Search found 351 matches
- May 3rd '23, 21:16
- Forum: Projects
- Topic: Marathon: Istoria - An Aleph One RPG Scenario
- Replies: 13
- Views: 15307
Re: Marathon: Istoria - An Aleph One RPG Scenario
Thanks for making it so Minor ranked aliens appear in Total Carnage. The color variety makes the game more visually appealing, and I never liked that TC takes most of it away. Gets a little boring when every guy you fight is wearing purple. I'm having a few graphical issues when using the BRUTAL MAR...
- Nov 3rd '22, 21:41
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
• Destroying the third panel on Ascension Day without stepping in front of it will prevent the Juggernauts and Drones from teleporting in, allowing you to finish the level much more easily. • You can grenade hop out of the starting room on Calm Horizons without hurting yourself, and skip the first b...
- Oct 7th '22, 20:44
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
One of the prison cells around the periphery has an incorrect texture interior. Can confirm, it's right through the door in my screenshot above. The third cell down from there is non-solid (If there's a secret in there, I didn't find it yet). EDIT: This hex near the start of After the Flood is a su...
- Oct 6th '22, 01:25
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
Found a sticky wall in the small passage on the right, here on All Things Uncertain. It happens when entering through either side. Also, enemy sprites were blinking around the area by that dead Enforcer.
- Oct 5th '22, 21:29
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
The rocket launcher is introduced in a level with numerous hunter packs seemingly to suggest that you should use the rocket launcher on them but frankly, dual-pistols are preferable up until you get the ESR Banshee which is by far my favorite weapon in any Marathon game ever. I was nearly out of pi...
- Oct 5th '22, 00:35
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
Hmm. What about the projectile speed? Also, it could be the angle of the pistols in hand versus the flight path of the projectile that's throwing me off. And now that I say that, I believe Eternal had this dilemma at some point, with projectiles originating from the center of the screen for both pis...
- Oct 4th '22, 21:15
- Forum: Marathon Discussion
- Topic: Apotheosis X – A total conversion for Marathon Infinity – Release thread
- Replies: 37
- Views: 33949
Re: Apotheosis X – A total conversion for Marathon Infinity – Release thread
Really cool so far! I love the Pfhor redesigns, especially the Hunters and the unique spark effects the stronger ones have. I think I'm still missing some weapons yet, but I feel like the pistols can be too inaccurate sometimes. Maybe it's to balance the fact that they're fusion damage, or to make t...
- Aug 5th '21, 19:58
- Forum: Projects
- Topic: Apotheosis – Rebuild
- Replies: 116
- Views: 88822
Re: Apotheosis – Rebuild
Looks really good so far. I love the blue-grey and orange color scheme you have going here.
Can't wait to try this out!
Can't wait to try this out!
- May 17th '21, 22:57
- Forum: Projects
- Topic: SpiderMan Mode
- Replies: 2
- Views: 4391
Re: SpiderMan Mode
The POWERS lua script has a grappling hook that might help you. You can get it here on Simplici7y.
- Oct 12th '18, 02:32
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
The thin texture in the center of the screen is very bright, which seemed out of place to me. I figured it might have been overlooked, but I could be wrong. The directional lighting in that general area does seem to point in the same direction, but that one spot sticks out in the dark corner it's lo...
- Oct 11th '18, 23:02
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
What if the o2 guage was repurposed as a generalized life-support/power supply? Infra/Invis toggles would cost greater amounts of energy, and automatically deactivate at a certain threshold to prevent suffocation. It would also slowly recharge on its own outside liquids and vacuum, assuming that scr...
- Oct 6th '18, 22:50
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Marathon doesn't like it when CLUT gradients don't line up with eachother, and the F'lick'ta CLUT was offset from the Hulk CLUTs by three colours. It reaaally doesn't. I wasn't 100% sure of the problem, but thankfully your posts above have confirmed that for me. It was very difficult getting the gr...
