View Full Version : Ain't got time pfhor this...
t3h m00kz
August 7th, 2009, 09:21 AM
just a lil somethin I'm workin on in my free time. expect updates
ALPHA DOWNLOAD
http://www.yousendit.com/download/YkxLSkhlYSt5Ukd4dnc9PQ
http://rapidshare.com/files/275374823/MarathonAlpha.zip.html
http://www.megaupload.com/?d=IL2UNZ29
SATL6gxEJUo
MA-75
http://i655.photobucket.com/albums/uu279/m00kz/marathonar.png
.44 Magnum Mega Class
http://i655.photobucket.com/albums/uu279/m00kz/44magnum.png
Zeus-Class Fusion Pistol:
http://i655.photobucket.com/albums/uu279/m00kz/plasmapistol.png
WSTE-M Combat Shotgun:
http://i655.photobucket.com/albums/uu279/m00kz/shotgun.png
http://i655.photobucket.com/albums/uu279/m00kz/marawhat.jpg
http://i655.photobucket.com/albums/uu279/m00kz/ma75b.png
(http://www.xfire.com/video/108083/)
Ganon
August 7th, 2009, 12:07 PM
the model could be better...
t3h m00kz
August 7th, 2009, 12:55 PM
yeah I know. don't care at the moment, not going for visual prettiness. Modeling and texturing ain't my calling, I'm better at animating and tagging, and for now I'm just messin around with stuff, gonna try to get as many weapons imported as I can within my power. trust me, I'll get it to "feel" like Marathon.
Alwin Roth
August 7th, 2009, 12:55 PM
that's really neat, will this just be a multiplayer map, or an Sp?
t3h m00kz
August 7th, 2009, 01:06 PM
Dunno yet. planning on at least making Thunderdome that's for sure
Inferno
August 7th, 2009, 01:54 PM
This is cool man. We must beta. I will out pro you in a game I have never played.
Rob Oplawar
August 7th, 2009, 02:13 PM
Somebody in the CE community should pull a Black Mesa and remake Marathon on Blam 3 if and when Bungie Microsoft takes it to the PC.
t3h m00kz
August 7th, 2009, 05:53 PM
It'd be awesome if the EK doesn't suck and allows things like terminals.
Donut
August 7th, 2009, 06:06 PM
i would fucking help you remake marathon if they release blam 3 on pc
ultama121
August 7th, 2009, 06:09 PM
This actually looks pretty cool man. Looking forward to it.
Pyong Kawaguchi
August 7th, 2009, 06:11 PM
do want
itszutak
August 7th, 2009, 06:41 PM
eeeeEEEEEEEE
:downsdance:
Gwunty
August 7th, 2009, 11:32 PM
:ssh:
PopeAK49
August 7th, 2009, 11:48 PM
Wow, this is really cool. Hope it progresses.
t3h m00kz
August 11th, 2009, 06:17 AM
makin a little progress
http://www.xfire.com/video/10d197/
ZRSMZyM57CQ
Also made a template I'm using for all the weapons
http://i655.photobucket.com/albums/uu279/m00kz/marathonweapons.png
Also updated OP with a render of the Shotgun
And fyi, all remixes in these videos are done by me. Simple Fruity Loops Studio stuff. I'm planning on doing the entire soundtrack.
Probably gonna try the biped too once I'm done with the weapons, but idk yet
http://i655.photobucket.com/albums/uu279/m00kz/marathonmarine.png
Darqeness
August 11th, 2009, 07:29 AM
I never understood the .44 magnum. It appears to have chambers like a revolver, yet in-game it's reloaded with a magazine. :iiam:
Mythril
August 11th, 2009, 08:18 AM
I like the light volume on the first weapon and the shotgun has an interesting fire. Cool stuff. :neckbeard:
t3h m00kz
August 11th, 2009, 09:57 AM
I never understood the .44 magnum. It appears to have chambers like a revolver, yet in-game it's reloaded with a magazine. :iiam:
I noticed that as well while I was modeling it. I was like "uh,"
You don't even see a clip on the bitmaps used in-game.
odseraphim
August 11th, 2009, 01:47 PM
If you need any ideas for maps or something, you could probably look at the XBLA port of Durandal (http://www.xbox.com/en-US/games/m/marathondurandalxboxlivearcade/), as it has a multiplayer aspect that works on Live.
itszutak
August 11th, 2009, 03:12 PM
The only thing that bothers me right now is the shotgun, which I think should reload in a smooth circle, not a blast and then a cocking.
