Search found 342 matches
- Oct 12th '18, 02:32
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 11173
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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 (which happens...
- Aug 29th '18, 06:25
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
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: 1335
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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: 1712
- Views: 307291
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...
- Mar 31st '18, 02:40
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
The Hulks, Wasps, and Lookers are all definitely from Rubicon. I even fixed the Looker’s colors in the last update by pasting it in directly from the Rubicon X Shapes file. Actually, the Wasp might need to be touched up too, as it appears to have been imported to a mostly beige color table. If you l...
- Mar 23rd '18, 03:10
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
What is this Chapter 6 folder? There are only five chapters. And I don't think Pfhor are ever supposed to be neutral. I'm confused. I think I got mixed up and split the Hulk levels and Dreadnought levels. The Physics file under Chapter 5, Failure Levels is meant for "Run, Coward!". The rest in Chap...
- Mar 22nd '18, 21:53
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
Sorry for the wait! Round 5's here. Finished up the Marine collection, added Tacticus' Fusion sprites, added RavenShining's S'pht'Kr Color Tables, and some other general bitmap optimizations. For example, I recolored a few low-res weapon bitmaps, added cyan back to the Scatter Enforcer weapons, and ...
- Mar 14th '18, 23:24
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
Ah, I think I know what that crazy Bob in the default physics is! That's Hathor! Or it was supposed to be. Originally, I wanted a modified silver Bob (basically just female and with sort of techno-medusa hair added on) wielding a WMC to be at the end of We Met Once In The Garden, and there would be...
- Mar 14th '18, 21:25
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
There were plans years ago to have a whole variety of different Bobs based off the same model as the new player model that was going to accompany the new weapons that never materialized. The Bob placement and colors on the maps was updated in anticipation of those. I suspect that the assimilated Bo...
- Mar 14th '18, 18:55
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
Continuing the discussion about the S'pht clans from the Story Page here. How many different S'pht'Kr would we need? If just one, a dedicated slot could be given by replacing the Assimilated Bob, who is only used on a single failure level (The Philosophy of Time Travel) as a recolored green Bob with...
- Mar 12th '18, 22:53
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
Hey Pfhorrest, do you happen to have a list of which entities are or aren't friendly per-level or even per-chapter? The way ShapeFusion is set up, checking each monster in every level against the main physics file could take a long time. A list of any kind would speed up the process significantly. T...
- Mar 10th '18, 01:55
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
President People, I'd love to have your physics changes incorporated into the individual map files to include with that release! Incorporated Tacticus' new fusion sprites into the Shapes file (The plugin still needs the hi-res ones) and finally finished up the new Marine sprites tonight. I'll get t...
- Mar 1st '18, 19:31
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 307291
Re: Eternal X 1.2
Still here, but haven't been getting much done for the last week or so. I'll have to fix that over the weekend!Pfhorrest wrote:President People, are you still around?