Eternal X 1.2

Discuss and unveil current Marathon projects.
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President People
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The Man wrote:The MoAH thing might be different because Eternal uses M1 sprites for the Hunters. Do M1 Hunters perhaps attack from a different position than M2/∞ Hunters? If that’s the case then perhaps we ought to adjust the offsets.
Had a quick look at the M2 MOAH, and they're the same. Oddly enough, the MOAC firing height was adjusted to accommodate, while the MOAH firing height matches the Minors'/Majors'.

As long as combat isn't negatively affected, I'm all for updating the firing height for Eternal.
Pfhorrest wrote:
Crater Creator wrote: Septococcal Pfhoryngitis

I'm disappointed the ceiling lights and standing lights can't be destroyed. They were undestroyable in Infinity, but Bungie made destroyed sprites for them anyway.
Is this a simple-ish thing that anyone (Erich?) could either tell me how to change or would like to help change?
Got you covered. All lamps can now be destroyed, including the tall ones (with new shatter sprites). And because there were just enough Effects slots free… They all have shatter animations that match their colors. I also included a small map to demonstrate.

Full Changelog:
Spoiler:

Code: Select all

Eternal Scripts Changes:

• scenery.mml (Added)
 · Water Long Light: Uses Lamp Breaking 2.
 · Water Security Monitor: Made Breakable. Uses Lamp Breaking 1.

 · Sewage Stubby Light: Uses Lamp Breaking 1.
 · Sewage Long Light: Uses Lamp Breaking 1.

 · Lava Hanging Light 1: Uses Lamp Breaking 1.
 · Lava Hanging Light 2: Uses Lamp Breaking 1.

 · Jjaro Short Light: Made breakable. Uses Lamp Breaking 1.
 · Jjaro Long Light: Made breakable. Uses Staff Impact.

 · Pfhor Green Light: Uses Lamp Breaking 3.
 · Pfhor Alien Light: Uses Lamp Breaking 4.
 · Pfhor Rod Light: Uses Lamp Breaking 3.


Eternal Shapes Changes:
• (14) Enforcer
 · Edited Sequence "flame stationary": Loop Frame changed from 1 to 0, Key Frame changed from 2 to 0. 

• (22) Water Scenery
 · Edited Frames 15-16, 18, 41, and 46 to match their Jjaro counterparts.
 · Added Bitmaps 47-53, and added matching Frames 64-70.
 · Added Sequences "Port Secr Mon.broken", and "long lamp spark".

• (23) Lava Scenery
 · Recolored Bitmaps 25-30 from white to blue.

• (24) Sewage Scenery
 · Recolored Bitmaps 33-38 from white to green.

• (26) Pfhor Scenery
 · Recolored Bitmaps 17-22 from white to purple.


Eternal Physics Changes:
EFFECTS:
• (16) Staff Impact (Previously unused - Repurposed as a lamp break effect)
 · Graphic Collection changed from 9 to 22.
 · Sequence changed from 10 to 25
 · Flags Changed:
  [√] End when animation loops
  [ ] Sound only
One thing, though. The tall Jjaro lights are no longer solid once you destroy them. I don't remember them being used to block off any paths in Eternal, but if they need to be solid, the appropriate lines can be deleted/commented out from scenery.mml (which would also mean the Physics don't have to be updated), or maybe an invisible dummy scenery could be used.

EDIT: Whoops, forgot the texture_loading MML.
Spoiler:

Code: Select all

<marathon>
<texture_loading landscapes="1">
	<texture_env index="0" which="0" coll="17"/>
	<texture_env index="0" which="1" coll="22"/>
	<texture_env index="0" which="2" coll="23"/>
	<texture_env index="0" which="3" coll="25"/>

	<texture_env index="1" which="0" coll="18"/>
	<texture_env index="1" which="1" coll="22"/>
	<texture_env index="1" which="2" coll="25"/>

	<texture_env index="2" which="0" coll="19"/>
	<texture_env index="2" which="1" coll="22"/>
	<texture_env index="2" which="2" coll="25"/>

	<texture_env index="3" which="0" coll="20"/>
	<texture_env index="3" which="1" coll="22"/>
	<texture_env index="3" which="2" coll="25"/>

	<texture_env index="4" which="0" coll="21"/>
	<texture_env index="4" which="1" coll="24"/>
	<texture_env index="4" which="2" coll="26"/>
</texture_loading>
</marathon>
Last edited by President People on Aug 31st '18, 23:22, edited 3 times in total.
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Pfhorrest
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Awesome, thank you!
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I’ll second the thank you, particularly since I’d never been able to get the scenery objects to work right in Chronicles and this should help.