Everything else though :downsdance:
t3h m00kz
August 11th, 2009, 03:14 PM
I actually was looking at it and decided to redo the shotgun firing animation to do just that. Smooth circle. Came out better, methinks.
Been working on damage and weapon stuff, offsets, functionality polishing, etc. takin a break from modeling and animating. Also got the Tozt-7 ingame, but for some fuck reason the model has 32 degenerate triangles. I'm gonna have to go back and figure out wtf I did to it
L283023
August 11th, 2009, 05:36 PM
Looks great.
Keep up the good work.
Although, I have never played Marathon before.
Pooky
August 11th, 2009, 07:36 PM
Bleh. I never liked the Marathon 1 weapons, Durandal/Infinity had better ones :\
t3h m00kz
August 12th, 2009, 02:58 AM
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer support
itszutak
August 12th, 2009, 06:55 AM
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer supportCome to think of it, the last (and only) time I played the marathon series, it was muted and I was playing it in 15-minute intervals. It's time I tried it straight through.
I agree with the weapons. I liked M1's set, but that shotgun is just too good to pass up on. It must have a dual-wield version that fires alternating shots from each hand though
t3h m00kz
August 12th, 2009, 08:45 PM
I was thinkin about it but the animations won't look that great.. plus you could then people would be carrying 3 shotguns around.
Looks great.
Keep up the good work.
Although, I have never played Marathon before.
http://source.bungie.org/get/
I am Marathon. And so can you.
Pooky
August 14th, 2009, 12:57 AM
Eh I dunno, I personally didn't like the look of the newer ones... the first one had a stylized, somewhat cartoonish look to it. Not to mention, background music. Durandal DID have that sexy shotgun though
Still haven't beaten Durandal, it's rotting away in my arcade titles... god I wish it had better multiplayer support
Durandal and Infinity had ambient sound though, which I felt added a lot more to the atmosphere than the music did. Could always play your own music in the background if you had to have some :p
itszutak
August 14th, 2009, 01:00 AM
The splashes in M2+3 made me feel lonely :smith:
Donut
August 14th, 2009, 02:44 AM
^ same here especially since i play marathon mainly late at night in the dark in the basement of my house... after having no human contact that whole day
t3h m00kz
August 19th, 2009, 03:56 PM
http://i655.photobucket.com/albums/uu279/m00kz/instagibrailgun.png
Made an Instagib Railgun.
http://www.xfire.com/video/11570d/
XPeSqXp9L6A
It's pretty simplistic, and I may do something with it after the Marathon mod. Haven't been working on the mod too much lately. Unmotivated for the past week, but things are picking up again.
I know it's not Marathon, but I may add it in to only be acessable for the Snipers gametype just for the lolz..
It's based on this:
aoB2ZwzrSqM
EDIT: Alright people, I won't lie. I'm confused, 100% confused as to how I'd model this weapon.
http://i655.photobucket.com/albums/uu279/m00kz/alienweaponreference.jpg
Any links or advice or anything that would help me in figuring out the best way to model this would be appreciated. I'd be good practice for lowpoly organic modeling eh?
Advancebo
August 19th, 2009, 04:50 PM
Mudbox or Zbrush or something.
SnaFuBAR
August 19th, 2009, 05:38 PM
EDIT: Alright people, I won't lie. I'm confused, 100% confused as to how I'd model this weapon.
http://i655.photobucket.com/albums/uu279/m00kz/alienweaponreference.jpg
Any links or advice or anything that would help me in figuring out the best way to model this would be appreciated. I'd be good practice for lowpoly organic modeling eh?
