Search found 44 matches

by ktaur
Jan 4th '19, 02:00
Forum: Mapping
Topic: Multi-Stop elevators
Replies: 1
Views: 1712

Re: Multi-Stop elevators

Change the ceiling height of polygon (platform) #244 from -7.000 to -1.000, and it should work perfectly.
by ktaur
Mar 3rd '18, 23:52
Forum: Mapping
Topic: Liquid as vacuum and conditional projectiles
Replies: 6
Views: 2716

Re: Liquid as vacuum and conditional projectiles

Thanks, $lave. That's a really interesting solution; i'll have to play around with it a bit. It might be useful for a whole bunch of other things, as well. Admittedly, i was mistaken about the changing fusion behavior in the physics model—indeed, checking "penetrates liquids" and changing media impa...
by ktaur
Mar 3rd '18, 00:38
Forum: Mapping
Topic: Liquid as vacuum and conditional projectiles
Replies: 6
Views: 2716

Liquid as vacuum and conditional projectiles

i'm working on a map that uses the Jjaro liquid type as vacuum. Why would i do that? Because a major part of the level involves moving between oxygenated 'indoor' spaces and 'outside' vacuum spaces via realistic airlocks. Marathon Evil was (i think) the first to use airlocks for liquids, so i though...
by ktaur
Nov 21st '11, 21:33
Forum: Mapping
Topic: What the hell is this?
Replies: 7
Views: 5524

The problem is you're drawing zero length lines, which Weland allows despite my best efforts. Fortunately it also includes a menu item to find them--just delete those, no need to redraw geometry. This as addressed in an earlier conversation...thought it might be useful: http://www.pfhorums.com/inde...
by ktaur
Nov 21st '11, 01:21
Forum: Mapping
Topic: What the hell is this?
Replies: 7
Views: 5524

It doesn't appear that your geometry is too complex. AO can handle many more polygons than that. The problem is weland; sometimes it screws up the boundary between walls. Deleting and re-drawing the affected polygons usually fixes it.
by ktaur
Nov 10th '11, 21:56
Forum: Aleph One Discussion
Topic: Apparent polygon limits?
Replies: 7
Views: 3729

All those parallel lines are trouble, too. You should review the Forge manual, and Hastur's workshop. Some timeless advice in there. Thanks for the advice, but i'm well aware of issues with parallel lines. The ones you see are geometry for overhead lights. The geometry circled in the screenshot cau...
by ktaur
Nov 10th '11, 20:58
Forum: Aleph One Discussion
Topic: Apparent polygon limits?
Replies: 7
Views: 3729

This seems to be what did it ;)

[attachment=5280:deckstacker.png]

Admittedly i got a bit carried away with the geometry...most of it's purely aesthetic, anyway. It can probably be much better simplified.

Thanks for the help.
by ktaur
Nov 10th '11, 01:50
Forum: Aleph One Discussion
Topic: Apparent polygon limits?
Replies: 7
Views: 3729

The number of polygons can vary--what you ran into was the map index limit. Map indexes are a cache Aleph One uses to be able to do in-game calculations efficiently. They get used up more quickly if you have complex geometry, which is why the number of polygons in your map is so low. I've seen some...
by ktaur
Nov 9th '11, 22:25
Forum: Aleph One Discussion
Topic: Apparent polygon limits?
Replies: 7
Views: 3729

It appears i've run into a limit on the number of polygons Aleph One can handle in a single map. i've been working on a very large map for several months now, and so far i've had no problems. However, after adding a few polygons today (poly count increased from 1564 to 1582), when i tried to play th...
by ktaur
Jul 29th '11, 23:36
Forum: Editors, Emulation, Etcetera
Topic: Run Weland in Ubuntu
Replies: 8
Views: 5342

[facepalm] Never mind.

i guess it helps if i install mono-gmcs ;)

Thanks anyway.
by ktaur
Jul 29th '11, 23:06
Forum: Editors, Emulation, Etcetera
Topic: Run Weland in Ubuntu
Replies: 8
Views: 5342

i've installed the mono and gtk-sharp dependencies, yet when i attempt to make, i get:

gmcs @weland.rsp
make: gmcs: Command not found
make: *** [all] Error 127

i'm sure it's a simple oversight...something stupid and most likely obvious, but i can't seem to figure it out.
by ktaur
Jul 29th '11, 01:11
Forum: Editors, Emulation, Etcetera
Topic: Run Weland in Ubuntu
Replies: 8
Views: 5342

i apologise in advance--this is a very n00b question, and i'm choking painfully on my pride here--but i can't seem to find much info on how to compile and run Weland on Ubuntu. Any help would be much appreciated.

