An original fan soundtrack for Marathon Infinity, composed by Talashar. Featuring themes from Marathon, Halo, and M2SE. This won't just be a mashup of themes you know though, levels and character have been given their own themes to provide a new dimension to the game. Experience Infinity in a whole new way. Based on Treellama's M2SE plugin.
Preview my music here: https://talashar.bandcamp.com/album/strange-aeons
NOTE: MUSIC DOES NOT LOOP ENDLESSLY. This is intended. Many levels have added silence to allow the ambience some time on the stage. This silence is not a bug. Each level has been assigned specific tracks to emphasize narrative beats, emotional highlights, atmosphere, and overall vibe. If you would like looping versions of the songs, you can get them for free via the bandcamp link (click Buy Album then enter $0).
Recommended volume levels are 100% Master, 70% Music.
If you run into any issues with this plugin, I can be found in the Marathon Discord as @throkgaar.
Enjoy.
Slight tweaks to timing and higher quality .ogg files with Metadata.
EasyShade contains functions for automating the lighting of Aleph One levels. It is intended to aid mapmakers in conjunction with their usual lighting techniques. EasyShade currently includes these functions (all parameters are optional):
sunlight(contrast, manual\_sun\_angle, cumulative) for simulating a directional light source that affects all surfaces and does not cast shadows
roomlight(brightness, floor\_threshold, ceiling\_threshold, radius) for assigning a brightness to an entire room at once
pointlight(brightness, max\_radius) for simulating a point light source where the player is standing (calculations done in 2D)
darken() and lighten() for nudging the brightness of the room you're in up or down. These functions are tied to the previous and next weapon keys, so you can make an adjustment by pressing one key instead of typing out a function call.
pavelight(brightness) for applying a single brightness to all surfaces in the entire level
resetlights() for restoring a level to its original lighting levels
Major update, now with wholly different types of automated lighting.
This is a Collection of Texture upscales for Marathon, all textures have been upscaled by a factor of 4 with the intention to keep as much detail as possible.
This is a little weekend project that ended up taking a few more days than planned, please be aware that some textures still need some work but in general im happy with the current quality of most textures.
Enjoy!
Initial release
One of the cooler features M1A1 took advantage of was animated textures. This plugin brings them back full circle to classic M1.
I made a few touch-ups, ranging from recoloring for accuracy to M1's palette, to smoothing out flickering pixels, to fixing some inconsistencies from the original game.
NOTES:
• I included the originals to any textures I made changes to, in case you prefer them or just want to see what I changed.
• The Durandal image on the puzzle switches is not used because (to my knowledge) it didn't appear in-game.
CREDITS:
For mapmakers testing their terminal scripts, this Lua console command will set the current level's completion state to "finished". Install this solo Lua plugin and type 'complete_level()' in the console to satisfy any mission requirements.
Note: the command may make the level unplayable. See the included Read Me file for more information.
A zip file version of the old 3D Examples from the early days of Aleph One. Includes a plugin containing 3D models of columns and lights, and two maps for trying it out. Files originally created by "binhqx", and still available in .sit form here
An alephone plugin that can be used to help you determine if your map has enough differential shading. It will turn all of the floors, ceilings, and walls solid green. If you do not have enough differential shading, it will be difficult or impossible to look around and see the architecture of your map.
If after turning this plugin on, you can navigate your level easily and see all of the architecture, your map has adequate differential shading.
You will likely need to disable other texture plugins and any others that run lua like visual mode when using this plugin.
This plugin increases the number of AI monsters active at any one time. The increased number was the default setting in Aleph One until 1.1, when the Marathon 2/Infinity defaults were restored.
You should use this plugin with scenarios built specifically for Aleph One, such as Eternal X, Kill Them All, or Phoenix. When/if those scenarios are updated, you will no longer need this plugin. Do not enable the plugin for scenarios orginally designed for Marathon Infinity, such as Tempus Irae.
Replaces the 2d scenery sprites with 3d models in Marathon 1
Note: works best in shader mode.
Make sure bloom is turned off!
Obviously some errors can't be avoided, but I have done my best to smooth over as many bumps as possible.
-Replaced the escape pod model with a much better one
-Changed the pfhor egg to be more like the original (an egg)
CFP is a complete set of high definition textures for Marathon Infinity and Durandal. Based on the original Freeverse Marathon 2 Durandal XBLA textures, these have been further enhanced by the Alephone community with glowmaps and made to support Marathon Infinity.
Contributors:
Freeverse, Hopper, Treellama, TheDoc45, General Tacticus, J2k, Spurious Interrupt, Tfear7
This is the weapons/items portion of the plugin and can only be used for Marathon Infinity. A Marathon 2 version is available.
Other CFP Packages
CFP Monsters - http://simplici7y.com/items/community-freeverse-plugin-monsters
CFP Scenery - http://simplici7y.com/items/community-freeverse-plugin-scenery
CFP Weapons M2 - http://simplici7y.com/items/community-freeverse-plugin-weapons-m2
CFP Walls M2 - http://simplici7y.com/items/community-freeverse-plugin-walls-m2
Masters of textures for CFP can be found here: https://github.com/JoshuaPettus/Marathon-Community-Freeverse-Textures.git
Change all uncompressed DDS images to PNG
Space scenery for Logan 7 single player map. Place zipped or unzipped download in Plugins folder in Marathon directory and select "Spooky Landscape Plugin" from environment preferences in game.