Send me your AIM or something and I'll teach you myself.
Mudbox or Zbrush or something.
low poly? do it in mudbox or zbrush? are you daft?
t3h m00kz
August 19th, 2009, 07:37 PM
Send me your AIM or something and I'll teach you myself.
Sent.
Thanks bro
t3h m00kz
August 20th, 2009, 02:08 AM
Bit of an update
Spnkr (Needs FP animations)
http://i655.photobucket.com/albums/uu279/m00kz/spnkr.png
Tozt-7
http://i655.photobucket.com/albums/uu279/m00kz/tozt-7.png
And with the help of Snaf, on basic organic modeling, the Alien Rifle
http://i655.photobucket.com/albums/uu279/m00kz/alienweapon.png
S_R_3iZ8Bwo
www.xfire.com/video/118352/
Right now I need to add a #primary trigger node to the Spnkr before I animate it, the flames on the Tozt-7 come out of the 3P animations, and the Alien Weapon needs tagwork and looks fubar in 3P (nothing one could really do about that though). Other than that, just the sounds. Also fixed up the Shotgun animations
Once I'm done with everything, then comes the task of UVW unwrapping and texturing. o boi
Props, Snaf.
E: Updated the videos
itszutak
August 23rd, 2009, 03:43 AM
That pistol(revolver?) reload makes me smile every time. I don't know why.
I like how the rest of it looks, too.
Only thing I don't like is the AR reload, which looks a bit too "mushy" to me. (Also the SPNKR looks odd in first person but I have no clue how the hell it's being carried in M1)
t3h m00kz
August 23rd, 2009, 04:05 AM
I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.
In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
itszutak
August 23rd, 2009, 04:23 AM
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
p0lar_bear
August 23rd, 2009, 04:52 AM
I've noticed the SPNKR's icon and pickup bitmap do NOT match the FP bitmap. at all. It's really, really fucked up. I don't understand it.
In other news, I'm going to work on getting a more Marathon-y HUD. I've never worked with HUD before, so I'm diving into some really unfamiliar territory. Seems understandable though, hopefully it'll be a success... funny though, I really suck with making bitmaps.
You know who to ask if you need help with HUDs. :realsmug:
How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
t3h m00kz
August 23rd, 2009, 05:28 AM
You know who to ask if you need help with HUDs. :realsmug:
How are you going to go about making it, though? Not only is the HUD for Marathon intrusive as all hell, making it exactly the same won't work.
It's going to be loosely based on it. Not a direct duplicate, but noticably similar. IE the Radar is going to use a bitmap designed like the Marathon radar.
But yeah when I wake up tomorrow I'll ask you more about it lolz
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
No idea. I've never done any SP stuff. It's a huuuuge maybe though, if I can figure out how the stuff works.
p0lar_bear
August 23rd, 2009, 05:44 AM
Any ideas on how terminals could be implemented (assuming you're thinking of some sort of campaign)?
I've got a couple ideas to pitch for this.
Could do it like Halo 3, where a pesudo-cinematic sequence happens upon activating the terminal. The camera then pans up to the screen, the HUD is hidden while reading, and then a script would constantly check to see if the player hit some buttons (action, escape, etc), and change the permutation of the terminal's model (or change the position of it, if it's made into a device) when a button is hit. Each permutation would have the same geometry, but a different shader with a different high-res, no mipmap diffuse with the text on it.
A less convoluted and better on file size, but kinda hackish method, would be to reskin the help text screen (the screens that appear during the tutorials on Easy or Normal in the Halo campaign) to look like the terminal, and have a script set their text when activated and show you it. Multiple times for multiple pages, since help screens pause the game.
Of course, let's see, first, if m00kz can take it as far as a solo campaign.
itszutak
August 23rd, 2009, 03:12 PM
I imagine that an M1 campaign would be very easy to do in comparison to a more modern campaign; there's almost no scripting outside of the terminals, and even most of those can be skipped. Most of the monsters are in the map from the start, and the most complicated actions involved are a series of buttons.