Dr Sumner writes regarding “Deja Vu”:
Here is what I found in Level 2: Deja Vu All Over Again.

1. Spelling error in the opening terminal: “recieved” should be “received”.

2. Spelling error in the opening terminal: “auxilliary” should be “auxiliary”.

3. Spelling error in the opening terminal: “civillian” should be “civilian”.

4. Grammar error in the opening terminal: “…but bulk of my program…” should probably be “…but the bulk of my program…”.

5. The Compiler positioned on poly 287 does not move at all and refuses to fight.

6. There is an inaccessible Projectile Fighter on poly 406. It is not reachable since it is outside the nearby windows and far below the room you are in.
I’ll fix the monster issues myself in a moment. I’ll move the Fighter from 406 to 402, and I’ll move the Compiler back a bit too to see if that wakes it up.

IDK how much time I’ll have to mess about with Eternal stuff this weekend given how much time I’ve spent doing Chronicles stuff, so my changes this weekend might be minor.

ETA: More from Dr Sumner:
Here is the report for Level 3: Septococcal Pfhoryngitis

1. Spelling error in the opening terminal: “likelyhood” should be “likelihood”.

2. Standing on poly 142 or poly 143 instantly teleports you to poly 131 in between the two.

3. Hathor tells you where to find the chip. Of course, it might not be there. Since there are three possible locations for the chip, I assume the game randomly chooses where it actually teleports in? If so, what was the thinking in designing the level this way? Specifically, since Hathor makes no mention of the other two locations, was it assumed the player would automatically look for the chip in some other pool? Not complaining, just clarifying things.

4. If you look at the terminal pic where the chip is supposed to be, what is the symbol within the small circle? It looks like a 7. Or is it a question mark? Was it supposed to be the picture of an actual chip?
And:
I just got through playing Level 4: Dysmentria. Took me all afternoon. I really do enjoy this level. I know Alex Bolton hated it. But it’s Marathon at its best. I was able to finish it without firing a shot anywhere (not vidding). The only enemy I left alive was the inaccessible Enforcer in the northwest corner of the level. I found no problems with the level.
I’ve made some changes to “Unlucky Pfhor Some” and a couple other levels. I haven’t had time to look at “Unpfhorseen” yet; I might get to it later tonight, but with not knowing what segments you’ve already redone the lighting for, it might be hard for me to figure out what parts should still be revised. I’ll wait to upload my map revisions for a bit still, just in case I do get the inspiration to work on some of the levels more.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Pfhorrest
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I missed all these edits to your latest post until just now, cause I'm just looking at Unread Posts.

in a big rush right now but (last week) I touched up the lighting for all of Unpfhorseen until you reach the place where the chips need to be inserted. Everything after that is untouched.

mroe later
god i hate my fucking job

fied jogns caught ctypeos
Fixed the typos that John caught. (This edit isn't a joke, but I wish it was). Also made some lines solid on Septococcal to fix that "teleport" bug.

will leave everythign else alone tonight and just move on t may the pharce until youre done with everything prior
I mean I'm going to move on to working on May The Pfharce Be With You tonight, until I know the status of Unpfhorseen and everything prior to it, so we're not stepping on each other's toes.

also
John Sumner wrote:3. Hathor tells you where to find the chip. Of course, it might not be there. Since there are three possible locations for the chip, I assume the game randomly chooses where it actually teleports in? If so, what was the thinking in designing the level this way? Specifically, since Hathor makes no mention of the other two locations, was it assumed the player would automatically look for the chip in some other pool? Not complaining, just clarifying things.
Originally, the chip was just at that one spot. Some complaints about most of the level being a waste prompted me to make it randomly in one of three spots, so you need to explore and not just beeline to the one place that matters. The terminal never got updated, probably just because I forgot about it, but I'm also not sure how the terminal could properly reflect the randomness now. I kind of like the idea that maybe Hathor was just wrong, or it got flushed around since she last located it, or something.
4. If you look at the terminal pic where the chip is supposed to be, what is the symbol within the small circle? It looks like a 7. Or is it a question mark? Was it supposed to be the picture of an actual chip?
It appears to be a Bank Gothic question mark. I'm not sure why it was that originally, but it fits well with the notion that "maybe it's here?" above.
I just got through playing Level 4: Dysmentria. Took me all afternoon. I really do enjoy this level. I know Alex Bolton hated it. But it’s Marathon at its best. I was able to finish it without firing a shot anywhere (not vidding). The only enemy I left alive was the inaccessible Enforcer in the northwest corner of the level. I found no problems with the level.
It makes me happy to read this.
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Sorry about the confusion regarding edits. Due to the overly aggressive flood control here, I figured it would probably be easier to just add to my posts, but I should’ve realised it might not be obvious that I was doing it. (Also, the first message board I posted on strongly frowned upon double-posting, so I’m kind of disinclined towards it in the first place.)