Landscape doesnt align yet.
Prepare for renewal.
Are you working on a Lua HUD, and want to know how to draw inventory panels or weapons just like the built-in one? This plugin acts just like the hardcoded HUD from M2 and Infinity, so you can see how to duplicate any feature in Lua. It works with third-party scenarios too.
Fixes errors in net games with a kill limit or time-based scoring.
Play the Survival solo gameplay mode from Durandal XBLA. Rack up carnage points as you face off against hordes of increasingly difficult enemies.
Play on the four Survival maps built by Freeverse for the port. Or use the plugin, pick any netmap, and try not to die.
For a similar co-op experience, see Survival.lua.
Version 2.1 fixes a bug which caused films to go out-of-sync.
This is a slightly modified version of Hopper's M1A1 HUD. It moves the HUD to the lower left corner of the screen and allows for fullscreen mode without any black bar. This should work for any Aleph One scenario, including M1.
I also made a few small edits to the HUD itself for aesthetics and transparency.
Thanks to wrkncacnter for the additional scripting.
Fixed margins so the lua console can be viewed. Thanks to Terin in the Marathon Discord for fixing this!
This is a high resolution landscape plugin for Marathon Infinity. It replaces all landscapes with 2048x1080 PNG versions.
Please note, these landscapes are also released at 4096x2160. http://www.simplici7y.com/items/gorans-highres-landscape-plugin
Feedback: http://www.pfhorums.com/index.php?showtopic=5741
1.0 First Release.
This plugin replaces some textures with those found in the Marathon 2 Preview.
The Marathon 2 Preview was released before the Marathon 2 Demo, and contains different textures, weapons and sprites than in the full game, and in some cases, the demo.
I highly recommend that you use Marathon 2 Textures with this plugin. Aleph One 1.0 also recommended.
-- Special Thanks to Hopper for converting the M2 Preview Shapes to Aleph One Format
For more info on the M2 Preview, check out the Marathon Story Page:
http://marathon.bungie.org/story/
Check out Hopper's converted M2 Preview Shapes on the Pfhorums:
http://www.pfhorums.com/index.php?showtopic=12942&pid=99607&st=0&#entry99607
Any questions or comments? You can contact me on the Pfhorums.
http://www.pfhorums.com/
v2.1 to 2.2
v2.0 to 2.1
v1.0 to v2.0 - Completely replaced all bitmaps, using Hopper's converted M2 Preview Shapes (The screenshot method was worth it :))
I (Aaron / The Man) have repackaged Goran Svensson’s Marathon Infinity textures, which were released as five separate plugins, as a single plugin, mostly for the sake of reducing clutter and clicking in our Infinity plugin menus (i.e., if you want to enable one of these, you’ll probably want to enable them all).
In my book, these are by far the best Marathon Infinity texture replacements available (unless you’re using MaraToon; then you should use MaraToon for everything), and they’re certainly the most faithful.
I used Goran’s most recent releases of the Water, Lava, Jjaro, and Pfhor sets; I used kaosof’s edit of the Sewage set with added bump maps. See the included readme for additional information; each set also includes its original documentation within its respective folder.
Screenshots coming when I feel like it.
Enjoy!
First release.
This 360° wrap-around starscape replacement shows the stars as they would appear in the Tau Ceti system on July 3, 2794 at 0839 UTC, as well as a few local objects likely to be visible.
The stars, colony, and positions of planets have been rendered by Celestia, the open-source universe explorer. Using data on the planets known to be orbiting Tau Ceti, I made a few tweaks within real parameters to make things more comfy for our Martian colonists.
Remember the pink-brown planet from the Pfhor chapter screen? It's now an ice giant around which the colony orbits. Or is it a water giant? Celestia says it's 40F up there. Whatever, it's like Uranus, execpt smaller, warmer, and not sideways.
The huge blue planet is the colony moon, 1300 km below. I tried to put the Marathon in as high an orbit as possible while still being close enough to be an easily reached space station.
You can see Sol in the screen shot from G4 Sunbathing. It's just above and to the left of the right gantryway, or just below and to the right of Arcturus, slightly brighter than the surrounding stars.
On Marathon levels, your point of view will be from the Marathon's surface. The Scoutship will be part of the backdrop, while the scenery item is replaced by the unused slave transport sprite. On Pfhor levels, you view from an alien ship surface, and the Marathon sprite has been enhanced.
Software used: 1 - Gravitation to find a stable orbit for the moon, 2 - Celestia to produce renders, 3 -Hugin to stitch them together into a panorama, 4 - GIMP for postprocessing and Marathon's surface texturing.
To install, please drop the zip file into your appropriate plugins folder. Also, make sure that in Preferences > Graphics > Rendering Options, that "Replacement Texture Quality" for Landscapes is set to "Unlimited."
-New landscape for Pfhor levels -Corrected star orientation on Pfhor levels -Removed floating Marathon logo -Restored & enhanced Marathon sprite -Shortened plugin UI name -Fixed Windows compatibility (I hope)