Now, modeling 5D spots may be a bit difficult...
Inferno
August 23rd, 2009, 03:33 PM
Srsly m00kz. If you make monsters and a bsp I will script dat campaign for you.
:iamafag:
Gwunty
August 23rd, 2009, 03:44 PM
Mookz the bsp and devices are ready, just waiting for you to log on so i can send.
t3h m00kz
August 23rd, 2009, 08:49 PM
^ I MISSED YOU DAWG.
Okay, so I need advice. This completely stumped me and Polar Bear. I'm working on a Marathon-style hud, based on this:
http://i655.photobucket.com/albums/uu279/m00kz/marathonhud.png
working in the health bar.
I have a background:
http://i655.photobucket.com/albums/uu279/m00kz/healthbar_tutorial_background.png
and the meter.
http://i655.photobucket.com/albums/uu279/m00kz/healthbar_tutorial.png
The alpha on the background is completely white, and the meter is as you'd expect, black with a gradient over where the bar is.
So, these are the tags. (Background is not referenced in this picture)
http://i655.photobucket.com/albums/uu279/m00kz/health_bar_tags.png
In-game, the background renders perfectly. However the meter is half see-through. The meter seems to be rendering behind the background, so when the background is referenced I do not see the meter.
Background and meter referenced:
http://i655.photobucket.com/albums/uu279/m00kz/background.png
Only meter referenced:
http://i655.photobucket.com/albums/uu279/m00kz/meter.png
What the tits did I miss something
t3h m00kz
August 24th, 2009, 08:40 AM
What I've got done so far hud-wise:
http://i655.photobucket.com/albums/uu279/m00kz/marathonhudwip.jpg
Based on:
http://members.cox.net/retarded-popsicle/MarathonTrinityShot.jpg
All of the weapons have icons and working meters.
p0lar_bear
August 24th, 2009, 08:49 AM
FYI people, we're still completely stumped on the meters.
HUD meters are rendered with a framebuffer add function, meaning that the opacity is determined by the brightness of the red, green, and blue channels. We've tried setting the opacity and translucency to 1 and 0, .9 and .1, and 0 and 0, respectively, in the UNHI tag, and it doesn't seem to change how it looks at all.
So, anyone know how to get a shaded/stylized meter on the HUD that's totally opaque?
t3h m00kz
August 24th, 2009, 09:36 AM
I heard over on HM there's a way to make the meter solid and show black upon taking damage, though I'm not sure how to go about doing such a thing. I've concluded that using the "background" as a mask will help, since it seems to like to render in front of the meters.
Refresh the first image in my last post and you'll see what I've got.
t3h m00kz
August 26th, 2009, 05:54 PM
yep im goin that far
http://i655.photobucket.com/albums/uu279/m00kz/MarathonPickups.png
t3h m00kz
August 29th, 2009, 06:03 AM
T-T-T-TRIPLE POST.
Update; UVWs, Textures, Crosshairs, Pickups.
http://www.xfire.com/video/124548/
LFxi7x96fPE
Now for the HUD and some Collision geometry. Then I can worry about a few minor weapon tweaks and the levels.
Gwunty
August 29th, 2009, 02:46 PM
Mookz, bad textures are bad, ill re-do them some time. Also move up all the radar and health stuff so its at the same level as the weapon shit in the hud. ohhh and let me worry about the levels.
t3h m00kz
August 29th, 2009, 03:00 PM
heh yeah I'm not much of a texture artist, don't know all the tricks to it so I just half assed them all. I just wanted to get the fuckers UVWed
Also I'll try to get screenshot references of all the levels from Durandal at some point. Can't play in the levels on Aleph One by yourself so I'd have to use the Xbox
Darqeness
August 29th, 2009, 10:33 PM
heh yeah I'm not much of a texture artist, don't know all the tricks to it so I just half assed them all. I just wanted to get the fuckers UVWed
Also I'll try to get screenshot references of all the levels from Durandal at some point. Can't play in the levels on Aleph One by yourself so I'd have to use the Xbox
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
itszutak
August 29th, 2009, 10:49 PM
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
you're joking right
Damn I could have saved so much time if I had known this
t3h m00kz
August 29th, 2009, 11:46 PM
On Aleph One, just click "Begin New Game" while holding ctrl and shift and a map list will come up. Scroll down to the bottom to find the multiplayer maps.
