Search found 1124 matches

by The Man
Jun 15th '19, 20:10
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

IIRC, the platforms in level 11 have a delay because of their fast speed – if they activated immediately, players might not always be able to get onto them, which is a serious problem given that there’s goo underneath them. However, we may have made the activation delay too long. The problem is that...
by The Man
Jun 12th '19, 06:48
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

Yeah, sorry about that. I’ve been kind of scarce because of one thing and another. I also decided to join another scenario development project because it’s not like I didn't already have a ton on my plate. I do intend to get back to Eternal in the near future, though, if nothing else so I can fix up...
by The Man
Jun 12th '19, 06:40
Forum: Marathon Discussion
Topic: WMaiD
Replies: 84
Views: 34660

Re: WMaiD

To answer a question that I didn't notice before, BTW, "The Haunted Beacon" is indeed using the Nebulon environment. We have recently been kindly given a treasure trove of additional maps that were intended for use in a now abandoned scenario. I'm not sure how much I should be discussing about them ...
by The Man
Jun 10th '19, 22:00
Forum: Marathon Discussion
Topic: WMaiD
Replies: 84
Views: 34660

Re: WMaiD

Thanks. Not that I had anything to do with the appearance of the scenario as of yet – I’m currently retexturing and finishing off one of Drictelt’s unfinished old levels (after which I’ll do item and enemy placement), which will be my first concrete contribution to the scenario. Here’s a third level...
by The Man
Jun 10th '19, 18:20
Forum: Marathon Discussion
Topic: WMaiD
Replies: 84
Views: 34660

Re: WMaiD

We're keeping this thread to the pace of one big update per year, it seems. This project isn't dead; I joined the development team last month, and while I'm still taking stock of its status, I'd estimate it's about 70% complete. Finishing it by the end of next year might actually be a realistic goal...
by The Man
May 21st '19, 20:30
Forum: Aleph One Discussion
Topic: Music volume and ReplayGain/FLAC support
Replies: 24
Views: 7588

Re: Music volume and ReplayGain/FLAC support

Awesome, thanks so much! I'll give it a try as soon as my schedule permits.
by The Man
May 21st '19, 00:11
Forum: Aleph One Discussion
Topic: Music volume and ReplayGain/FLAC support
Replies: 24
Views: 7588

Re: Music volume and ReplayGain/FLAC support

That’s fair, but it does seem like a bit of a stopgap solution. Would ambient sounds start cutting out, for instance, if I did that? Or would I be unable to hear enemies shooting at me sometimes? It seems like it’d potentially just be replacing one problem with another – perhaps a less annoying prob...
by The Man
May 20th '19, 22:41
Forum: Aleph One Discussion
Topic: Music volume and ReplayGain/FLAC support
Replies: 24
Views: 7588

Re: Music volume and ReplayGain/FLAC support

No, I hadn’t thought of that. Would that reduce the number of sounds being played in-game, though? I’m not entirely clear on what it would do, but it seems like I’d be missing some fairly important information if I did so.
by The Man
May 20th '19, 20:50
Forum: Aleph One Discussion
Topic: Music volume and ReplayGain/FLAC support
Replies: 24
Views: 7588

Re: Music volume and ReplayGain/FLAC support

I think I may have uncovered the source of most of the complaints. Below is the audio track from a video I’ve uploaded fairly recently (my most recent film of “How to Disappear Completely”) from Marathon Chronicles . The bottom part is the waveform. The amount of time where the peaks are flat sugges...
by The Man
May 7th '19, 22:38
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

I feel as though I owe an explanation for why I reacted so harshly above. I don’t know if I can provide one that will make sense to anyone else, because it seems that I’ve been subject to several other misreadings as well, but it’s apparent by now that I’m going to keep obsessing over this if I don’...
by The Man
May 6th '19, 05:10
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

Thanks. I’m not going to rush to complete it overnight or anything; I’m probably going to be fairly busy myself the next couple of weeks. I think the version of “Core Done Blew” I posted a couple days ago can probably just be slotted in as is; I don’t know if anyone made any further changes to the l...
by The Man
May 5th '19, 23:20
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

I get that finals are stressful and that you don't exactly have a wealth of free time right now, but for fuck's fucking sake, for three days straight you've been dismissing seven hours of wasted work on my part like it was a five-minute walk. Do you really not understand why I found that infuriating...
by The Man
May 5th '19, 22:50
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

