Search found 1115 matches

by The Man
Oct 29th '20, 12:00
Forum: Aleph One Discussion
Topic: Aleph One 1.4 preview 1
Replies: 2
Views: 131

Re: Aleph One 1.4 preview 1

If you’re on Windows, it's definitely faster for some maps. If I’m remembering the discussion in the Discord correctly, 1.3 and 1.3.1 were mistakenly built without some of the optimisations found in previous releases, which caused slowdowns on visually complex maps (e.g., seemingly half of Eternal )...
by The Man
Oct 28th '20, 00:22
Forum: Mapping
Topic: Imperium V
Replies: 39
Views: 19369

Re: Imperium V

Too lazy to write a proper review right now, but these rule. If you haven't grabbed them yet, make sure you do, even if it's just to wander around them as solo levels (you can always use Survival or Single Player Network Game or something to make it interesting).
by The Man
Oct 28th '20, 00:21
Forum: Editors, Emulation, Etcetera
Topic: weland 1.4.5
Replies: 1
Views: 80

Re: weland 1.4.5

This is, no joke, one of the best things to happen to this engine in years. Thanks so much for all your hard work.
by The Man
Sep 29th '20, 19:21
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

Yep, that bug is why I took precipitation out of the current 1.3 development releases. (We renumbered the planned versions after Tacticus sent us new weapon sprites, because this is no longer primarily a bug fix release, and in truth hasn't been for most of its development. There will probably be a ...
by The Man
Sep 23rd '20, 23:08
Forum: The Pfhorums
Topic: Unparalleled in the history of the universe
Replies: 5
Views: 483

Re: Unparalleled in the history of the universe

Two big reasons, if I had to hazard guesses: Security. Never a good idea to be running old, unpatched versions of software that are probably not even supported any longer. Not a complete nightmare to navigate on mobile devices. There are things about the style I definitely liked better in the old ve...
by The Man
Sep 3rd '20, 21:46
Forum: Marathon Discussion
Topic: WMaiD
Replies: 81
Views: 32557

Re: WMaiD

Two videos of previously unseen levels: From the Badlands to a Ghost Town : A relatively short, mostly expository/exploration-based level. CryoS made the initial geometry, and then I had a second pass over it to prune out about 200 unnecessary polygons, freeing up room for the level to be expanded f...
by The Man
Aug 17th '20, 18:19
Forum: Editors, Emulation, Etcetera
Topic: shapefusion 0.7
Replies: 3
Views: 511

Re: shapefusion 0.7

Hooray for a new Mac version (finally!), and fixed copy & paste functions. I do most of my image and sound editing in Windows, but this will still make things significantly easier for me. Thanks for the hard work on all this stuff. [MUp]
by The Man
Jul 30th '20, 14:36
Forum: Projects
Topic: Remastered Marathon Infinity sounds
Replies: 7
Views: 2044

Re: Remastered Marathon Infinity sounds

I finally put together the remastered Marathon 1 sounds file . These will sound crisper than the originals, due to having reasonable approximations of missing upper frequencies; they will sound less noisy, due to the noise reduction filters; some of them will sound less distorted, due to the declip...
by The Man
Jul 22nd '20, 00:12
Forum: Marathon Discussion
Topic: WMaiD
Replies: 81
Views: 32557

Re: WMaiD

We ate’nt dead. There’s actually been a lot of progress on this in the past few weeks, and we’ve just updated our website with a whole bunch of new screenshots. You can find our main webpage here and our screenshots page here . We very well may continue uploading new screenshots, and I’ll probably u...
by The Man
Jul 19th '20, 16:48
Forum: Marathon Discussion
Topic: The Holy Grail speedrun skip of Marathon Infinity (ES1->ES3)
Replies: 0
Views: 311

The Holy Grail speedrun skip of Marathon Infinity (ES1->ES3)

It’s always, at least in theory, been possible to skip from “Electric Sheep One” to “Electric Sheep Three”. There’s an exit polygon on “ES1” that takes the player to “ES3” (it’s the same polygon that takes the player to “Eat the Path” in “Electric Sheep Three”). However, there’s a door that never op...
by The Man
Jul 19th '20, 16:12
Forum: Welcome
Topic: Been a long time...
Replies: 5
Views: 749

Re: Been a long time...

If you really want to go back to the vanilla appearances, also switch to software mode. And if you want to restore the original dimensions of the game, change the HUD and terminal sizes to “largest”, which will give the game content onscreen a 4:3 aspect ratio (at the expense of eating up 33% of the...
by The Man
Jul 9th '20, 17:06
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 1094

Re: Converting old M1 content

I was probably just going to adapt the MML from Marathon 1 to work with Trojan . The main thing that we’d need to change is the dimensions of the main menu for the image file, which is just a matter of going in with an image editor and getting the correct pixel coordinates – I just haven’t gotten ar...
by The Man
Jul 9th '20, 12:20
Forum: Marathon Discussion
Topic: How do I access some kind of an AlephOne level editor?
Replies: 4
Views: 552

Re: How do I access some kind of an AlephOne level editor?