FFFFFFFFFFFFFFFFFFFFFF
Wow thanks
Inferno
August 29th, 2009, 11:50 PM
So m00kz n00kem... When do I get to beta? :realsmug:
itszutak
August 30th, 2009, 02:20 AM
So m00kz n00kem... When do I get to beta? :realsmug:
beta beta beta beta :haw:
In all seriousness please take whatever time you want on this, I hate seeing people doing stuff out of obligation and not for their own enjoyment
t3h m00kz
August 30th, 2009, 02:53 AM
Once I get the HUD done, I'll make a Hang 'Em High variant and hand out a beta. I'm close.
http://i655.photobucket.com/albums/uu279/m00kz/hudquestion.png
I need the health and shield meter to render OVER the Radar bitmap.
Like this:
http://www.bungie.net/images/News/InlineImages2007/MDvapor-3.jpg
Help?
itszutak
August 30th, 2009, 04:47 AM
Are you sure it's possible? I've never seen evidence to show that that works. The standard HUD in Halo doesn't have anything behind the energy shield at all.
You could always model part of all the weapons to be that background of the bars, but that would require some careful modeling that I've only seen work once-- if he's still around, crtlaltdestroy would know how to do it, since he did a similar on-hud effect for his Splazer.
It's very faint but you can see the charging bar on the right side of the HUD in this video.
SulmdVKeOvs
It's part of the physical model of the Splazer, carefully positioned and animated so it follows the HUD.
E: This might be worded in a strange way. It's late and I need to sleep before I'm fully coherent again
E2: I'm not sure if this would scale with different resolutions but I think it's worth a try
E3: On second though (third?) I think it would, considering that the FP view scales w/ different resolutions. Different FOVs wouldn't work though
E4: Well, that might actually work too. I'm not sure if it would remain pixel-perfect but it may remain close
E5: Actually scratch that things farther from the edge would be more stretched
E6: Well it still should be close. It's just a straight bar.
E7: Oh fuck it here's a seventh edit. (se7enth edit? I really am going to sleep now)
hry
August 30th, 2009, 06:14 AM
Betaa to me bre?c;
p0lar_bear
August 30th, 2009, 06:31 AM
What section of the unhi is the radar/healthbar background under? If you haven't already, try putting that under the first section (Unit hud background).
t3h m00kz
August 31st, 2009, 01:10 AM
oh fuuckkk that worked.
Polar, I love you in an extremely, extremely, straight, manly way.
http://i655.photobucket.com/albums/uu279/m00kz/huddone.png
Ki11a_FTW
August 31st, 2009, 01:25 AM
You need to make a map marathon themed (bsp wise that is) :)
t3h m00kz
August 31st, 2009, 01:32 AM
The test map is Thunderdome. It's just got Halo shaders.
Grunt has offered to make BSPs, though I'll try my hand at some too
itszutak
August 31st, 2009, 01:48 AM
The test map is Thunderdome. It's just got Halo shaders.
Grunt has offered to make BSPs, though I'll try my hand at some too
You probably know this already but all of the maps for all of the...maps are avaliable on http://marathon.bungie.org/spoiler/
t3h m00kz
August 31st, 2009, 01:52 AM
Yeah, for sure. Thanks bro
All I'd really need to do is actually go in with that CTRL-Shift-New Game cheat and check the Z-axis of stuff
p0lar_bear
August 31st, 2009, 06:23 AM
Holy shit it worked?!
Then what you can do with the meter "backgrounds" is use them for the shading, though it'll still show over the empty bar. Would make for a pretty cool "vial" look.