I might have time to take a look at “Unpfhorseen” tomorrow, but I’m pretty much dead right now. Levels I have made changes to, mostly quite subtle:

Deja Vu
Unlucky Pfhor Some
The Ensurance Trap (Banshees somehow got set to the wrong values)

I think that might be it, though the capitalisation of “Floating in the Void” and “The Land in the Sky” also need to be fixed again, but I didn’t get around to it. I also found another really weird motion glitch in “Where Giants Have Fallen” that might be worth addressing; I’ll upload a film for it at some point. Regarding the motion glitch in the ending room, I think the cause might be the ridiculously narrow polygons. I haven’t tested this, but widening them might reduce the glitchiness. Marathon really doesn’t like narrow walls in a lot of cases.

And you’ll probably be pleased to know that I greatly enjoy “Dysmentria” as well. It’s kind of a mess to wrap your head around, but the combat is really fun.

I might upload stuff tonight, but I might not, as I’m utterly exhausted. (It didn’t help that I had an episode of depersonalisation/derealisation at work today, which made it unusually challenging to do my job.) Tomorrow night at the latest.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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no worries at all aaron. i barely survived work today myself and then had to deal with my mom more-literally barely surviving the night.

i thought that Pfharce only had a little bit of work to do, so it ried toing it tonight nyway even though i didnt get to get started on it until after 1130. i fixed your phantom hunter nd added the charger thatn crater creator suggested, an then ran through to touch up little bits of ligthing and right as i thought i was done realized those whole fucking last rooms, the hive and the warehouse, are in need of extensive relighting still and you know what fuck it i don't care anymore those rooms can have some pitch black parts it's atmospheric

god let me sleep please
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That sounds dreadful. Hope your mother is doing better.

Really briefly:

https://www81.zippyshare.com/v/Dz117yxb/file.html

Last downloaded Aug 31st at around 12:40 am EDT, so if you’ve worked on any of the aforementioned levels since then, feel free to use your versions instead. Most of the changes weren’t very significant.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Pfhorrest
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Thanks! I manually merged those. For some reason git decided to also re-commit every other file in the merge folder even though most of them weren't changed at all.

It would be really handy if we could get git pull requests working because that would be a lot easier and less stressful than manually merging and worrying I'm going to mess something up in the process. Could you maybe clone the latest version of the git repo, make some trivial change to a level I won't be touching somewhere in chapter 5 (like add an unconnected polygon with a map notation with your name and the date, maybe -- that might also be a good backup way of tracking who's last modified what, actually), and submit a pull request for just that, just to see if it works in principle?

I also finally implemented Erich's scenery changes and playtested them and it's awesome, thanks again Erich!
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I'll try to figure something out tomorrow. Can't promise anything, because the interface is very confusing. But yeah, the map annotation sounds like a good idea. I should probably start dating my own maps on principle, too. I don't have any idea when I made many of them, which is a pity.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Pfhorrest
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I just noticed that Erich's latest modified shapes file does not appear to be based on the latest shapes file I have; the lores textures aren't the template textures I made.

Erich, is there any way you can merge your changes into my latest shapes file (attached just in case), or else merge the textures from that file into yours? I thought I remembered being able to just export/import whole collections between shapes files which should make it easy to do the latter, but I can't figure out how to do that now.

Thanks!
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Sure, no problem. What's the latest version? Beta 1 on the main site?
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I think that's the same, but just in case I had meant to attach the shapes to that last message, but forgot. Here:

http://eternal.bungie.org/files/_misc/E ... -09-05.zip

Also I just finished preemptively fixing the bugs from reviews on Pissing On The Corporation. I'll check the lighting out later tonight.

Aaron, your review of that level mentioned something about some teleporters you added but then wanted to change, and I don't know anything about any of that so if you could let me know what needs changing there (if you didn't already do it since writing that review) I'd appreciate that.

Thanks everyone.
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Alright, here's the updated file:
https://www.dropbox.com/s/x2bg0idf0hhu4 ... A.zip?dl=0

In addition to what I've already posted, I made a few other minor changes.

