Search found 118 matches
- Nov 5th '17, 20:00
- Forum: Projects
- Topic: Marathon Green
- Replies: 34
- Views: 18979
Re: Marathon Green
Marathon Green.png [/size] It's going to have it's own textures, sprites and weapons to make it feel like a new game. I'm also gonna add music but I don't know how, I'm pretty much stuck right now. I've never made a total conversion but I imagine it'd be best to design the maps firstly and then wor...
Re: Yes
I respect your enthusiasm and optimism. Which editor are you having issues with and what issues are these?Screamernail wrote: aiming to make a scenario for it. (Maybe a series even)
- Oct 27th '17, 15:44
- Forum: Projects
- Topic: Project Conflict
- Replies: 49
- Views: 32880
Re: Project Conflict
You're really going strong. If you're still editing map packs, I'd be glad to join in and help some more.RadBurn wrote:Windbreaker's Sovereignty map pack added
https://www.dropbox.com/s/e9oqtbcbjcqnu ... y.zip?dl=0
- Oct 27th '17, 02:31
- Forum: Projects
- Topic: Project Conflict
- Replies: 49
- Views: 32880
Re: Project Conflict
Any plans on getting this on Simplici7y now that there's more content out?RadBurn wrote:Red Spectrum remapped to work with this project
https://www.dropbox.com/s/3xy5t4o7t8tfe ... m.zip?dl=0
- Oct 18th '17, 14:17
- Forum: Marathon Discussion
- Topic: A fourth Marathon??
- Replies: 114
- Views: 64688
Re: A fourth Marathon??
I'm not sure if I would want a Marathon 4 to be honest. I don't know how many people here have played Destiny, but there were a lot of problems with it. From very anti-consumer practices such as cutting content that was on the disc to be resold as ridiculously overpriced DLC to ignoring the communit...
- Oct 16th '17, 06:50
- Forum: Projects
- Topic: Project Conflict
- Replies: 49
- Views: 32880
Re: Project Conflict
Was there ever mention of an AI among the planetside colonists? Not that I know of, although it wouldn't be a stretch to imagine they had an AI of some sort. Whether it was as smart or advanced as the three Marathon artificial intelligences, I can't say. You could make a scenario that instead takes...
Re: Pacman
Can this be considered canon within the Marathon universe?
- Oct 1st '17, 15:56
- Forum: Artwork and Music
- Topic: Pump Action Shotgun Patch
- Replies: 6
- Views: 6378
Re: Pump Action Shotgun Patch
Not sure exactly why but when I try to apply the patch ShapeFusion will often crash, Also, AlpehOne crashes when trying to use the patched Shapes file even when the shotgun sprites have been correctly replaced. But the physics file works fine anyway, although it's a bit disorienting using the normal...
- Sep 27th '17, 02:00
- Forum: Mapping
- Topic: Looking for feedback
- Replies: 9
- Views: 7591
Re: Looking for feedback
Bumping with a much more polished (and pretty much complete) version. Terminals and everything work, and there shouldn't be any major bugs. I hope. Be warned, if you play on total carnage some of the ambushes go from fun (in my opinion) to kinda cheap and unfair, but I think the combat is at least ...
- Sep 13th '17, 20:12
- Forum: Mapping
- Topic: Monsters can't be on platforms?
- Replies: 4
- Views: 3641
Re: Monsters can't be on platforms?
I've not heard of this problem before, but there are a couple odd things in your settings. Based on the description of what you want, you should have it extent from floor instead of ceiling. Also, I'm not exactly sure what the floor to ceiling checkbox does, but you probably don't want that either....
- Sep 13th '17, 18:52
- Forum: Mapping
- Topic: Monsters can't be on platforms?
- Replies: 4
- Views: 3641
Monsters can't be on platforms?
I've been trying to make some maps that have platforms come down with monsters on them, but it seems as though having monsters on platforms makes the platform not work.The idea is that you'd press a switch, platforms around you would descend, and monsters would flood the room. But having monsters on...
- Sep 10th '17, 00:17
- Forum: Marathon Discussion
- Topic: Rampancy Rubicon
- Replies: 25
- Views: 14494
Re: Rampancy Rubicon
Oh, well that clears that issue up. Now I feel silly...Pfhorrest wrote:The walkthrough may have been outdated; at one point the chip was always is the same place, but now it's randomly in one of several different places.
- Sep 9th '17, 09:28
- Forum: Marathon Discussion
- Topic: Rampancy Rubicon
- Replies: 25
- Views: 14494
Re: Rampancy Rubicon
Hmm, since there's discussion about Eternal going on, I figure it'd be okay to ask here,(I hope it is, anyway) but is level 3 in Eternal broken for anyone else? I recently began my first playthrough and it says to find a uplink chip but there never was an uplink chip. I even looked up a walkthrough ...
- Aug 11th '17, 10:27
- Forum: Mapping
- Topic: Multi-liquid?
- Replies: 3
- Views: 3406
Re: Multi-liquid?
Can you even use two different map texture packs at once? Yes How so? Not sure how it works with visual mode but with Vasara it's as simple as swapping over to the other texture pallet I want a small pool of water on this sewer level I'm making, and they are both in the same room. Like this? Should...
- Aug 5th '17, 02:12
- Forum: Mapping
- Topic: Creating a window you cannot shoot/jump through?
- Replies: 1
- Views: 2543
Creating a window you cannot shoot/jump through?
I've seen a few windows (particularly in space themed levels) where you can look outside and see other parts of the maps or roaming enemies. However, you can not shoot out these windows or walk through them. The level Acme Station is a good example of this, and so is Aye Mak Sicur or Morpfhine. The ...
- Aug 5th '17, 01:49
- Forum: Editors, Emulation, Etcetera
- Topic: "Unhandled Exception" error crashing Weland
- Replies: 5
- Views: 4230
Re: "Unhandled Exception" error crashing Weland
Can you post which version you had originally installed, and the version that works? A GTK# error makes sense, that's the only reason I can see why a message wouldn't appear in that dialog box. I should have specified that in my edit. I was originally using 2.12.44, but after switching to 2.12.21 t...
- Jul 27th '17, 17:54
- Forum: Editors, Emulation, Etcetera
- Topic: "Unhandled Exception" error crashing Weland
- Replies: 5
- Views: 4230
Re: "Unhandled Exception" error crashing Weland
Nope, there is no additional dialogue that comes with the pop-up. It simply says "Unhandled Exception" at the top left and the rest of the pop-up is blank. I have not once seen the pop-up provide any additional information.
- Jul 26th '17, 22:31
- Forum: Editors, Emulation, Etcetera
- Topic: "Unhandled Exception" error crashing Weland
- Replies: 5
- Views: 4230
"Unhandled Exception" error crashing Weland
For the last few weeks, I've been trying to get the hang of using Weland. However, there has been a consistent and extremely annoying bug when I use the program. When using Weland, I will often encounter an "Unhandled Exception" pop-up that forces Weland to close. It seems this pop-up only...