As for the story, Pfhorrest has said twice now that that's the intended route, so I don't know why you're still arguing that point. Oh, piss off with this holier-than-thou horseshit. I put in at least seven hours of work into this level that have amounted to absolutely nothing in 1.2.0, and you are...
by The Man
May 5th '19, 20:34
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

That sounds right. There’s a platform (highlighted in the attached image) that would provide the player passage back to the main part of the level in previous versions of the level, but I suspect I mistakenly marked it to activate only once. I stated in late December that it should be switched to “d...
by The Man
May 5th '19, 19:28
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

I just meant it was broken from a story perspective, for reasons explained in my previous message. It’s theoretically possible to vid (as I said, I have cleared it once in its current state from a save file, so I’m sure it can be done); it’s just not fun . In its current state, it’s the longest leve...
by The Man
May 5th '19, 03:12
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

Sorry, no, it’s not , as shown in this video from August 2018. There are supposed to be two routes, with platform 801 providing a much less annoying way back up; the pit route is supposed to be an infuriating slog that punishes the player for making a misstep. Which is (I always assumed) why Duranda...
by The Man
May 4th '19, 21:19
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

I hate to be a bother about this, but it needs to be patched. “Unwired” is awful on Total Carnage in its current state. It is theoretically possible to complete it, but the intended route is not actually possible any longer; there’s a segment that happens some fifteen minutes into the level that req...
by The Man
May 3rd '19, 19:40
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

TBH I have no interest in doing more work for Eternal for a while. We spent too long and I'm completely burnt out, the past couple weeks I haven't even been working on M1R as I needed a break from A1 altogether. If some game-breaking bug that requires a 1.2.1 release is discovered, I'll look this o...
by The Man
May 3rd '19, 04:37
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

Sorry, that would be completely impossible even if I had any faith whatsoever in my recollection of the last six months. I’m not exaggerating by saying that I spent at least seven hours in late December just on that one level, and it was probably closer to ten or twelve. I wouldn’t be surprised if I...
by The Man
May 3rd '19, 02:13
Forum: Projects
Topic: Eternal X 1.2
Replies: 1712
Views: 302808

Re: Eternal X 1.2

I don’t know why, but the wrong versions of “Unwired” and “Core Done Blew” got included in the final release. It’s possible that I simply forgot to upload my more recent revisions. There were some minor revisions to “Unwired” towards the end of development that I had no hand in, but I don’t know wha...
by The Man
May 2nd '19, 17:32
Forum: Projects
Topic: Marathon Chronicles
Replies: 270
Views: 56157

Re: Marathon Chronicles

Thanks. Most of the secrets actually shouldn’t be required to beat levels, since they generally only contain ammo caches (and sometimes weapons). They’re just there as added bonuses. I’m able to beat most of the levels without using ammo at all, and for the handful of exceptions, I only need ammo in...
by The Man
May 1st '19, 22:50
Forum: Projects
Topic: Marathon Chronicles
Replies: 270
Views: 56157

Re: Marathon Chronicles

I wrote a long post and Chrome ate it. Hopefully this hits all the same points. First of all, thanks! I plan to write more detailed mission descriptions for some, maybe most, of the levels, but overall, I’d prefer to defer that until near the end of development if remotely possible, since the conten...
by The Man
May 1st '19, 17:47
Forum: Projects
Topic: Marathon Chronicles
Replies: 270
Views: 56157

Re: Marathon Chronicles

I wrote a thing, which I’m liable to expand and revise later. It retcons some of what I’d written previously (especially in the terminals of “The Paradox of Tolerance”), and I’ll have to revise some of that if I decide to go with this approach, but I think it has a few strengths over my previous ver...
by The Man
Apr 30th '19, 02:24
Forum: Marathon Discussion
Topic: Major 3rd Party Plugin Summaries
Replies: 8
Views: 3869

Re: Major 3rd Party Plugin Summaries

I remembered that one specifically used the phrase “stable time loop”, and it was this post . I can’t remember for others. Might look later. I know there’s some discussion of Eternal ’s plot on the TV Tropes page for Marathon , which also has links to a few other posts about Eternal . I’m not going ...
by The Man
Apr 29th '19, 21:51
Forum: Aleph One Discussion
Topic: Sprites are disappearing/flickering during play
Replies: 27
Views: 10587

Re: Sprites are disappearing/flickering during play

I realised I didn’t link my M2 playlist , which would greatly increase others’ convenience. If someone can find a film in this playlist recorded before, let’s say, 2004 that has the sprite flickering problem – it seems to happen more often in narrow corridors than anywhere – I’d appreciate it; that ...