Search found 1125 matches
- Jan 18th '21, 08:59
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 85
- Views: 35033
Re: WMaiD
Neat to see you around, Drictelt! In case you're still paying attention, do you have any thoughts on the direction we've taken your level? Here's the latest revision . A few other new levels: Where the Shadows Lie and Retirement , both primarily created by Shadowbreaker (I’d already linked an older ...
- Jan 13th '21, 08:09
- Forum: Marathon Discussion
- Topic: So, about the BoBs...
- Replies: 5
- Views: 299
Re: So, about the BoBs...
If it was a limitation, it was probably more to do with memory than the number of monster slots. The game only loads the collections it needs, so the existence of the Tiny Bob wasn’t using any extra memory – it only loads Bob graphics on levels that have Bobs. (In fact, since the Tiny Bob is never a...
- Jan 8th '21, 00:28
- Forum: Marathon Discussion
- Topic: So, about the BoBs...
- Replies: 5
- Views: 299
Re: So, about the BoBs...
I always assumed they just didn’t have the system resources to represent two different genders, so they left Bobs’ gender ambiguous and didn’t bother representing secondary sex characteristics. Doug Zartman reads their lines with a wide enough vocal range that some of the lines could plausibly be in...
- Jan 8th '21, 00:24
- Forum: Projects
- Topic: Xmas 1-2-3, Winter 1, Narcotics, and a dangling map
- Replies: 10
- Views: 2326
Re: Xmas 1-2-3, Winter 1, Narcotics, and a dangling map
I've been able to extract them from SheepShaver images using HFVExplorer. However, HAS (for whom I’m doing remastered sounds for the upcoming Trojan re-release) has reported that it’s not possible to drop these versions onto MacBinary. Unfortunately, I can’t get MacBinary to run either on Mac OS X Y...
- Dec 19th '20, 03:33
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 306486
Re: Eternal X 1.2
I think I’ll just make the first level into a dream and split up the terminal for now, then. I probably won’t have time to make the split-up “Aye Mak Sicur” for now. Would we want to modify how Hathor’s message is presented while making it a dream? I get the idea of wanting the fusion cannon to be a...
- Dec 17th '20, 21:58
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 306486
Re: Eternal X 1.2
A few of us went through the latest 1.3 beta again over the past few weeks. Overall thoughts, roughly in chronological order: Overall, the amount this game has improved since even 1.2 is pretty considerable. The amount it’s improved since 1.1 is borderline incalculable. We’d arguably be justified in...
- Nov 30th '20, 15:57
- Forum: Marathon Discussion
- Topic: Where is Fatum Iustum Stultorum?
- Replies: 3
- Views: 341
Re: Where is Fatum Iustum Stultorum?
I always assumed he only brought up “down on the planet” because he’d just mentioned carving the title of the level on Lh’owon’s moon. It’s definitely on Lh’owon – that’s Lh’owon’s landscape at the top of the level.
- Nov 12th '20, 12:07
- Forum: Editors, Emulation, Etcetera
- Topic: weland 1.4.5
- Replies: 3
- Views: 571
Re: weland 1.4.5
“Shapes File” is probably self-explanatory. In my setup, I have “Aleph One” pointing to “F:\Games\AlephOne-20201026\AlephOne64.exe”. You’ll want to select whatever your executable file for Aleph One is. It has to be 1.4pre1 or a later build. For “Scenario”, I’ve selected “C:\Users\Aaron\Dropbox\WMAi...
- Nov 12th '20, 11:52
- Forum: Mapping
- Topic: Bridges w/ Underpass
- Replies: 1
- Views: 272
Re: Bridges w/ Underpass
See if this works. I’ve been meaning to host it properly, but I don’t currently have a website up. I’ll get around to it again someday.
- Oct 31st '20, 13:16
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 85
- Views: 35033
Re: WMaiD
Work on WMAiD continues apace. I can’t promise any release date yet, but I think an alpha in early 2021 is probably doable. Late 2020 might be a bit optimistic. The 10-15 levels count wound up underselling it, though; we’ve currently got a list of 17 levels that are close to a state we’d feel comfor...
- Oct 29th '20, 12:00
- Forum: Aleph One Discussion
- Topic: Aleph One 1.4 preview 1
- Replies: 2
- Views: 675
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 )...
- Oct 28th '20, 00:22
- Forum: Mapping
- Topic: Imperium V
- Replies: 39
- Views: 20409
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).
- Oct 28th '20, 00:21
- Forum: Editors, Emulation, Etcetera
- Topic: weland 1.4.5
- Replies: 3
- Views: 571
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.
- Sep 29th '20, 19:21
- Forum: Projects
- Topic: Eternal X 1.2
- Replies: 1712
- Views: 306486
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 ...
- Sep 23rd '20, 23:08
- Forum: The Pfhorums
- Topic: Unparalleled in the history of the universe
- Replies: 5
- Views: 1064
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...
- Sep 3rd '20, 21:46
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 85
- Views: 35033
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...
- Aug 17th '20, 18:19
- Forum: Editors, Emulation, Etcetera
- Topic: shapefusion 0.7
- Replies: 3
- Views: 736
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. ![marathon [MUp]](./images/smilies/13.png)
![marathon [MUp]](./images/smilies/13.png)
- Jul 30th '20, 14:36
- Forum: Projects
- Topic: Remastered Marathon Infinity sounds
- Replies: 7
- Views: 2342
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...
- Jul 22nd '20, 00:12
- Forum: Marathon Discussion
- Topic: WMaiD
- Replies: 85
- Views: 35033
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...
- Jul 19th '20, 16:48
- Forum: Marathon Discussion
- Topic: The Holy Grail speedrun skip of Marathon Infinity (ES1->ES3)
- Replies: 0
- Views: 435
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...
- Jul 19th '20, 16:12
- Forum: Welcome
- Topic: Been a long time...
- Replies: 5
- Views: 1161
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...
- Jul 9th '20, 17:06
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 1415
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...
- Jul 9th '20, 12:20
- Forum: Marathon Discussion
- Topic: How do I access some kind of an AlephOne level editor?
- Replies: 4
- Views: 772
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...
- Jul 7th '20, 22:39
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 1415
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...
- Jul 6th '20, 16:12
- Forum: Aleph One Discussion
- Topic: Converting old M1 content
- Replies: 7
- Views: 1415
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...