Treellama wrote Visual Mode.lua as well, actually. There’s also Vasara, a modification of the above by Hopper (one of the other main developers of Aleph One). Of course, both of those run within Aleph One itself, not within Weland – it would be a task of at least a year to rewrite the engine in a co...
by The Man
Jul 7th '20, 22:39
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 1094

Re: Converting old M1 content

The readme for the scenario. I have no idea how they got it to work – they must have modified the application code somehow, but how they figured out what to do is beyond me – and I have even less idea why they did it that way. But apparently, if you just duplicate the shapes file and rename the copy...
by The Man
Jul 6th '20, 16:12
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 1094

Re: Converting old M1 content

Thanks! I actually already have the Trojan music – I just don’t know what track corresponded to what index. But for some reason, they put the physics data in the shapes file rather than in the application, which I assume required some changes to the game code. Would taking the physics data out of th...
by The Man
Jul 5th '20, 21:03
Forum: Aleph One Discussion
Topic: Converting old M1 content
Replies: 7
Views: 1094

Converting old M1 content

We were of a mind in the Discord to grab some M1 scenarios out of a SheepShaver drive in HFVExplorer and see if they’ll run in Aleph One. (I’ve been able to do this with a modified sounds file I’ll post sometime when I feel like writing up a read-me for it… so probably around the same time I post al...
by The Man
Jun 14th '20, 14:04
Forum: Projects
Topic: Marathon Unity
Replies: 31
Views: 8466

Re: Marathon Unity

In this case, though, you’re not. I’m not sure how much of the code Deram wound up using though, and Forge+ is only intended to be a map editor (though that’s not stopping someone else from potentially taking it and running with it).
by The Man
May 27th '20, 07:43
Forum: The Pfhorums
Topic: Send email notification with PM
Replies: 4
Views: 989

Re: Send email notification with PM

No idea for your Pfhorums question, but… Have you tried him on Discord? A lot of people seem to be more responsive through there these days. TBH, this place is so dead nowadays that I sometimes forget to check it for days at a time. ETA: …though, that said, he’d told us he was gonna be busy IRL pret...
by The Man
May 6th '20, 22:57
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

So in other words, if we don’t go too high, we should avoid the film desync problem? The solution seems to be “leave a bunch of wiggle room.” We have already specifically limited the amount of precipitation in each level based on the number of objects that were already in the level. But I think we d...
by The Man
May 6th '20, 21:46
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

I’m not ready to give up on this hoary old engine yet. If Ryoko can make this massive beauty work in Aleph One, then I think we need to put a little faith in its capabilities. However, I have only one hypothesis as to why the “Babylon X” film doesn’t go out of sync. Just in case anyone thinks I migh...
by The Man
May 6th '20, 21:09
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

Huh. Why didn’t my test of “Babylon X” desync then? It should’ve desynced immediately if that’s the case.
by The Man
May 6th '20, 20:39
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

I might’ve not provided enough information in my previous post. I agree that the precipitation script shouldn’t use Game.global_random(), precisely because that affects other gameplay elements; that’s why my solution is to use Game.random() for everything relating specifically to precipitation, and ...
by The Man
May 6th '20, 20:12
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 281991

Re: Eternal X 1.2

It looks like levels where precipitation is the only thing that uses Game.random() stay in sync regardless of whether the plugin is on or off, judging from my tests with “Babylon X”. This makes sense, because the presence or absence of precipitation effects doesn’t actually change the gameplay of th...
by The Man
Apr 26th '20, 21:09
Forum: Projects
Topic: Remastered Marathon Infinity sounds
Replies: 7
Views: 2044

Re: Remastered Marathon Infinity sounds

No problem! And yeah, given how good it is at what it does, it’s practically a steal. I’m sure I’ve gotten thousands of hours of use out of it by now, especially considering that about 80% of the music I listen to has been processed in RX in some way or another (usually the declipper and phase rotat...
by The Man
Apr 26th '20, 20:28
Forum: Projects
Topic: Remastered Marathon Infinity sounds
Replies: 7
Views: 2044

Re: Remastered Marathon Infinity sounds

Thanks! You probably won’t get very good results with Audacity; it’s a decent piece of sound editing software, but its sound processing functions leave a bit to be desired. Or at least they did the last time I used it. I used iZotope RX5 Advanced to do all these, which is quite an expensive piece of...