Search found 889 matches

by ravenshining
Sep 25th '20, 08:08
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

Apparently there have been rumours that my message in April was a "ragequit." I have not quit this project, nor am I in any way angry about abuses by or lack of involvement from certain parties. Perhaps I should rephrase: Other projects where I'm working as part of a team have my focus right now. Wh...
by ravenshining
Sep 24th '20, 05:07
Forum: The Pfhorums
Topic: Unparalleled in the history of the universe
Replies: 5
Views: 450

Re: Unparalleled in the history of the universe

When zoomed so the same number of topics appear on the screen, the text on the new version is 13% smaller, because there's more wasted space between lines. There's less hinting between topics. Two iterations ago, there was this subtle 3D effect so things jumped out at you, even if it was only 2 pix...
by ravenshining
Sep 22nd '20, 21:53
Forum: The Pfhorums
Topic: Unparalleled in the history of the universe
Replies: 5
Views: 450

Re: Unparalleled in the history of the universe

Ehh... I find myself having to squint to see the tiny text underneath the giant bright blue headings, and I really miss the alternating black/dark grey backgrounds that made the organisation immediately clear. The layout is not as bad as it was at certain points in its early history, but it's a step...
by ravenshining
Sep 6th '20, 07:18
Forum: Marathon Discussion
Topic: Is anyone plannig to make Marathon 2/Infinity RTX?
Replies: 3
Views: 559

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

As much as I would love to see *any* lighting improvements, it's not likely even if we did have people with the time to invest. Marathon maps do not have light sources, rather, brightness is individually set *per surface*. Without going through and adding light sources to the original maps, the best...
by ravenshining
Sep 5th '20, 06:47
Forum: Aleph One Discussion
Topic: Aleph One 1.3rc1
Replies: 4
Views: 574

Re: Aleph One 1.3rc1

I already run a version of 1.3b3 I've hacked, and since I've last been active have started to get my feet wet with C++ on other open-source projects, including some OpenGL, so.... sure, it'll be a challenge ^-^
by ravenshining
Sep 1st '20, 15:14
Forum: Aleph One Discussion
Topic: Aleph One 1.3rc1
Replies: 4
Views: 574

Re: Aleph One 1.3rc1

Fixes for disappearing sprites issue M1 fixes for third party scenarios, including support for Trojan Better granularity for sound and music volume, and allow music volume to go louder then 100% Update original trilogy preferences to default to a more classic look and feel: near filtering is disabl...
by ravenshining
May 27th '20, 07:01
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

Oh hey, sorry, I hadn't checked here in a few weeks. I'm honestly not sure where I'm at right now, but best familiarise yoursself with the new toolchain - weland, shapefusion, etc., or not if you want to write or illustrate. I'd love to have some mapping help for the colony missions, illustrations f...
by ravenshining
Apr 23rd '20, 12:49
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

If people were interested in collaborating on this I'd pick it back up, but of the two serious people I thought would, one seems uninterested and the other is just being a jerk... and, the Marathon discord is basically just a troll server, so I've been working on a different open-source game lately.
by ravenshining
Mar 3rd '20, 01:39
Forum: Aleph One Discussion
Topic: Extracting/Editing .sndz file for M1A1?
Replies: 2
Views: 1083

Re: Extracting/Editing .sndz file for M1A1?

• M1A1 uses sndA, not sndz • do you mean ShapeFusion? • ShapeFusion can edit M1A1's sndA files, but not the original sndz files • most people probably play the original files now rather than M1A1 • to edit the original sndz Sounds file, you need a mac or emulator, with ResEdit, and something like Ma...
by ravenshining
Feb 22nd '20, 14:49
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281237

Re: Eternal X 1.2

Up on git, Hysterical Womb has been modified so that you only need kill the controllers to complete the mission. As a bonus, if you also kill all the enforcers, the rebellion will begin. Counter-intuitively, I used a FAILED message to display this extra level of success: when the last enforcer goes ...
by ravenshining
Feb 22nd '20, 08:05
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281237

Re: Eternal X 1.2

Fusion Cannon Re-balancing Recommendation as developed on Discord: take the stock physics from 1.2 increase the rounds/magazine for both triggers to 144 change the primary projectile to " Missile 2 " (this is actually the orb fusion bolt) change the primary burst count to 3 (since orb bolts do 1/3r...
by ravenshining
Feb 6th '20, 10:12
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281237

Re: Eternal X 1.2

DXT5 with mipmaps is what I did. I set wrap mode to repeat and didn't specify any fancy filters, mess with gamma or alpha test coverage, or tick the "use perceptual error metric" box. The GIMP DDS plugin doesn't allow premultiplied alpha. I'll probably use DXT3 for the grating, and DXT5 for all the ...
by ravenshining
Feb 3rd '20, 22:16
Forum: Marathon Discussion
Topic: Where can I find the Marathon special editions?
Replies: 34
Views: 7618

