Search found 56 matches

by macksting
Oct 21st '15, 10:49
Forum: Mapping
Topic: Kinetics. Water cannon and explosive rigorous testing?
Replies: 4
Views: 4012

Re: Kinetics. Water cannon and explosive rigorous testing?

Very useful! It explains much about my findings.

Apparently W'rkncacnter was hoping for a rather more absurdly mancannony level than I eventually made. I'll eventually have to do something about that.
by macksting
Oct 19th '15, 09:25
Forum: Welcome
Topic: Big dreams. Small steps.
Replies: 14
Views: 7988

Re: Big dreams. Small steps.

Aw, thanks. I'm actually having a huge amount of fun crafting small, strange maps. I'm working my way up to bigger ones. My present little duelling map, Cataract Bowl, is built such that I attained a top speed of about 25 without explosives or a single dedicated man cannon. Rather, the outside walls...
by macksting
Oct 17th '15, 05:18
Forum: The Pfhorums
Topic: Tutorial section suggestion
Replies: 5
Views: 10804

Re: Tutorial section suggestion

*shrugs* True. I don't like stepping on toes, especially as a n00b, so a little caution is warranted. If somebody knows of a good collection somewhere, it'd probably speed things up for me, as I could just vet said collection for broken links and such, and add it wholesale to my catalogue. In many c...
by macksting
Oct 16th '15, 23:15
Forum: Mapping
Topic: Kinetics. Water cannon and explosive rigorous testing?
Replies: 4
Views: 4012

Kinetics. Water cannon and explosive rigorous testing?

I've been doing a bit of SCIENCE regarding man cannons and explosives, and quickly discovered there's (perhaps thankfully) no easy answers. Has anybody done any rigorous science on this game's water flow to throwing distance ratio, or average distances on point-blank shots with grenades or rockets? ...
by macksting
Oct 16th '15, 08:29
Forum: Welcome
Topic: Big dreams. Small steps.
Replies: 14
Views: 7988

Re: Big dreams. Small steps.

I disappeared about a year ago! I'm back! Now running Weland in Linux instead of XP, and am already trying to make a horrible new level that nobody in his right mind should ever try to craft!

To my knowledge, it's original.
by macksting
Oct 16th '15, 08:27
Forum: The Pfhorums
Topic: Tutorial section suggestion
Replies: 5
Views: 10804

Re: Tutorial section suggestion

Well, I certainly went looking for such things and didn't find them, which means there's at least a tiny demand for it. As I become familiar with them, should I start compiling these resources into some kind of collection?
by macksting
Oct 16th '15, 08:00
Forum: Editors, Emulation, Etcetera
Topic: How have we preserved our knowledge?
Replies: 2
Views: 2682

How have we preserved our knowledge?

So far, I've not encountered dead links where they'd be most disastrous. The wisdom of mapping techniques seems a bit scattered, though, and I fear one day they shall fall to bitrot or worse. I'd like to be sure the FAQs and guides availed to me have durability. Where are they mirrored, or if not, h...
by macksting
Oct 16th '15, 07:53
Forum: Mapping
Topic: Read the Pfhorums FAQ before posting on this board.
Replies: 1
Views: 7601

Re: Read the Pfhorums FAQ before posting on this board.

It should be noted, the FAQ page hasn't been updated since '06. While I'm confident most of the information contained therein remains accurate, it could probably use a once-over.
by macksting
Aug 28th '14, 07:40
Forum: Welcome
Topic: Hi guys!
Replies: 4
Views: 3451

Re: Hi guys!

A dino which successfully stalks. I'm guessing one of the smaller, sleeker predators.
No offense intended, just I don't think tyrannosaurs and allosaurs were very subtle.
by macksting
Aug 22nd '14, 23:47
Forum: Mapping
Topic: All things being equal, what should one merge?
Replies: 7
Views: 3794

Re: All things being equal, what should one merge?

Ah, yeees, that could be an issue. I suppose one could put explicit warnings, but it certainly means the HD/non-HD problem would make it useless as a netmap. Without HD, it'd look terrible to a great many players. With HD, it would crash my computer, and possibly that of others. Mostly mine, but sti...
by macksting
Aug 22nd '14, 20:33
Forum: Welcome
Topic: Hello everyone
Replies: 6
Views: 3899

Re: Hello everyone

Agreed. I'm now rather curious. If I ever get a tablet, I'll need to take a look. The Forge tutorials can be found on YouTube. Conventional wisdom in my very recently acquired experience seems to be one should watch those. You'll find Weland is insufficient by its lonesome. Vasara or Visual Mode for...
by macksting
Aug 22nd '14, 20:29
Forum: Mapping
Topic: All things being equal, what should one merge?
Replies: 7
Views: 3794

Re: All things being equal, what should one merge?

