics Editor
- Replies: 11
- Views: 6153
Re: Atque & Physics Editor
I really appreciate how on top of these things you are, The Man. Cheers. I think my problem with ShapesFusion is the same as with Atque. When I first opened both of them, I got a popup, something about the apps being out of date and to contact the developer. I peeked around a bit, and I think it's b...
- Dec 5th '18, 03:49
- Forum: Editors, Emulation, Etcetera
- Topic: Atque & Physics Editor
- Replies: 11
- Views: 6153
Re: Atque & Physics Editor
The Man--thanks, but ShapesFusion doesn't seem to work with physics models. I'm mostly interested in tweaking the model and not so much the shapes file. I'll just try and boot from my old drive and use Atque and SheepShaver for Anvil there. It's too bad that some of the other tools are geared toward...
- Dec 4th '18, 22:48
- Forum: Editors, Emulation, Etcetera
- Topic: Atque & Physics Editor
- Replies: 11
- Views: 6153
Atque & Physics Editor
Hi, Is there a version of Atque that is more, ahem, up to date? It doesn't work on my year-old MacBook OS 10.13.4 (though it did work fine on my older comp). Or rather, is there another application that has superseded Atque? I'm not sure how else to merge map files together to get the physics model ...
- Nov 26th '18, 01:20
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
Are you sure you're thinking of the correct level? In Ryoko's playthrough commentary (he only comments on levels he reaches) he discusses Mohicans, and how there is a transporter you're supposed to reach on a Pfhor ship. He then commentates on the next level, without mention of being sent back to S'...
- Nov 26th '18, 01:13
- Forum: Editors, Emulation, Etcetera
- Topic: Switches always defaulting to "active"
- Replies: 4
- Views: 4828
Re: Switches always defaulting to "active"
I had to dig up this discussion because I am having the same problem again now. Apparently I am full blown back into Marathon again, as I'm playing old scenarios, making levels, and frequenting the Pfhorums again. I guess that's what happens after one finishes school and is having trouble finding wo...
- Nov 26th '18, 01:08
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
So... I'm confused. Mohicans doesn't exit to the proper level? How does anyone complete the game? Or the branch point I missed is in S'pht Happens, then?
- Nov 25th '18, 21:26
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 519942
Re: Eternal X 1.2
Hey, unrelated post again, but I'm stuck on Second to Last of the Mohicans! I actually must have missed every "failure" path, because I didn't even realize that the next level, The Manipulated Dead, was a repeating failure level (those ghostly PID monsters legit scared the hell out of me!)...
- Nov 24th '18, 00:31
- Forum: Editors, Emulation, Etcetera
- Topic: Weland crashes when certain values are selected
- Replies: 13
- Views: 5475
Re: Weland crashes when certain values are selected
The Man, I did as you suggested, and flooded the map with monsters, items and sounds. I did reach a point where Aleph crashed, and I got a message "Error" followed by a directory list or whatever, "Users/jeremiah/Source..." then finally "Assertion failed: MapIndexList.size()...
- Nov 23rd '18, 06:25
- Forum: Editors, Emulation, Etcetera
- Topic: Weland crashes when certain values are selected
- Replies: 13
- Views: 5475
Re: Weland crashes when certain values are selected
Thanks guys. I'm still not really sure what is meant by map indices. They are the sum total of all points, lines, and polygons? So if a map consisted of two 1 WU squares attached, we would have 6 points, 6 lines, 2 polygons = 14 map indices? Or am I still thinking of this the wrong way? I already tr...