Weland 1.4.4

Questions about the content creation procedure go here, including using Forge, Anvil, or other editors, or operating emulators like Basilisk II.
Post Reply
User avatar
treellama
Vidmaster
Posts: 6110
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

Weland 1.4.4 is available from GitHub:

https://github.com/treellama/weland/releases/tag/v1.4.4

A few minor changes, most notably support for the original Marathon compatibility flags in Aleph One.
User avatar
Meerjel01
Mjolnir Mark IV
Posts: 422
Joined: Nov 4th '17, 09:59

Can Weland support mapping for Marathon 1 now?
User avatar
ravenshining
Vidmaster
Posts: 892
Joined: Jun 17th '17, 22:50
Location: Hawai'i

No screamernail it does not open M1 maps. But now it can do all the things M1 maps do! I think! Yeay, thanks Treelama! Now I don't have to muck about in Okteta or worry about whether my flags stay set [MUp]

Weland properly reading a level I had flagged by hand:
weland.png
I'm curious about $0200, "Activation Range." In the documentation I saw it labelled "M1 monster activation limits" and assumed it had to do with the number of active monsters, but "range" sounds like distances or polygons away from the player or activation noise? Hm. Also, saying just "Activation range" might mislead someone unfamiliar into thinking it has to do with the range of the action key, assuming that's not what it is.

Also $0020 "Ouch is Lava," with the previous description "the floor is lava" I assumed it made platforms flood, but maybe I'm wrong in that assumption?
User avatar
treellama
Vidmaster
Posts: 6110
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

Activation range changes the behavior of monster activation to match that in Marathon. I don't recall all the details, but scanning the code, it looks like it makes monster activation respect the weapon activation range, limits monster activation by polygon area and delta height, stops activation at monster impassible and closed doors, and prevents monsters from activating immediately at the start of a level.

Ouch is lava emulates the Marathon behavior for ouch polygons: it removes corpses and prevents monsters from going into the lava.
User avatar
ravenshining
Vidmaster
Posts: 892
Joined: Jun 17th '17, 22:50
Location: Hawai'i

Oh, wow, I was wondering why all the BoBs in this one level I did were all making a beeline for the lava and getting themselves toasted. Thanks for the explanation!

Hm. Testing shows my theory wrong, too, lowered platforms next to ouch polygons still don't flood, regardless of whether the "Ouch is Lava" and/or "Locked Door" (which looks to be the same as M1 "floods") are set. That's fine for me, I'll just use liquid lava, but on the off chance anyone wants that behaviour, it seems to be unavailable.
User avatar
Pfhorrest
Vidmaster
Posts: 1847
Joined: Oct 12th '07, 22:08
Location: California
Contact:

Thank you for Weland existing. :)

Having just tried opening it for the first time in ages, I needed to reinstall Mono to get it to run, and you might like to know that the URL in the readme for the Mac Mono download is 404. The current link appears to be:

http://www.mono-project.com/download/stable/
obsidianCarnageX12
Spazeroid
Posts: 4
Joined: Mar 13th '17, 21:46

The editor crashes upon opening a map with M1 Flags .
here is a screenshot of the error.
Attachments
Screenshot of the Error
Screenshot of the Error
User avatar
treellama
Vidmaster
Posts: 6110
Joined: Jun 2nd '06, 02:05
Location: Pittsburgh
Contact:

That sharing violation may mean the file is open in another program. For example, I see Aleph One running on your taskbar!
obsidianCarnageX12
Spazeroid
Posts: 4
Joined: Mar 13th '17, 21:46

Yep , found that out right after i posted .
MADDmike
Born on Board
Posts: 11
Joined: May 1st '18, 18:35

treellama, why can't the Visual Mode be added to Weland? I tried to find a post on the Pfhorum about this but could not.
$lave

Adding a Visual Mode to Weland would basically mean writing lots and lots of code to replicate the functionality which already exists as AlephOne plug-ins (vasara/visual mode.lua). So it's possible but no one would gain much and it would cost a lot of time and effort.
MADDmike
Born on Board
Posts: 11
Joined: May 1st '18, 18:35

Sorry for not being punctual to thank you for your answer, but Thanks $lave. But, this just brings up another question: Can you bring AlephOne and Weland together? Wasn't the visual mode in Forge a stript down engine of that Marathon 2 engine of the game?
User avatar
Lion O Cyborg
Cyborg
Posts: 188
Joined: Jun 22nd '18, 19:00
Location: UK (which is IN EUROPE!)

$lave wrote:Adding a Visual Mode to Weland would basically mean writing lots and lots of code to replicate the functionality which already exists as AlephOne plug-ins (vasara/visual mode.lua). So it's possible but no one would gain much and it would cost a lot of time and effort.
They would gain something monumentally useful that visual mode has but Weland Visual mode for Aleph one and Vasara don't: click and drag polygon height adjustment. It's hard to set the right height in the 2D view without a 3D visual aid which is why Forge had it in visual mode as well as the 2D mode. https://youtu.be/E8yqfvNc0HM?t=576

It isn't as simple as the narrator in the video thinks, as it may not be obvious what the right height is and the lack of the caps lock and drag feature causes unnecessary frustration. First you have to map your room, add basic textures, close the map then load it in Aleph One, map the right textures and set texture effects and/or lights, save the edited map using an easily forgettable console command, go digging through to wherever Aleph One saves its main stuff like Screenshots, saved games etc., cut and paste it into the Weland location folder and load it up again.

It's an irritating, unwanted chore and it doesn't help if I decide to do some mapping on my windows copy for a change and find that Weland crashes every 10 seconds just by trying to draw lines that connect to vertices properly, which is why I prefer my Mac version. (speaking of which, the latest build doesn't work on my Mac and I don't know why. I made a separate thread about that)

I think the built in Visual Mode for Weland should be the same as Vasara as it is more user friendly than the one based directly on the original visual mode but have the click and drag feature as well.
Pfhorrest wrote:Thank you for Weland existing. :)

Having just tried opening it for the first time in ages, I needed to reinstall Mono to get it to run, and you might like to know that the URL in the readme for the Mac Mono download is 404. The current link appears to be:

http://www.mono-project.com/download/stable/
Speaking of my aside above about this build not working on my Mac, that might be my problem. Do I need to use newer builds of Mono or just reinstall the current one?

EDIT: Never mind the bit about the new Weland not working on Mac. I reinstalled Mono using the version in the link above and it's working now.
Shocktart
Cyborg
Posts: 217
Joined: Sep 1st '12, 18:20
Contact:

Weland 1.4 doesn't appear to support plugins originally intended for Weland 1.2, is Weland 1.2 still available for download?

It would be useful if I had a separate Weland for plugin usage.
patrick
Mjolnir Mark IV
Posts: 466
Joined: Sep 22nd '08, 17:10
Location: 末法

nokia.png
nokia.png (18.95 KiB) Viewed 5117 times
Post Reply