Classic Marathon 2

Classic Marathon 2

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Community Freeverse Plugin for Marathon 2
   
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757.592 MB
22 aug, 2024 @ 19:12
12 aug @ 20:23
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Community Freeverse Plugin for Marathon 2

Beskrivning
Based on the XBLA textures for Marathon 2, this set was built off of high quality textures created by Freeverse and given to the Marathon community.

Differences from the standard XBLA Texture set for Marathon 2:

- HD versions of all art, including walls, mostly from original sources provided by Freeverse or edited AI upscale for any missing textures for consistency.

- Shader support with glowmaps for lights and muzzle flashes

- Added in missing monsters color tables that were part of the M2 shapes file. (E.G. cyborg color tables 2 and 3 and Enforcer 2 and 3) for M2 community map support.


NOTES

* This is a complete set. No other graphics packages are necessary or supported

* Please make sure the "transparent_liquids" plugin is disabled. It is not needed for transparent liquid with this set as that has already been enabled. Furthermore it is not supported with XBLA textures.

* If any effects such as glowmaps or transparent liquids are not desired, they can be enabled/disabled in the "Graphics" -> "Rendering Options" section under Preferences. (Disabled by default)

* Also under "Graphics," "Enhanced Hud" or "Basic Hud" is recommended

* Marathon Infinity version is available for that game

Contributors:

Freeverse, Hippiman, Treellama, Thedoctor45, J2K, Spurious Interrupt, Tfear7, Zetren
16 kommentarer
CzarStoat  [skapare] 11 sep @ 19:50 
@mikta, I don't believe so but I could be wrong. I think the loading time does change a bit from level to level depending on what is being loaded. Not that there is much that can be done about it either way. Treellama did mention the idea of using other, more modern compression schemes for Alephone. Maybe one day such a thing will be implemented and have loadtimes improved while having everything not take a monster amount of space or looking like awful image compression. This is what the baked in version within the iOS release does as Trajan'sRow implemented a native compression format that iOS uses and then uses its own hardware for decompression.
mikta 10 sep @ 6:49 
@CzarStoat Does it actually loads all the resources and not just those required by the level?
Fire Cougar 6 sep @ 14:40 
It's working now, not sure what was causing the problem tbh. Thanks.
CzarStoat  [skapare] 5 sep @ 20:46 
@Fire Cougar Not sure, still works for me in 1.11. Under Preferences, I would disable all other plugins and see if it works. Generally I only have a hud plugin like the XBLA one and a Music Plugin and that's it. You maybe loading the Freeverse sprites and CFP at the same time or something.
CzarStoat  [skapare] 5 sep @ 20:42 
@mikta, there is a trade off. Either have the sprites be PNG and have the over all download be 700MB or uncompressed DDS for quicker load times and have it be over 3Gigs. A lot of people didn't like the size of the mod before. :\
Fire Cougar 5 sep @ 1:02 
Even the DLC XBLA/freeverse plugins crash the game, although the progress bar gets a little farther before hanging up.
Fire Cougar 5 sep @ 1:00 
Im guessing the recent aleph 1 update broke the mod because it crashes every time I try to load into a save or start a new game.
mikta 3 sep @ 10:17 
Is there any way to improve loading times? It wastes a lot of time when you have to make many attempt to complete a segment.
CzarStoat  [skapare] 28 sep, 2024 @ 6:13 
The XBLA one isn't much different from the original (Which was intentional Im sure). The original has a more dense star field and a more grainy look.
Procyon 28 sep, 2024 @ 4:32 
Ok. I noticed the “bulbous skyscraper”, but I remember the original old aleph one version having a better resolution. Or am I confused?