Re: Oath

"no difficulty but Total Carnage" when you miss half the enemy designs that way (is there a plugin to correct that yet?) function Triggers.init(restoring) for t in MonsterTypes() do t.major = false t.minor = false end end That won't stop the promotion of monsters that are already on the first map y...
by ravenshining
Jan 22nd '20, 03:29
Forum: Aleph One Discussion
Topic: Lightmapping (Optional)
Replies: 12
Views: 2275

Re: Lightmapping (Optional)

coloured and/or dynamic lighting: good idea mentioning that along with crouching and jumping in the same sentence: bad idea ranting at the void because you want people to do things for you: very bad idea sure, some lighting effects would be great, but remember we only have 1-3 people kind enough to ...
by ravenshining
Nov 27th '19, 05:46
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

Thanks for testing it out! Yes, I noticed a huge cluster can form in the northeast corner of the ringing hallway, but I've been able to get through without harming anyone. I've been considering tightening things up in a few places, by going to 1 WU wide, 2 polygon wide corridors, but mainly for uppe...
by ravenshining
Nov 24th '19, 08:19
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

A tiny little update after so long, but an important one: I've addressed monster balance and corridor width on Bob-B-Q. I say, I have had a LOT of fun playtesting this, fighting the Pfhor alongside the Security Detachment. It is possible to fail to save enough humans on Normal, and you'll have to ap...
by ravenshining
Oct 25th '19, 08:18
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

What I was thinking was making all projectiles on a vacuum level silent, and then using Lua to handle the noise. That's a neat idea about replacing the projectile, though. Personally I'm happy with the way I have it set up now. While it might be more realistic to have no sound, it's more fun to at l...
by ravenshining
Oct 24th '19, 12:27
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

That would be a neat effect - to increase attenuation, so near explosions produce a small sound and far ones are silent. Unfortunately, I don't think that's possible as you propose. If, as Aaron has requested of A1, that lua could specify the volume at which a sounds is played, totally, but as it is...
by ravenshining
Oct 20th '19, 10:29
Forum: Aleph One Discussion
Topic: [question] Jump, but only a limited height
Replies: 28
Views: 4303

Re: Jump, but only a limited height

That will allow any player to jump as long as player 0's health is above 10 which is probably not what you're going for. You're already in the loop, so use p.life instead of Players[0].life If you want to limit the vertical amount, I'd start with reducing how much you're accelerating the player. The...
by ravenshining
Oct 13th '19, 07:56
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

Alas, last weekend's efforts were for naught as someone I attempted to rope in flaked out on me, but this weekend I did a quick revision of Smells Like Napalm: • Monster population adjusted • Opening room sports a jump pad • BoBs fighting wasps out of view • Infinite randomly-located tiny wasps inst...
by ravenshining
Oct 12th '19, 21:36
Forum: Aleph One Discussion
Topic: Marathon Aleph One ports for Switch?
Replies: 7
Views: 1831

Re: Marathon Aleph One ports for Switch?

I've never heard of a Switch until now, and given the pace of console development, I expect it'll soon be eclipsed by the next thing. As much as Marathon might benefit from exposure, multiple generatinon of consoles have come and gone over Aleph One's history and it would seem futile to devote what ...
by ravenshining
Oct 4th '19, 04:23
Forum: Welcome
Topic: Thank God it's you!
Replies: 4
Views: 3257

Re: Thank God it's you!

Sounds like you've got some terrible directions. You're right, the correct way to launch a scenario in Linux is to point the executable in /usr/local/bin (which shouldn't require typing out, I just enter alephone scenariopath/ into the terminal) to the scenario folder. Anything telling you to put an...
by ravenshining
Oct 3rd '19, 08:07
Forum: Welcome
Topic: Thank God it's you!
Replies: 4
Views: 3257

Re: Thank God it's you!

Aloha! That's neat to think that Marathon has become an intergenerational game! And also depressing to think about because it's a reminder that I'm old enough to have kids old enough to play games that I played when I was a kid. What sort of problems are you having with Rubicon X on Linux? A disprop...
by ravenshining
Oct 1st '19, 03:50
Forum: Projects
Topic: Marathon 1 Redux
Replies: 433
Views: 105184

Re: Marathon 1 Redux

So someone - with a weird username which I'm not sure he wants repeated here - popped up on the Discord and posted an amazing AI-upscaled Mutant sprite: image0.jpg He said he'd like to do that for more sprites, but had difficulty dealing with the blue background and said he'd need a source of PNG's ...
by ravenshining
Sep 25th '19, 08:06
Forum: Editors, Emulation, Etcetera
Topic: How do I add new images to terminals?
Replies: 11
Views: 2016

Re: How do I add new images to terminals?

I think you might be experiencing something Lia discovered: if you edit a merged map file in Vasara, it saves the terminal texts into the map file. (At least, I think that was the explanation... we had some kind of problem like that on "S'pht'ia", I think). I'm guessing you made the terminal live b...