Con
August 31st, 2009, 12:28 PM
The green you're using for the HUD is too yellowy
t3h m00kz
August 31st, 2009, 04:29 PM
Is it?
http://xbox360media.ign.com/xbox360/image/article/803/803282/marathon-durandal-20070711022453547_640w.jpg
Looks about right to me... except for maybe the crosshairs, which is an easy tweak
itszutak
August 31st, 2009, 07:47 PM
It should be exactly the shade of green used in my avatar, and yeah it pretty much is.
Any ideas on how you're going to do terminals?
Advancebo
August 31st, 2009, 07:49 PM
Tell him to fix the metal, its blurry ):
t3h m00kz
August 31st, 2009, 11:20 PM
Unfortunately my capture card is medium quality, and there's no big enough screenshots on the internet to use to get a good, unblurred image of the hud.
itszutak
September 1st, 2009, 01:28 AM
You could always use the ol' M1 HUD
t3h m00kz
September 1st, 2009, 03:43 AM
Yeah, but that'd block the FP animations :(
itszutak
September 1st, 2009, 03:54 AM
Yeah, but that'd block the FP animations :(
Hmm. I think p0lar has a capture card, but I don't know if it can catch individual frames.
p0lar_bear
September 1st, 2009, 05:22 AM
I also don't own Durandal, no way to get it quick, and my capture card feeds off of the little yelow plug; low-res video.
t3h m00kz
September 1st, 2009, 03:30 PM
Haha, yeah. And even from S-Video my capture card still comes out fuzzy.
Anyway I think I might start on importing actual Marathon textures and try my hand on a few levels.
Donut
September 1st, 2009, 03:43 PM
last i checked, SVideo is kind of shitty. i have a pc->tv box and use my tv as an extended desktop. the svideo quality is not noticeably different from the video quality from what iv seen. actually, while the svideo cable was plugged into the tv, every other channel was black and white. when i unplugged the cable the color returned. thats probably a tv issue though
itszutak
September 1st, 2009, 11:50 PM
I also don't own Durandal, no way to get it quick, and my capture card feeds off of the little yelow plug; low-res video.
Free demo on XBLA-- but if you don't have a high-quality capture card, I'm not sure how much of a difference that will make.
t3h m00kz
September 3rd, 2009, 02:21 AM
aww yeah, under barrel grenade meter
http://i655.photobucket.com/albums/uu279/m00kz/grenadeicons.png
got collision geometry for all the weapons too. Now once I figure out how to make you spawn with only railguns on the Snipers gametypes and SPNKRs on Rockets, I'll release an alpha on Hang Em High.
Anybody have any relevant information?
Advancebo
September 3rd, 2009, 06:18 AM
You can only reference weapons to a general gametype. You cant really make a certain weapon spawn on a custom gametype.
p0lar_bear
September 3rd, 2009, 06:58 AM
You're supposed to define the weapon's type in the weap tag, though for some reason most of them are missing from all versions of Guerilla (i'm basing this on the editor defs in HMT 3.5 which have a fuckton more weapon types).
I was sorta looking into the weap tag structure to find out how to quickly find the offset. Nothing at a quick glance.
It gets weapons based on predetermined slots in the Cheat Weapons block in globals.globals.
t3h m00kz
September 3rd, 2009, 01:41 PM
If it's possible to modify the map using HMT 3.5 I may try that.
I did notice the Weapon Type in the tags, but there were only like four selections, none of which consisted of sniper rifle, pistol, etc.
t3h m00kz
September 3rd, 2009, 03:03 PM
Alpha release on first page, please report any bugs.
Known issues:
Weapon animations in anything more than 70 FOV is fubar
TOZT-7 flames point down
Fusion Pistol empty reload limit
Props:
CLS_Grunt - Biped
BeachParty Clan - HUD work/helps
P0lar Bear - HUD help
Bungie - Everything :)
Inferno
September 3rd, 2009, 04:49 PM
List all the weapon in globals. Put the spnkr on the rocket launcher slot and the railgun on the sniper rifle slot.
p0lar_bear
September 3rd, 2009, 04:51 PM
Alpha release on first page, please report any bugs.