• Adjusted Frame scaling of the light fixtures in the Sewage collection to match the ones in the Water/Jjaro collections, and updated their bitmaps as they were slightly off-color
• Sped up the green lamp spark animation to match the rest of the set
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Awesome, thanks!
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Dr Sumner on “Sahkmet”:
Finished playing Level 5: Sakhmet Rising. Generally I do not like vacuum levels. However, this one is a lot of fun. You have to be on your toes watching your O2 level. But you don’t have to madly rush around to get things done. The only problem I found was one spelling error.

1. Spelling error in Terminal 1: bretheren --> brethren.
Apropos of very little, I just remembered the “O2” texture should have the 2 subscript. IDK if it’s too much of a pain in the arse to re-render the textures, though.

I have an absolutely incapacitating migraine right now so that’s the only intelligent thing I think I’m even capable of saying until I get some sleep.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Pfhorrest
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Thanks Aaron! Glad to hear John likes Sakhmet. Fixed that error. Added the "O2" change to my to-do list for ch1 cleanup.

Hope your migraine gets better soon! Will post more later after I finish tonight's work.
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Finished retouching the lighting on Pfharce, also fixed some slow platforms there, and on Pissing too, which I also slightly touched up the lighting on. It had no pitch black places, but almost everything was the same 10% illumination so I tried to break it up a little bit.

Hopefully tomorrow I'll finish off Unpfhorseen and finally be caught up again.

Next week should be the rest of chapter 2 (My Kingdom Pfhor A Horse on Tuesday and Burning Down The Corporation on Wednesday) and any last-minute touch-ups and beta 2 on Thursday.
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So yeah, regarding the teleporters in “Pissing”: I think the teleporters on polygons 387 and 394 might potentially be able to trap the player in that room at polygon 624 if the door out hasn’t been opened yet. They should be redirected to polygon 579, like the other two teleporters. It might also be worth making some more of those polygons in that area into teleporters, just so the player doesn’t have to wander around to find the right polygon to teleport out. I won’t make the changes myself, as I don’t know if you’re finished touching up the level yet.

Did you change the energy recharger? I’m on the fence about whether to change it to 2x or 1x, but 3x definitely makes the level too easy. By contrast, it was too hard without any recharger at all. One other possibility is just to put in more enemies. I actually kind of prefer that approach in the long run, but I definitely won’t have time to play-test it before the beta 2 release date (which is tonight, isn’t it?), so I think I’d prefer just having the recharger changed to 2x for now. (It might be worth changing the recharger’s surrounding textures to green, as well. I think I colour-coded them purple. On the other hand, if I’m just going to change the recharger back to 3x once I’m sure I’ve gotten it balanced correctly, it might not be necessary.)

I can’t recall the sequence of doors in “Burning Down”, but it might be necessary to change the teleporters in that one as well (same location, but probably different polygon numbers). You enter that region from the west in both levels, don’t you? Probably best to play it safe and teleport the player to the western room in both levels. The 3x rechargers in that one are probably fine. I might even change the O₂ recharger in the southern room to another 3x recharger just to decrease the amount of backtracking. (It’s not like there’s even a slight risk of using any oxygen on that level; there aren’t even any liquids, are there?)

I am feeling quite a bit better; thanks.

…also, to-do for self: clean up ambient sounds in both “Corporation” levels. I probably would’ve done that either way, but all the “Pfhor Ship #1” sound objects could probably be transferred to the polygons.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Glad you're feeling better.

Beta 2 will be next Thursday, not tonight. I still have 2-3 levels to go.

I didn't change the rechargers on Pissing on the Corporation because you said you might want to add monsters and that sounds good to me.

I'll be prioritizing finishing Unpfhorseen tonight and don't know how much time I'll have to do anything besides that, so if you'd like to make some changes to Pissing on the Corporation yourself, I can leave that for you to touch up over the course of the next week.
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Oh, OK, yeah, I’ll almost certainly have time to get it by then. I might make a few more changes to “Burning Down the Corporation” as well, as it proves necessary to bring the two levels more in line with each other.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

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Pfhorrest
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Awesome. :) I have "Burning Down" scheduled for next Wednesday, so you should have quite a bit of time to get to that before I need to work on it too.

