Search found 1125 matches

by The Man
Jul 9th '19, 06:07
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Well, someone has a martyrdom complex right now. I was nowhere near uniformly scathing about your work - to begin with, I called your revisions of "Eat S'pht and Die" "great". I brought up what I intended to be one relatively minor complaint per level about "Mohicans" and "Run Coward", and you're ac...
by The Man
Jul 9th '19, 02:24
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Sorry, this version of Unwired sucks, and I’m not going to play it any further. There are like eight compilers that attack you on the first catwalk. I specifically said there shouldn’t be any compiler attacks until the second catwalk when the player has 3x shields. The journey back up to the main pa...
by The Man
Jul 8th '19, 20:51
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

The latter. I have a very “gotta catch ’em all” approach to ammo. It’s one of my weird player tics. I also try to avoid killing enemies that drop ammo in ways that cause them not to drop ammo, even if I don’t need that ammo. For instance, I’ll almost always soft kill Enforcers in Infinity even if th...
by The Man
Jul 8th '19, 20:19
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Suggestion for “Run, Coward!”: The final part of the level, when the player teleports out into space, should trigger a series of explosions within a short time frame – maybe four or five of them. Or, hell, this is Marathon , so make it seven. Easy to do that with crushing platforms that trigger with...
by The Man
Jul 8th '19, 03:06
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Oh hi, just a couple of vid films of 1.2.1b2 levels: #06 Unwired (fists & staff only) #29 Third Rock from Lh'owon (fists & staff only) I'll give 1.2.1b3 a whirl sometime later this week probably. I'm having a difficult time keeping up with everything in this thread - it doesn't help that I was AFK m...
by The Man
Jul 5th '19, 23:11
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

No problem. I don't know if anyone linked it, but here's version 1.2.1b2 of the precipitation branch. There are a lot of further changes we still need to make before 1.2.1 is ready for release, many of which are discussed above. I'd particularly like to figure out a way to make precipitation into a ...
by The Man
Jul 5th '19, 17:30
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Re: Unwired, we are either going to go with John’s suggestion or completely scrap the idea of even having the catwalks retract and instead completely overhaul the monsters that are in there, getting rid of a lot of the Hunters, Troopers, and Wasps, and instead replacing them with Compilers whose bol...
by The Man
Jul 4th '19, 22:11
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

It's not a matter of being burdened with obnoxious relatives - I've mostly been spending time with my close family, whom I don't get to see that often these days because they work during the day and I work at night, and friends whom I haven't seen in months. My reactions have been to your descriptio...
by The Man
Jul 4th '19, 18:09
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Whoever made it and whatever they intended, it's Pfhorrest's scenario, and you ought to know that's how I see it - we've fought and you've insulted me over this before. Pfhorrest also said he was fine restoring the behaviour to resemble how it worked in 1.1, so I don't find appeals to his authority...
by The Man
Jul 4th '19, 08:58
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

That's pretty much my brand, isn't it? [MTongue]

Anyway, the 2,147-polygon version is from the beta you sent me a while back. I should probably get the finished version.
by The Man
Jul 4th '19, 08:41
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Well, again, Pfhorrest didn't even make the level, so his recollection of the intended route isn't necessarily the be-all and end-all. Bill Wilkinson and/or Don-Martin Antell would be the ones to ask on that count. (Even if Pfhorrest had made it, though, the level is fifteen years old. I don't remem...
by The Man
Jul 4th '19, 03:50
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

I haven’t had time to actually look at all of this and may not for a few more days, so apologies if I’m misunderstanding some of this. Aaron's updated version of Unwired not only included an extra 2x recharger in the second room, but also upgraded the 1x charger in the 1st room to a 2x. While I agre...
by The Man
Jul 4th '19, 03:15
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

Oh yeah, I forgot about “Evil Undead Phantasms Must Die”, lol. But it’s 2,147, unless there’s a new version with more polygons. I think I forgot about it because I was specifically thinking of maps created specifically for A1, and I was under the impression that “Phantasms” is just a direct translat...
by The Man
Jul 4th '19, 01:08
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

