Were the original campaigns (with the narration) from TFL ever ported to use the M2SB engine?
I was thinking about going back to play TFL and hearing the narration, but I'm feeling too lazy to find my copy of TFL...
DK
Myth TFL port to M2SB
Re: Myth TFL port to M2SB
Lucky you, the fantastic people here are looking after you.belaltth wrote:Were the original campaigns (with the narration) from TFL ever ported to... M2SB?
DK
http://projectmagma.net/downloads/TFL_Solo
It's worth looking around in the downloads section, theres lots there and at the tain too.
Re: Myth TFL port to M2SB
Fallen Levels v2 is for 1.4, can we use it with 1.6?qwarqwa wrote:Lucky you, the fantastic people here are looking after you.belaltth wrote:Were the original campaigns (with the narration) from TFL ever ported to... M2SB?
DK
http://projectmagma.net/downloads/TFL_Solo
It's worth looking around in the downloads section, theres lots there and at the tain too.
DK
Excellent. I didn't know whether M2 had retained full backwards compatibility, but I'm impressed to hear it did.Pyro wrote:When it says its for 1.4 it means it will work with that version and newer. So if a plugin is made for 1.5 it will also work with 1.6 and so on.
Thanks for all your effort guys, I appreciate it. Myth and Myth II were my favorite games ever as a kid. It still brings back happy memories to think about it!
DK
-
- Posts: 35
- Joined: Mon Apr 21, 2008 11:47 am
- Location: Gwangju, South Korea
- Contact:
I have never done the M2 solo levels from start to finish. When I got my M2 CDs (they sent 2 for pre-ordering!), I went right to bungie.net. Once I'd gotten a taste of human opponents in TFL, I didn't want to go back to fighting AI. Oh, I've done all the levels by now, prolly, but mainly in online cooperative play.
It's the human element, whether coop, ffa, or teams -- the easy socializing the game allows in-game and between games -- that I think makes it all hang together. Without that it would be so much less.
It's the human element, whether coop, ffa, or teams -- the easy socializing the game allows in-game and between games -- that I think makes it all hang together. Without that it would be so much less.
Unit models in TFL versus TFL level port to M2SB?
I was just watching a film in M:TFL and then playing the ported level in M2SB (Siege of Madrigal if you're curious). Is it just me, or do the unit models look like they are slightly sharper in M:TFL? It really looks to me like they are much higher resolution, but it's hard to tell without windowing and running the two games side-by-side.Lord Raven wrote:This was the first thing I downloaded after I got the updates. Playing through the original campaign first before getting back into SB territory.
DK
-
- Posts: 406
- Joined: Tue Apr 22, 2008 11:16 pm
-
- Site Admin
- Posts: 1023
- Joined: Mon May 24, 2004 8:59 pm
Unfortunately DA the colormap capabilities are 100% the same- the displacement map however is twice as complex, which makes the distances in TFL exactly HALF that of myth 2.
For instance in TFL fear (called TagEdit.PPC) shows a dorf bottle throw distance at 5.0, and in m2 it's 10.0. Archers in tfl shoot 10.0, and in m2 it's 20.0 (for non heros). Its the same distance technically but double the world units and you gotta also double it in fear too.
But now that m2 has detail textures - its almost like looking at a 16 bit colormap!
-ooga
For instance in TFL fear (called TagEdit.PPC) shows a dorf bottle throw distance at 5.0, and in m2 it's 10.0. Archers in tfl shoot 10.0, and in m2 it's 20.0 (for non heros). Its the same distance technically but double the world units and you gotta also double it in fear too.
But now that m2 has detail textures - its almost like looking at a 16 bit colormap!
-ooga