Known issues:
TOZT-7 flames point down
I told you how to fix that :v:
e: I imported the tozt-7 model with nodes and markers as well as the halo flamethrower and compared. Here's your issue, I rotated or moved nothing:
115
ThePlague
September 3rd, 2009, 06:10 PM
Was pretty fun playing by myself, especially since i've never played Marathon before.
Only error I could find was this:
http://i301.photobucket.com/albums/nn64/Hazard1337/errorzmb.png
t3h m00kz
September 3rd, 2009, 06:54 PM
Yeah that's Grunt's biped, I'll ask him to fix it up
t3h m00kz
September 3rd, 2009, 11:26 PM
Polar, I've got the Tozt-7 fixed. It's rotated properly. doing so didn't affect FP animations. Also I've been successful in getting a railgun start for the Snipers gametype, and a Spnkr start for the Rockets gametype. Props to you dawg.
I've also re-uploaded the alpha build, this one should have working gametype weapons and better weapon balance. Sorry for the second upload, this is something I wanted the original to have. Thanks to Polar, the features are now implemented. So, here you go.
http://www.yousendit.com/download/YkxLSkhlYSt5Ukd4dnc9PQ
http://rapidshare.com/files/275374823/MarathonAlpha.zip.html
http://www.megaupload.com/?d=IL2UNZ29
p0lar_bear
September 4th, 2009, 12:37 AM
Thank inferno for the weapons, actually. He posted that and I went around asking about it, got confirmation.
The weapon types, on the other hand, are used to make the weapons behave certain ways cosmetically.
t3h m00kz
September 4th, 2009, 01:25 AM
ah, I guess that makes sense. I did noticed the reload-enter and reload-exit animations only work if the weapon type is set to "Shotgun"
t3h m00kz
September 7th, 2009, 06:57 AM
Got this done today
http://www.fpsdungeon.com/games/marathon2/alien2.jpg
http://i655.photobucket.com/albums/uu279/m00kz/wavemotioninhalo.png
SonicXtreme
September 7th, 2009, 07:31 AM
been lurking this thread for a while , updates keep getting better and better , keep working on it mookz :D
Bastinka
September 7th, 2009, 09:29 AM
Would be nice if you hosted this with SVN, everyone would be up to date with the latest version :)
Hosting (Free):
http://code.google.com/hosting/
Client (Free):
http://tortoisesvn.tigris.org/
Highly suggest you look into this. Can't wait to try it out.
t3h m00kz
September 9th, 2009, 01:32 AM
I'll look into it. Have no idea how to work it right now though, I'll ease my way into it
btw
http://i655.photobucket.com/albums/uu279/m00kz/fists.gif
my fists, they are made of
http://i655.photobucket.com/albums/uu279/m00kz/duke_steel.png
Advancebo
September 9th, 2009, 02:40 AM
that purple gun looks like it has to many loops.
itszutak
September 9th, 2009, 02:57 AM
I'll look into it. Have no idea how to work it right now though, I'll ease my way into it
btw
http://i655.photobucket.com/albums/uu279/m00kz/fists.gif
my fists, they are made of
http://i655.photobucket.com/albums/uu279/m00kz/duke_steel.png
Real men use only their right fist http://www.facepunch.com/fp/emoot/colbert.gif
t3h m00kz
September 9th, 2009, 04:53 AM
Real men? Have you ever heard the Marathon Marine's death scream?
heh ;D
itszutak
September 9th, 2009, 06:56 PM
Real men? Have you ever heard the Marathon Marine's death scream?
heh ;D
augh splat
ps I hope that that noise is going in
p0lar_bear
September 10th, 2009, 03:48 AM
augh splat
ps I hope that that noise is going in
It is, but due to halo's shitty netcode you won't hear it unless you're the host.
:saddowns:
t3h m00kz
September 10th, 2009, 04:53 AM
get out my thred with ur negative rep fag :maddowns:
.. or your positive rep
hax
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