Yeah, I looked around quite a lot, saw nothing; even before I posted a reply, I thought,"Wr'k's messing with me, isn't he." Live and learn. I'm actually glad not to have to worry about throwing in Lua and physics. I do like the idea of being able to just export the occasional Marathon 1 map and feat...
by macksting
Aug 21st '14, 03:55
Forum: Mapping
Topic: All things being equal, what should one merge?
Replies: 7
Views: 3794

Re: All things being equal, what should one merge?

Okay. I'll bite. Where is that Lua?
by macksting
Aug 20th '14, 21:27
Forum: Mapping
Topic: All things being equal, what should one merge?
Replies: 7
Views: 3794

Re: All things being equal, what should one merge?

Suits me. Less to bundle means less to send and less work.
by macksting
Aug 20th '14, 19:47
Forum: Mapping
Topic: All things being equal, what should one merge?
Replies: 7
Views: 3794

All things being equal, what should one merge?

Though on the whole Marathon Infinity = Marathon Infinity, there are still times things go awry and games fall out of sync, or other circumstances cause the game to become less enjoyable. As one can merge physics, Lua, MML, shapes and such into a map, it seems like that would make it easy to send th...
by macksting
Aug 18th '14, 20:27
Forum: Projects
Topic: Eternal X v1.1
Replies: 158
Views: 82145

Re: Eternal X v1.1

For some absurd reason, my onboard card*'s most recent official driver release is for Windows ME. Maybe Intel was just weird at the time. Regardless, I can't seem to render HD textures. Which is a pity, 'cause I've seen 'em in action for a few instants before my Aleph One instance implodes under the...
by macksting
Aug 18th '14, 00:13
Forum: Projects
Topic: Eternal X v1.1
Replies: 158
Views: 82145

Re: Eternal X v1.1

1.0.3 won't run for me at present. I'll try 1.1.0 beta for now, just to be complete about it, but at present 1.0.3 finishes the Loading screen after the prologue splashscreen and then just dies straight to desktop. Are there requirements other than Previous AI? Edit: Both fail for me. How much you w...
by macksting
Aug 18th '14, 00:11
Forum: Projects
Topic: Crap.lua
Replies: 7
Views: 4631

Re: Crap.lua

Dammit, it'll be years before I can program that.
by macksting
Aug 17th '14, 23:56
Forum: Mapping
Topic: Eureka! helloworld.sceA saved and loaded
Replies: 25
Views: 10102

Re: Eureka! helloworld.sceA saved and loaded

Noted, thank you.
I said "oscillation" was in Forge. You'll find it in the dropdown under Media Parameters.
by macksting
Aug 17th '14, 18:43
Forum: Projects
Topic: Eternal X v1.1
Replies: 158
Views: 82145

Re: Eternal X v1.1

Sorry it has taken me so long to download it. I've got excuses, but I doubt they're of interest. Addendum: I'm going to be trying the latest stable version first, to get a feel for it. I may not notice any differences between the stable version and the beta; that would be a good thing, in a sense, t...
by macksting
Aug 17th '14, 18:42
Forum: Chat
Topic: Thread Necromancy for New Mappers? How Bad?
Replies: 4
Views: 4840

Re: Thread Necromancy for New Mappers? How Bad?

I'll use this as a guideline. This can result in some quote-intensive replies, but I'm sure that's an improvement over having no context.
by macksting
Aug 17th '14, 18:41
Forum: Mapping
Topic: Eureka! helloworld.sceA saved and loaded
Replies: 25
Views: 10102

Re: Eureka! helloworld.sceA saved and loaded

I'm watching the Forge tutorial, and its terminology is radically different in places. Where Forge has Media under its View menu, Weland uses the term in a dropdown under Light parameters when adding a new Light in a dropdown. This is below Strobe, which seems to be where Forge uses the term Oscilla...
by macksting
Aug 17th '14, 17:47
Forum: Chat
Topic: Thread Necromancy for New Mappers? How Bad?
Replies: 4
Views: 4840

Thread Necromancy for New Mappers? How Bad?

This is pretty much always an informal guideline, and perhaps as a result the convention varies from board to board. To what extent is Thread Necromancy a bad thing? As a novice mapper, I'll find myself searching for the same questions I'm asking so as to avoid repetition, but these threads don't al...
by macksting
Aug 17th '14, 08:11
Forum: Mapping
Topic: Eureka! helloworld.sceA saved and loaded
Replies: 25
Views: 10102

Re: Eureka! helloworld.sceA saved and loaded

So, uh... liquids are a type of light.
Forge was weird. Can somebody translate this into Weland for me? Is oscillation the same as strobe? Or is media from that dropdown the same as the media in Forge's "View" -> Lights menu?
by macksting
Aug 16th '14, 18:33
Forum: Chat
Topic: Pfhor: Primus or Prime
Replies: 4
Views: 4521

Re: Pfhor: Primus or Prime

Well, sure, but if you say a fireball is made of ice, that's just dumb.