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Posted: Dec 2nd '11, 23:48
by john_brine
nice job, folks, I am proud of you all, especially the Aleph development team
I didn't know about this until today, went to fark.com and there it was....

can't wait to try it out-no secret levels from M1A1, eh? oh well

Y'all just blew my tiny little mind......

one thing tho'-Treellama-potato-whatsits now? and the other names-didn't know what they're called
if I'm lucky, I call 'em dead, and that'll do for now....

maybe one day.....Prime target, or dare I say it (dare, dare) PiD, well, a feller can hope, right?

John B

Posted: Dec 3rd '11, 02:37
by President People
Will the glowmaps that thedoctor45 made for the XBLA Enhancements be re-released as a plugin soon? Can't wait to try them now that I actually have the chance.

Did Freeverse make the SMG in-hand and item graphics? I'm wondering how they could have made those and not the Marine spritesâ?¦ Weren't they released in a map pack on XBLA along with the (original) Jjaro textures?

Posted: Dec 3rd '11, 02:57
by Tfear7
Thanks Treelama and everyone else for the effort you've put into this it looks great, about the Elite Pfhor/S'pht I have spent several hours in photoshop and have created graphics and corresponding MML for them which are included within the attatchment (with the exception of the grey S'pht'Kr and the blue and yellow cyborgs which from what I remember are included in the shapes but do not appear in the Blood Tides of Lh'owon scenario. To install them you must first transfer the HDMonsters Plugin into the Infinity Package.

Posted: Dec 3rd '11, 03:46
by Hopper
President People wrote:Did Freeverse make the SMG in-hand and item graphics? I'm wondering how they could have made those and not the Marine spritesâ?¦
There was no SMG in the XBLA version; the in-hand, item, and HUD graphics were done new for this release. Props go to Bruce, who worked with artists Adam Fothergill and Steven Tze to make it happen.

New player sprites would take a lot more work -- not just the posing, but rendering and placing all those views times eight colors -- so those didn't make the cut.

Posted: Dec 3rd '11, 04:19
by treellama
Tfear7 wrote:about the Elite Pfhor/S'pht I have spent several hours in photoshop and have created graphics and corresponding MML for them which are included within the attatchment
Thanks for posting these! I approved your post, but you'll need to get an admin to approve your account for posts in all sections.

Posted: Dec 3rd '11, 07:20
by herecomethej2000
President People wrote:Will the glowmaps that thedoctor45 made for the XBLA Enhancements be re-released as a plugin soon?
Good point! does anyone still have these? The mediafire link thedoctor45 put with the files is dead.
Tfear7 wrote:I have spent several hours in photoshop and have created graphics and corresponding MML for them which are included within the attatchment.
Thank-you! Now I am content to use it for single player at least!

Posted: Dec 3rd '11, 08:09
by Stealth
I'm gonna try to add the SMG over the existing rifle sprites, they share the exact same poses. As well it'll allow the different coloured players to be done quickly.

Posted: Dec 3rd '11, 10:37
by ukimalefu
Tfear7 wrote:Thanks Treelama and everyone else for the effort you've put into this it looks great, about the Elite Pfhor/S'pht I have spent several hours in photoshop and have created graphics and corresponding MML for them which are included within the attatchment (with the exception of the grey S'pht'Kr and the blue and yellow cyborgs which from what I remember are included in the shapes but do not appear in the Blood Tides of Lh'owon scenario. To install them you must first transfer the HDMonsters Plugin into the Infinity Package.
And where is this plugging? how do you exactly install these? I tried to put these inside Infinity's plugin folder but that didn't seem to work.

Posted: Dec 3rd '11, 16:30
by herecomethej2000
It's not a plugin yet. Its just a bunch of files. You have to read the replacement .mml's in part 4 and put the sprites in the appropriate folders within the existing Monster HD plugin, and put that in the infinity plugin folder.
Stealth wrote:I'm gonna try to add the SMG over the existing rifle sprites, they share the exact same poses. As well it'll allow the different coloured players to be done quickly.
I thought about it, you may have difficulty doing the side views and the straight on firing shots, unless you happen to have those angles of the SMG somewhere.

One possibility I thought about is putting SMG from the old sprites in instead. Might not be great but it could be a placeholder.
Unless we all decide to use Visciom's SMG instead and if he still has the model.


Good luck!

Posted: Dec 3rd '11, 19:25
by goran
Congratulations on the 1.0 release!