- Oct 3rd '18, 00:51
- Forum: Projects
- Topic: Hound Redux
- Replies: 39
- Views: 33579
Re: Hound Redux
I may also make the sprites slightly smaller - as of right now, they're noticeably bigger than the sprites for the original Marathon, and the added detail may be more of a hindrance than a help. Agreed. I feel like the darkest brown shades could use some smoother blending (I'm using the Hunter as a...
- Sep 26th '18, 19:26
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Gray F'lickta (Stone F'lickta? Ancestral F'lickta?) is complete, after spending most of my time wrestling with Eternal's weird color table behavior. I couldn't get the Ghoul rock to look very good, so I ended up going with a recolored mud projectile after all. (I still think bones would have been co...
- Sep 25th '18, 23:57
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
The two gray F'lickta color tables have blue and brown blood, respectively. I suspect they were meant to fill the remaining two variants, but were not used in any of the later versions I remember. The blue and green tables are definitely based on M2/Infinity, also unused. I'm not sure why any of the...
- Sep 5th '18, 19:57
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Alright, here's the updated file: https://www.dropbox.com/s/x2bg0idf0hhu41f/Eternal-Shapes-Lamps-9-5-18.shpA.zip?dl=0 In addition to what I've already posted, I made a few other minor changes. • Adjusted Frame scaling of the light fixtures in the Sewage collection to match the ones in the Water/Jjar...
- Sep 5th '18, 17:30
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Sure, no problem. What's the latest version? Beta 1 on the main site?
- Aug 31st '18, 22:43
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
The MoAH thing might be different because Eternal uses M1 sprites for the Hunters. Do M1 Hunters perhaps attack from a different position than M2/∞ Hunters? If that’s the case then perhaps we ought to adjust the offsets. Had a quick look at the M2 MOAH, and they're the same. Oddly enough, the MOAC ...
- Aug 29th '18, 18:29
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Alright, I think I've solved the Enforcer bug. Sequence 8 ("flame stationary") had both a Loop Frame and a Key Frame assigned, but since the sequence only has one frame to begin with, they were referencing non-existent frames beyond, and it appears in-game to have defaulted to Frame 0 (whi...
- Aug 29th '18, 06:25
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Oops. Enforcers with napalm cannons switch to a sprite of them with a scatter rifle for at least one of the frames they use. I know this issue has been looked into a bunch of times to try to fix it, but I just have no idea what's causing it. I just re-checked the sequences and the physics again and...
- Jul 4th '18, 14:39
- Forum: Mapping
- Topic: How do World Units compare to Doom engine sizes?
- Replies: 1
- Views: 5075
Re: How do World Units compare to Doom engine sizes?
The square highlighted in your image is 64x64 map units. According to this Doom Wiki article, 32 map units could be interpreted as 1 meter. As the Forge manual states, 1 World Unit is roughly 2 meters. Over the years, there has been some debate over the accuracy of this. For simplicity's sake, I wou...
- Jun 27th '18, 19:51
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
I always liked the watercolor look that first one had. I agree the swirly grooves on the rest should look darker. I also like that last one a lot.
- Jun 21st '18, 15:28
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Forgot to hand over those Wasp changes I talked about a few months ago. Since then, the only thing I've added besides are some minor changes to the Cyborg Controller. Guess now is as good a time to put them out as any: Round 6 Eternal Shapes Changes: • (3) Tick · Replaced Color Tables 02 and 03, rem...
- Apr 20th '18, 03:48
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Made a little something that may or may not help in testing the new textures. A group of maps with each texture from their respective collection, and all landscapes. https://www.dropbox.com/s/n3wfigurepg2o6y/Eternal%20Texture%20Test%20Maps.zip?dl=0 • Textures are separated into color groups. · North...
- Apr 15th '18, 02:41
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1731
- Views: 697211
Re: Eternal X 1.2
Erich, what do you think of this idea ? Not too sure about that one. It's a lot of extra work just to rearrange the eyes. Some more unique sprites to help them really stand out would be better, I think. For example, if the cloth accents from the XBLA Fighters were ever added to the original sprites...