I put the finishing touched on "Unpfhorseen" tonight, synced it to github, and now I won't be touching anything until I look at "My Kingdom" next Tuesday night.
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I've been feeling an urge to contribute something, but I can't keep track of all that's going on. Got any specific mapping tasks you'd like to foist off on me to work on tomorrow?
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Some of this has already been done, and I intend to do many of the remaining tasks myself over the next few months, but this features my comments from my vid film of each level; many of them featured to-dos. Forrest and I have gotten around to a few of them, but quite a few haven’t been addressed yet. It’s also beyond me what should be top priority. Glad you’re getting around to contributing again.
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

Last.fm · Marathon Chronicles · Marathon Eternal 1.2 · Where Monsters Are in Dreams · YouTube Vidmaster’s Challenge
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Pfhorrest
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Yeah the reviews from Ryoko and Crater Creator on the first page of this thread are my to-do list, along with Aaron’s review now. Please take a stab at anything they mention! I’m just churning through those one map a day three days a week until it’s done.

Oh alao I’ve been running around in Vasara with the hires textures off and the miner’s light at zero looking for lighting to improve. You can get a head start on any of that if you want too.

Also checking alignment on terminals/doors/etc which is way more noticeable now than before.
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The Man
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Concerning “Unwired”, Dr Sumner writes:
Just finished playing Unwired. Got through it with Fists only. Left alive two Wasps and the two inaccessible MOAHS. Wow, I really hate leaving things alive. But that’s the price you pay in playing with Fists only. Also, I hate leaving behind dropped inaccessible ammo (re: the 10 Projectile Fighters in the small closed in cubicles in the west part of the level). I really wish it was possible to collect those Staff Charges.

I really enjoy the level. Very long of course. BTW, great kudos for vidding the level. I don’t think I want to try that one. There was one minor terminal error and several oddities.

1. Grammar error in Terminal 3: think —> thinks.

2. I had a stuck Looker on the raised poly 731. It was up against the east barrier. What is odd is how it got up there in the first place. If I recall, the Lookers in that room are all on the floor. This one is between the two barriers. They can’t fly can they?

3. There are two stuck Wasps on poly 176. It’s just very annoying to have to listen to their chatter and yet you cannot get to them with Fists. But what’s really annoying is they do not seem to want to leave that area. Isn’t there any way to get them to come out?

4. The MOAH on poly 857 got stuck in the partition (north side of it) as I was fighting it. That has happened to me before.

5. The two Hunters on poly 111 are stuck. This also happened to me last time. They are stuck in the sense they never move. They just stand there howling. It makes for an easy kill. But what’s the fun in that?

I would attach pics of the above, but the files are too big. Even when I compress them. Anyway, a very challenging and fun level.
…and “Roots and Radicals”:
Just finished with Roots and Radicals. Not as inspiring as the previous level. The thing that really surprised me is that there are no enemies guarding the six doors in the core other than those six Compilers. But those you fight before getting to the six switches. There are four spelling errors. Other than that, the level looks good.

1. Spelling error in Terminal 0: destuction —> destruction

2. Spelling error in Terminal 0: ressurrected —> resurrected

3. Spelling error in Terminal 1: fortold —> foretold

4. Spelling error in Terminal 1: auxilliary —> auxiliary

BTW, what in the map or physics of The Tangent Universe causes the fisheye look for the player?
I’m not sure about that myself. I agree that “Roots and Radicals” needs more foes in the AI core, which I intend to fix in a future revision when I have time to playtest it. (Same with “Heart of Fusion”.) I’ll probably stick mostly to Fighters and Enforcers, but IDK for sure.

…and “The Tangent Universe”:
As far as The Tangent Universe, the only problems were two spelling errors.

1. Spelling error in the opening terminal: EMERGENGY —> EMERGENCY

2. Spelling error in the opening terminal: 0421Uhr —> 0421 hr. (Not sure if this is an error or not.)
“People should not be afraid of their governments. Governments should be afraid of their people.” —V, V for Vendetta (Alan Moore)

“The trouble is that we have a bad habit, encouraged by pedants and sophisticates, of considering happiness as something rather stupid. Only pain is intellectual, only evil interesting. This is the treason of the artist: a refusal to admit the banality of evil and the terrible boredom of pain. If you can’t lick ’em, join ’em. If it hurts, repeat it. But to praise despair is to condemn delight, to embrace violence is to lose hold of everything else. We have almost lost hold; we can no longer describe happy man, nor make any celebration of joy.” —Ursula K. Le Guin, “The Ones Who Walk Away from Omelas”

“If others had not been foolish, we should be so.” —William Blake, The Marriage of Heaven and Hell

“The law cannot protect anyone unless it binds everyone; and it cannot bind anyone unless it protects everyone.” —Frank Wilhoit

Last.fm · Marathon Chronicles · Marathon Eternal 1.2 · Where Monsters Are in Dreams · YouTube Vidmaster’s Challenge
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