Just from a pure polygon count perspective, Phoenix has seven levels topping 1,500 polygons: Stone Temple Pilates - 1,772 polygons S’phtstorm - 1,751 polygons Escape Two Thousand - 1,795 polygons Exercise in Excess - 1,727 polygons Sanctum Sanctorum - 1,756 polygons Dark Pfhorces - 1,582 polygons Re...
by The Man
Jul 3rd '19, 20:23
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

It hasn't removed all the limits; it's just removed some of them. Removing the limit on map indices would cause a major hit in performance, from what I understand. I wouldn't mind if someone doubled the number from 32,768 to 65,536, but honestly I think I'd like to see the limitation on physical map...
by The Man
Jun 28th '19, 17:10
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

Regarding 1, that seems fair. Regarding 2, another minor spoiler: That opening bit of geometry is actually a segment I reused from the scenario's first level for the sake of continuity; I didn't create it myself. (Even the names of the levels are linked, I should note.) Had I known the engine calcul...
by The Man
Jun 25th '19, 21:12
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

So a couple things occur to me: 1. Is there a good reason the map indices are a signed rather than unsigned variable? I can't imagine the game ever needing to access, say, map index -10, to pick a completely random value out of a hat. Would this be difficult to change so it's unsigned and you can ge...
by The Man
Jun 25th '19, 21:07
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 304475

Re: Eternal X 1.2

Thanks as always for your detailed feedback. I may look at many of these this weekend.

Chapter four is the portion of the game I felt least satisfied with, so if it takes you a while to finish writing up your issues, don't worry about it.
by The Man
Jun 23rd '19, 00:37
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

If I’d known that placing that many polygons that close together would eat up that many map indices even if I didn’t place any sound objects near them, I wouldn’t have done it so much! Half the battle etc. That’s why I asked for clarification, so I could avoid the problem in the future. There was a ...
by The Man
Jun 23rd '19, 00:29
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

Yeah, next time I’m going to aim for a lower polygon target. Though if, as I suspect, this is a corollary of Hofstadter’s Law, it still won’t matter.
by The Man
Jun 23rd '19, 00:13
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

Oh, thanks. For some reason I’d been under the impression that it was only sound objects that ate up map indices when polygons were close together, but obviously that’s not the case. No wonder simplifying the geometry helped so much. I think that answers my question.
by The Man
Jun 22nd '19, 23:31
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Re: Those pesky map indices

I'm no expert but I'm going to say that is the source of the problem as I've had the same problem and fixed it by getting rid of a large mass of very small polygons and redoing that area of the map with only a handful of larger polygons. Well, that could just mean the (presumably) reduced polygon c...
by The Man
Jun 22nd '19, 19:38
Forum: Aleph One Discussion
Topic: Those pesky map indices
Replies: 26
Views: 7950

Those pesky map indices

I think my understanding of the limit on map indices is flawed. I’ve largely finished the final level of Where Monsters Are in Dreams (chronologically within the story, not in terms of development cycle). When I finished my first draft of the geometry, there were 1,970 polygons. Aleph One wouldn’t l...
by The Man
Jun 20th '19, 18:26
Forum: Marathon Discussion
Topic: WMaiD
Replies: 85
Views: 34849

Re: WMaiD

Yeah, you're probably right. I'm just really happy with how this one's shaped up, and not being able to talk about it is... trying. [MTongue] I think it is a sign of progress that I'm basically finished constructing it after only about three or four days of work, though, and that's why I've been pos...
by The Man
Jun 18th '19, 16:42
Forum: Marathon Discussion
Topic: WMaiD
Replies: 85
Views: 34849

Re: WMaiD

I’ve gotten a first draft of the final level complete. There are a few things that I will still need to do before it’s in a finished state, but I’m quite pleased with how it’s turning out.