Posted: Dec 3rd '11, 20:14
by Stealth
herecomethej2000 wrote:I thought about it, you may have difficulty doing the side views and the straight on firing shots, unless you happen to have those angles of the SMG somewhere.

One possibility I thought about is putting SMG from the old sprites in instead. Might not be great but it could be a placeholder.
Unless we all decide to use Visciom's SMG instead and if he still has the model.
Good luck!
I quickly did the .mml work. I was gonna do what you suggested and take the old sprite SMG and add it in. I figure because the SMG is so simple I could clean up the model, the upgraded player models aren't even that high of a resolution.

I'm not gonna start working on this until my primary computer is fixed (dead hard drive) and work clears for the holidays in 2 weeks. Until then I'll try to see if I can find Visciom's SMG model to make things easier.

Posted: Dec 3rd '11, 22:49
by Tfear7
Sorry if this is a bit off topic but I just noticed that the XBLA Nightime Lh'owon landscape no longer shows Lh'owons second moon Y'loa.

Posted: Dec 4th '11, 06:15
by herecomethej2000
Perhaps it's on the other side of the planet. ;)

Posted: Dec 4th '11, 09:26
by ukimalefu
herecomethej2000 wrote:It's not a plugin yet. Its just a bunch of files. You have to read the replacement .mml's in part 4 and put the sprites in the appropriate folders within the existing Monster HD plugin, and put that in the infinity plugin folder.
Again, I cannot find any existing Monsters HD plugin anywhere. I searched the Pfhorums and Simplici7y.

I was able to add the HD scenery objects to the new Aleph 1.0 version of M1A1, so I'm not 100% dumb.

::edit::

Oh, wait, I just found an HD monsters folder inside the new M2.

So is this only for M2?

::edit again::

::re-reads your post again carefully this time::

Damn, this is complicated. I guess I'm about 97% dumb.

Posted: Dec 4th '11, 16:18
by herecomethej2000
Ah sry about that. Did you get it in the end? I didn't realize you did not know about the M2 Monster sprites.

Posted: Dec 4th '11, 20:04
by goran
herecomethej2000 wrote:Perhaps it's on the other side of the planet. ;)
Not an ok argument :P

Posted: Dec 5th '11, 11:35
by ukimalefu
herecomethej2000 wrote:Ah sry about that. Did you get it in the end? I didn't realize you did not know about the M2 Monster sprites.
I was able to add hi-res scenery objects and weapons to M1, so I wanted hi-res monsters too, all this without having tried the new M2. I've now finished the new M1, and started the new M2, and it looks amazing! So I will try to add the hi-res monsters to Infinity after I'm done with M2.

Posted: Dec 6th '11, 10:17
by Ares Ex Machina
Developers, thanks for dividing up the XBLA graphics into separate plugins! When it comes to graphics, a higher level of user preference/customization is always great.

I noticed a few things with the HD graphics that seem to be out of place:

HD SMGThe idle and firing frames are too small, and/or too low. Notice how the SMG grows during the reloading frames.Notice where bullets hit their target in relationship to the gun's sight (compared to the default graphics). They should be hitting just above the top of the gun's sight.The difference between the idle and firing frames in terms of placement on the screen is also a little too drastic. In other words, there appears to be too much recoil (visually).XBLA Bullet Ricochet
When a bullet hits a wall, there's at least one frame in there that looks out of place because it's all black. Was this in the original XBLA graphics, or was there an error during conversion?

Posted: Dec 8th '11, 02:38
by Marathoner325
I don't know if anyone else of having this problem with the new versions of the trilogy games, but when a projectile hits a wall, the frame for the impact seems to be cut in half.
[attachment=5299:Picture_3.png]
This only happens with the new scenarios of the trilogy games, and when I use the original textures/graphics; I don't see this happening when I use Aleph One 1.0 with different scenarios, or when I use the XBLA graphics.