Thank you.
by ktaur
Oct 24th '10, 19:42
Forum: Mapping
Topic: Geometry post-Chisel
Replies: 7
Views: 4800

Thanks, treellama. sceA files would never show in the listing when i attempted to open them from Forge. Never occurred to me to just drop them on the app itself.
by ktaur
Oct 24th '10, 19:32
Forum: Mapping
Topic: Converter for old Maps
Replies: 2
Views: 2980

i've never had a problem running older maps via Aleph One, but i'm thinking your best bet is to get Atque and split the maps into their components, then re-merge them.
by ktaur
Oct 17th '10, 23:32
Forum: Mapping
Topic: Geometry post-Chisel
Replies: 7
Views: 4800

Hmm. i'm unable to open anything saved from Weland (anything with an sceA extension) in Forge or Chisel...
by ktaur
Oct 17th '10, 22:09
Forum: Mapping
Topic: Geometry post-Chisel
Replies: 7
Views: 4800

In the old days, when i ran OS 9 and used Forge, i used Chisel plugins rather extensively; especially the one that drew ovals at a specified size, origin, and number of points. After a rather lengthy hiatus, i'm using (and loving) Weland and Visual Mode.lua, but the one thing i'm really missing is t...
by ktaur
Oct 10th '10, 18:47
Forum: Mapping
Topic: How do you fix false walls?
Replies: 6
Views: 4096

Did double-clicking on the line and choosing 'Empty' work? If not, the solution might be a bit trickier, depending upon what you're trying to do. If you're using a lot of overlapping polygons and/or 5D-space, sometimes the engine will behave strangely; you'll get 'one-way walls' and inescapable room...
by ktaur
Sep 22nd '10, 23:35
Forum: Mapping
Topic: Solid walls
Replies: 8
Views: 5432

i'm not certain what you're doing...and even less certain why...but it sounds like the line you've made solid is getting its surfaces 'split up' vertically because of the difference in adjacent heights. Therefore, you've got 3 surfaces to texture, rather than just one. Per the diagram i've included,...
by ktaur
Sep 15th '10, 23:13
Forum: Mapping
Topic: Bottled Water
Replies: 1
Views: 1998

i like the looks of it from the screenshot. i'll give it a try and let you know...
by ktaur
Sep 15th '10, 02:56
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

I have the same problem, but just with certain openings. For example, I make a hallway and when I try to walk through it it acts as a "bounce thingy" and pushes me back. So I delete and remake it in weland, and then when I try to go throughit it just acts as an invisible wall. The situation you're ...
by ktaur
Sep 13th '10, 23:45
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

If I were to guess, I'd say that the problematic polygon had too many transparent lines that were parallel with other transparent lines. By cutting up the polygon into three polygons, I reduced the amount of transparent lines per polygon, which seemed to be enough to stop the engine confusion. If y...
by ktaur
Sep 13th '10, 21:23
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

G.S.10 wrote:So far back. I was mapping back then too. Weird how this game sticks with you. If you ever get around to finish those maps, I'd love to see an upload.
So many other games are out there, but i can't help coming back to Marathon. i'll try and revise some old maps and post em soon...
by ktaur
Sep 12th '10, 23:53
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

That explains the good mapping :) Have you released anything previously? Never released anything online. Basically a group of friends and i circulated maps back and forth (this was back when we all had 28.8 modems and Marathon was a LAN-only game). i've been looking back through a bunch of old maps...
by ktaur
Sep 12th '10, 21:44
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

Hey, you may have a chance at becoming the community's next great mapper. It's by far the most interesting mapping I've seen from a new mapper in a long time. Thanks for the props, but i'm not a new mapper...just a slightly rusty old mapper back after several years' hiatus ;) Treellama, your point ...
by ktaur
Sep 12th '10, 21:12
Forum: Mapping
Topic: 5D-space 'trap'
Replies: 43
Views: 19426

G.S.10 wrote:K'taur, I cannot explain why the error happened, but I figured out how to solve it.
[[facepalm]]...the one thing i didn't try. i've been rearranging and redrawing polygons for days... Thanks so much, Goran.