Search found 1819 matches

by Pfhorrest
Sep 7th '20, 01:25
Forum: Marathon Discussion
Topic: Is anyone plannig to make Marathon 2/Infinity RTX?
Replies: 3
Views: 557

Re: Is anyone plannig to make Marathon 2/Infinity RTX?

One might also possibly infer the supposed light sources of an existing map from the lighting of the surfaces: what lights would best approximate the illumination of these surfaces.
by Pfhorrest
Aug 17th '20, 05:23
Forum: Editors, Emulation, Etcetera
Topic: shapefusion 0.7
Replies: 3
Views: 493

Re: shapefusion 0.7

Awesome [MUp]
by Pfhorrest
Aug 12th '20, 06:20
Forum: Chat
Topic: Website (For reallier)
Replies: 85
Views: 13336

Re: Website (For reallier)

I think it's more that this forums is dying, and even if it weren't, your projects aren't really relevant to the community that this forum was meant for. This is just sort of the wrong audience... if there's even any audience still left here.
by Pfhorrest
Aug 9th '20, 05:25
Forum: Chat
Topic: Website (For reallier)
Replies: 85
Views: 13336

Re: Website (For reallier)

Meerjel01 wrote:What's the name of this project?
I don't think it has an official name yet, though I've called it things like "Maratoon". It's Juzo-kun's baby.
by Pfhorrest
Aug 4th '20, 17:35
Forum: Chat
Topic: Website (For reallier)
Replies: 85
Views: 13336

Re: Website (For reallier)

At first glance I thought that image was one of your characters stuck into a Marathon environment with your super-minimalist Marathon textures. I still think that would be a cool project to see (and something relevant to this community that would garner more interest here). Someone else is also work...
by Pfhorrest
Jul 18th '20, 05:35
Forum: Welcome
Topic: Been a long time...
Replies: 5
Views: 731

Re: Been a long time...

Under the Environment preferences, turn off anything HD.

In the Graphics preferences, uncheck basically everything (except the Static option, which restores an original function, not overrides it).

That should probably about do it.
by Pfhorrest
Jul 6th '20, 04:33
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 1080

Re: Converting old M1 content

All of the games have default physics data stored in the application, but will supersede it with a physics model if present.
by Pfhorrest
Jun 14th '20, 04:32
Forum: Projects
Topic: Marathon Unity
Replies: 31
Views: 8408

Re: Marathon Unity

If I'm not mistaken some parts of this are being used in the development of a new Unity-based map editor.

I'm probably mistaken though. I usually am.
by Pfhorrest
May 21st '20, 18:46
Forum: Chat
Topic: Website (For reallier)
Replies: 85
Views: 13336

Re: Website (For reallier)

I doubt anybody knows any kind of shameful secret you may have. I sure don’t. If you think they do because nobody is responding, I’m sure that’s not it. For my part, I just lack the time or energy to do much of anything anymore. I feel bad for you not getting any attention on your projects though. I...
by Pfhorrest
May 7th '20, 06:38
Forum: Welcome
Topic: Hi - love to see that a community still exists for Marathon
Replies: 5
Views: 1283

Re: Hi - love to see that a community still exists for Marat

Welcome back. IIRC, I also was the person who discovered that the Marathon 1 MacOS release CD-ROM had a hidden folder/partition on it that contained a full version of Marathon 1 in the Pathways to Darkness engine; might be a dozen people on earth that know what that means, but for those at the time ...
by Pfhorrest
May 5th '20, 18:33
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

I believe the way it’s implemented now, it is automatically off in netgames, unless a specific net script is used that turns it on for everyone.

Good point about films though.
by Pfhorrest
May 5th '20, 00:43
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

Jesus, this is really getting away from me with how limited my time is thanks to this whole coronavirus thing. Aaron and I finally finished a play-through of the beta 1 map set, and then of his own private "beta 2" that included fixes to all of the bugs we found and also a whole bunch of other chang...
by Pfhorrest
Apr 14th '20, 22:11
Forum: Projects
Topic: Marathon Glow
Replies: 7
Views: 1236

Re: Marathon Glow

The prototype is a good idea, but screenshots are more easily accessible, so people who might not be inclined to go download and play the prototype, might see cool screenshots and go "oh wow that looks neat, I'll go download that prototype". And I didn't mean for you to reveal the whole story, just ...
by Pfhorrest
Apr 14th '20, 07:48
Forum: Projects
Topic: Marathon Glow
Replies: 7
Views: 1236

Re: Marathon Glow

I might suggest posting some screenshots here to generate interest. Also maybe a brief story hook / concept synopsis?
by Pfhorrest
Apr 12th '20, 23:33
Forum: Chat
Topic: Raycaster Again
Replies: 28
Views: 4873

Re: Raycaster Again

That’s a good idea.

I wish I had made Eternal development far more open far sooner (like back in 1996). Things could have gone very differently if I had.
by Pfhorrest
Apr 3rd '20, 06:16
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

A few more beta files are up now. Primarily, I think we finally have all the texture problems fixed. Downscaled to all 512x512 except the special textures at 1024x1024, like the last beta, but now also all media textures are re-implemented in every texture set so no level should need to use multiple...
by Pfhorrest
Mar 31st '20, 17:56
Forum: Chat
Topic: Raycaster Again
Replies: 28
Views: 4873

Re: Raycaster Again

If you're not somewhere that's locked down due to the pandemic, I'd recommend going outside for a hike. I suffer from depression too and I find that exercise and nature are pretty great for alleviating it.
by Pfhorrest
Mar 30th '20, 00:40
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

It was the sprite options that were responsible apparently. I didn't know those were only for sprites, and they were on by default (and these are partially transparent textures so they seem relevant), so I didn't mess with them. Saving with DXTC and MIPmaps but no halo removal (or edge color correct...
by Pfhorrest
Mar 29th '20, 05:34
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

Okay, I just freshly exported a JPEG (using Save For Web including Convert to sRGB) from the original PSDs, and converted it to DDS in four ways: - no MIP, no DXTC - no MIP, with DXTC - MIP, no DXTC - MIP, with DXTC And then opened all four up in Aorta to check, and both MIP versions look awful and ...
by Pfhorrest
Mar 29th '20, 02:00
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

I’ll give that I try next time I’m at my computer.
by Pfhorrest
Mar 28th '20, 18:06
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

The ugly dark appearance only happens when saving with MIPmaps on (regardless of DXTC). I have no idea why the MIPmap setting would change the appearance of the full-size texture but it appears to do so.
by Pfhorrest
Mar 28th '20, 05:34
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

The problem in that version is that even the normal image doesn’t look correct after converting. See the comparison of earlier screenshots; the correct appearance is not nearly so dark and weird.

Image
by Pfhorrest
Mar 27th '20, 23:35
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

treellama wrote:I’m interested in the broken DDS. With broken mipmaps.
Realized that right after posting and edited the post above as you posted this.
by Pfhorrest
Mar 27th '20, 23:29
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

Aaron I think this was addressed to me, not you... Is there somewhere I can actually download the broken DDS file? All that's in the zip file you uploaded is a couple PNGs. The latest Walls beta I linked above contains all of them (every 08.dds and 10.dds), but here's one attached for reference. I'm...
by Pfhorrest
Mar 27th '20, 23:25
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281210

Re: Eternal X 1.2

Does under media fog work correctly for out-of-body players if you use the Shader renderer, instead of the deprecated Classic renderer? I'm running 1.3b3 which only has "Software" and "OpenGL" options, but I'm guessing "OpenGL" is Shader in that case, so no, the weird fog screenshots from earlier w...