Posted: Dec 8th '11, 08:17
by Dubslow
Hey guys,
I'm having compiling issues (Ubuntu 11.04) and this seemed like the best place to ask. Please correct me if not.
I got all the package dependencies sorted out, and it spent a good three of four minutes doing the actual compilation, before it ran into this:

Code: Select all

mv -f .deps/shell_misc.Tpo .deps/shell_misc.Po
g++ -DHAVE_CONFIG_H -I. -I.. -I../Source_Files/CSeries -I../Source_Files/Files -I../Source_Files/GameWorld -I../Source_Files/Input -I../Source_Files/Lua -I../Source_Files/Misc -I../Source_Files/ModelView -I../Source_Files/Network -I../Source_Files/Network/Metaserver -I../Source_Files/Pfhortran -I../Source_Files/RenderMain -I../Source_Files/RenderOther -I../Source_Files/Sound -I../Source_Files/XML -I../Source_Files/Expat -I../Source_Files/TCPMess  -I/usr/include/libpng12      -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -DSDL  -g -O2 -MT DefaultStringSets.o -MD -MP -MF .deps/DefaultStringSets.Tpo -c -o DefaultStringSets.o `test -f 'Misc/DefaultStringSets.cpp' || echo './'`Misc/DefaultStringSets.cpp
mv -f .deps/DefaultStringSets.Tpo .deps/DefaultStringSets.Po
g++  -g -O2   -o alephone shell.o shell_misc.o DefaultStringSets.o CSeries/libcseries.a Expat/libexpat.a Files/libfiles.a GameWorld/libgameworld.a Input/libinput.a Lua/liba1lua.a Misc/libmisc.a ModelView/libmodelview.a Network/libnetwork.a Network/Metaserver/libmetaserver.a RenderMain/librendermain.a RenderOther/librenderother.a Sound/libsound.a XML/libxml.a CSeries/libcseries.a Expat/libexpat.a Files/libfiles.a GameWorld/libgameworld.a LibNAT/libnat.a Input/libinput.a Lua/liba1lua.a Misc/libmisc.a ModelView/libmodelview.a Network/libnetwork.a Network/Metaserver/libmetaserver.a RenderMain/librendermain.a RenderOther/librenderother.a Sound/libsound.a TCPMess/libtcpmess.a XML/libxml.a -lasound -lvorbisfile -lvorbis -lm -logg   -lsndfile -lmad -lsmpeg -L/usr/lib/x86_64-linux-gnu -lpng12   -Wl,-Bsymbolic-functions -lzzip -lz   -lz -lSDL_net -lSDL_ttf -lSDL_image  -L/usr/lib -lSDL [u]-lGL[/u] -lpthread
/usr/bin/ld: cannot find -lGL
collect2: ld returned 1 exit status
make[3]: *** [alephone] Error 1
make[3]: Leaving directory `/home/bill/Marathon/AlephOne-20111201/Source_Files'
make[2]: *** [all-recursive] Error 1
make[2]: Leaving directory `/home/bill/Marathon/AlephOne-20111201/Source_Files'
make[1]: *** [all-recursive] Error 1
make[1]: Leaving directory `/home/bill/Marathon/AlephOne-20111201'
make: *** [all] Error 2
Included some of the crap above the error to help get the context. I've underlined the flag that seems to be causing the error.

Thanks for the help.

Posted: Dec 8th '11, 13:13
by gmanyo
Just chiming in my support. I love the new plugins section; can't wait for future updates of this. I personally prefer playing with old graphics, but since most people like the newer ones, it's nice to have an easy way to switch them.

Posted: Dec 8th '11, 13:49
by treellama
Dubslow wrote:Included some of the crap above the error to help get the context. I've underlined the flag that seems to be causing the error.
It's as if you don't have OpenGL installed. Very odd. Someone who is more familiar with Ubuntu could probably sort this out pretty quickly; try their forums or #ubuntu. Let us know if you get it resolved!

Posted: Dec 9th '11, 14:06
by treellama
Marathoner325 wrote:[attachment=5299:Picture_3.png]
Wow, 16-bit color. I thought that was fixed, but I guess not. If you delete your prefs, you'll get much nicer graphics.

As far as explosions clipping, are you using OpenGL (Classic)? I don't think much has changed there.

Posted: Dec 9th '11, 18:16
by Shaun555
A bit late to reply, (too much M1 perhaps [MGrin] ) but I just wanted to thank all the A1 devs for continuing to work on this project and introducing my (the halo) generation to this epic trilogy of games.

Posted: Dec 10th '11, 01:16
by Marathoner325
Treellama wrote:Wow, 16-bit color. I thought that was fixed, but I guess not. If you delete your prefs, you'll get much nicer graphics.

As far as explosions clipping, are you using OpenGL (Classic)? I don't think much has changed there.
Yeah I'm using classic, and I've tried the other Rendering System options but I still get the clipping effect unless I'm using the XBLA weapon graphics.