Search found 1119 matches

by The Man
May 6th '20, 20:39
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

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: 293632

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: 2179

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: 2179

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...
by The Man
Apr 13th '20, 01:21
Forum: Chat
Topic: Raycaster Again
Replies: 30
Views: 5413

Re: Raycaster Again

Yes. If I had opened up Chronicles development as early as... let's say 2002, since I didn't have much to show for it the first couple years I worked on it, then odds are about 99.9% I would've finished it a long, long time ago - probably around 2010. (It might have ended up a somewhat lesser game, ...
by The Man
Apr 10th '20, 18:43
Forum: Projects
Topic: Marathon Chronicles
Replies: 270
Views: 54752

Re: Marathon Chronicles

New release incorporating new weapon sprites from Tacticus has been implemented. The rifle sprite will not “feel” at all correct right now – it should be much more accurate than it is, and it should probably fire much less rapidly as well. I’m liable to make it fire bursts of projectiles like the fl...
by The Man
Apr 6th '20, 01:45
Forum: Aleph One Discussion
Topic: How can I change my FOV?
Replies: 1
Views: 857

Re: How can I change my FOV?

The easiest way is to make a plaintext file named “FOV.mml” containing the following text: <marathon> <view> <fov normal="108"/> </view> </marathon> And drop it in your Scripts folder. Change “108” to whatever number suits you (the default is 90). However, note that this won’t work with certain scen...
by The Man
Apr 3rd '20, 22:23
Forum: Chat
Topic: Raycaster Again
Replies: 30
Views: 5413

Re: Raycaster Again

You might actually have more luck trying to find an existing project that interests you and then contributing to that somehow; these things develop a sort of momentum as more people join them, and you’ll have a lot more luck getting people to join your own projects if you can point to concrete contr...
by The Man
Apr 3rd '20, 03:05
Forum: Projects
Topic: Marathon Chronicles
Replies: 270
Views: 54752

Re: Marathon Chronicles

New release, same link as always: https://drive.google.com/open?id=1BtHg2LzQBth25hxB-AURAs8um3yyCaTE This project isn’t dead, but since we’re attempting to get new releases out for both Eternal and WMAiD soon, I’ve pushed it a bit to the side. But there are a few major changes I am hoping to roll in...
by The Man
Apr 2nd '20, 20:16
Forum: Chat
Topic: Raycaster Again
Replies: 30
Views: 5413

Re: Raycaster Again

Godspeed You! Black Emperor is probably still my favourite band of all time (though I've been listening more to Deathspell Omega lately, because their music suits our turbulent times so well - though GY!BE's also fits well; both bands' output is quite apocalyptic). Unfortunately, GY!BE has largely r...
by The Man
Mar 31st '20, 18:23
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

That’s odd. If there’s something I can do to help isolate why the memory usage got worse in b3, I’ll be glad to assist when time permits.
by The Man
Mar 31st '20, 17:12
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

Thanks, that’s helpful. I do think there are probably too many textures per collection, but reshuffling the textures is something we’re going to hold off until at least version 1.3, since it’d require a complete retexturing of literally every map in the game. I can write a script to do this, now tha...
by The Man
Mar 30th '20, 22:51
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

Oh, weird. The NVIDIA DDS plugin I have for Photoshop lists a couple of formats (e.g., 8) that only seem to have one channel, and a few others that only seem to have two – what’s with those, then? NVIDIA thing.png And helping fix the bugs would be ideal! But I don’t know how to work around the memor...
by The Man
Mar 30th '20, 21:21
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

Thanks, that’s quite helpful. I assume greyscale images should be saved as a different DXTC type – if you’re saving it as RGB you’re wasting two entire channels and tripling (or at least doubling, if there’s an alpha channel) the image size in memory! I assume that means using a different form of co...
by The Man
Mar 30th '20, 18:43
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

Is there an easily comprehensible guide somewhere to how all these DDS settings work? There are a lot of settings, and some of them are really confusing! I'd rather not mess anything up with preparing DDS textures for WMAiD when it comes time to package together the demo (and eventually the full gam...
by The Man
Mar 28th '20, 00:14
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

Aaron I think this was addressed to me, not you... I suspected that, but I just knew you were busy and thought I might have them myself. I probably didn't have the broken ones, though. And yeah, I think the shader is the only renderer on 1.3 unless you do some weird settings thing I that I've alrea...
by The Man
Mar 27th '20, 22:28
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

I don't actually remember. Maybe someone can host a network game tonight so I can test?

I'll upload the DDS files separately tonight if I can find them. Which ones did you want in particular?
by The Man
Mar 27th '20, 20:01
Forum: Aleph One Discussion
Topic: Aleph One 1.3b3
Replies: 94
Views: 37459

Re: Aleph One 1.3b3

Thanks for the explanation. The plugin is mostly behaving as intended now, but some effects end up frozen in place when loading from a saved game file. Is this a related issue? It seems to be the same effects each time (e.g., if you save and reload again, there don’t seem to be more frozen precipita...
by The Man
Mar 23rd '20, 13:50
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

My changes have gotten complicated enough (added precipitation plugin, juggled media so that it’s no longer to load multiple collections on Windows, added sounds, etc) that I felt it was appropriate to simply repackage the whole game . This isn’t a completely official beta yet, but feel free to down...
by The Man
Mar 21st '20, 20:14
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

I have not tested every level, but as expected, from the ones I have tested: Levels I’ve tested that use only one media type work fine. Levels that use multiple types crash. I’ll work on finishing off the “media reassignment” script and the new precipitation physics tonight, along with changes to “I...
by The Man
Mar 15th '20, 21:23
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

We’ve got the rain plugin working. I’ve also messed about quite a bit with scripting, and it’s possible to do some pretty cool effects with it. This is more or less what “ A Friend in Need ” is going to look like in 1.2.1 with all the options on (including the optional ultra-HD textures). You’ll not...
by The Man
Mar 7th '20, 21:42
Forum: Chat
Topic: Halo SPV3 Tour of Duty style LP now started on Story Page
Replies: 7
Views: 2213

Re: Halo SPV3 Tour of Duty style LP now started on Story Pag

Well, it just started, and there haven't been any formal announcements, but it's been a topic of discussion on the subreddit and especially the Discord. I'm not sure yet if the plans include a total map revamp or if the map files will be left intact, as was the case with the last overhaul. I don't e...
by The Man
Mar 7th '20, 19:47
Forum: Chat
Topic: Halo SPV3 Tour of Duty style LP now started on Story Page
Replies: 7
Views: 2213

Re: Halo SPV3 Tour of Duty style LP now started on Story Pag

FYI, you picked a rather bad time to replay Tempus Irae ; a new version literally just started development a week or two ago (as far as I’m aware). I’d hold off until it’s done, because the graphical improvements will be a thing to behold. Preview of updated switch texture: 0_rgb.png Preview of bump...
by The Man
Feb 28th '20, 16:19
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

It looks like there’s a Cameras() index, but I haven’t looked into how it works in great depth, since we only found out about the bug last night. I don’t know if there are enough features to be able to determine which camera is being accessed by which player (which seems a strange thing to have left...
by The Man
Feb 28th '20, 15:27
Forum: Projects
Topic: Eternal X 1.2
Replies: 1708
Views: 293632

Re: Eternal X 1.2

I think it probably isn't working with camera switching, mostly because it wasn't something we took into consideration when we wrote it. I might be able to fix it, but I'd need someone to host network games to test it, because I'm not able to host network games due to my unconventional firewall setu...