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  <item>
    <body>A physics file to use together with visual mode lua. It stops the constant teleporting of enemies. It's universal and works the same on all scenarios. Enjoy a visual mode without distractions.</body>
    <created-at type="datetime">2010-02-03T13:06:44Z</created-at>
    <downloads-count type="integer">44</downloads-count>
    <id type="integer">285</id>
    <name>Visual Mode Lua Physics</name>
    <permalink>visual-mode-lua-physics</permalink>
    <ratings-count type="float">5.0</ratings-count>
    <ratings-weighted-count type="float">5.25</ratings-weighted-count>
    <reviews-count type="integer">1</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2010-02-04T20:45:27Z</updated-at>
    <user-id type="integer">179</user-id>
    <version-created-at type="datetime">2010-02-03T07:08:57Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
  <item>
    <body>4x extra sprites to tie in with Viscioms Weapon Enhancement Pack 1.4.1 (Works with both M2 &amp; M3)

Includes Updated:

-Keycard

-Oxygen Tanks

-Defence Chip

-Fist from my m1redux (If you don't want the updated fists, just delete the file "f1.dds" in your m23redux folder)


NOTE: You need OpenGL to run this pack.

NOTE: Some sprites are courtesy of Tim Vogel. They are his original art, and are used in this MOD under agreement.</body>
    <created-at type="datetime">2009-08-27T22:07:37Z</created-at>
    <downloads-count type="integer">484</downloads-count>
    <id type="integer">226</id>
    <name>m23redux</name>
    <permalink>m23redux</permalink>
    <ratings-count type="float">5.0</ratings-count>
    <ratings-weighted-count type="float">5.5</ratings-weighted-count>
    <reviews-count type="integer">2</reviews-count>
    <screenshots-count type="integer">1</screenshots-count>
    <tc-id type="integer">142</tc-id>
    <updated-at type="datetime">2009-08-28T21:56:51Z</updated-at>
    <user-id type="integer">162</user-id>
    <version-created-at type="datetime">2009-08-27T17:59:11Z</version-created-at>
    <versions-count type="integer">3</versions-count>
  </item>
  <item>
    <body>Refreshed in-hand Weapons, Ammo &amp; Item Pickups for Marathon 1 AlephOne (M1A1).

-Basically updated graphics for large resolution screens. 

-New Ammo &amp; Item Pickups.

-In-hand weapons have be refreshed to remove the 'box' effect, while still keeping to the original graphic.

-This MOD is arranged in folders. If you don't want the updated rocket projectiles. Delete the rocket folder in m1redux directory. If you don't want the refreshed in-hand weapons. Delete the weapons folder instead. etc..

This is my first MOD - Enjoy..

NOTE: You need OpenGL to run this pack.

NOTE: Some sprites are courtesy of Visciom. They are his original art, and are used in this MOD under agreement.</body>
    <created-at type="datetime">2009-08-27T05:54:04Z</created-at>
    <downloads-count type="integer">570</downloads-count>
    <id type="integer">225</id>
    <name>m1redux</name>
    <permalink>m1redux-v1-0</permalink>
    <ratings-count type="float">0.0</ratings-count>
    <ratings-weighted-count type="float">0.0</ratings-weighted-count>
    <reviews-count type="integer">0</reviews-count>
    <screenshots-count type="integer">3</screenshots-count>
    <tc-id type="integer">143</tc-id>
    <updated-at type="datetime">2009-08-27T22:58:03Z</updated-at>
    <user-id type="integer">162</user-id>
    <version-created-at type="datetime">2009-08-27T17:58:03Z</version-created-at>
    <versions-count type="integer">3</versions-count>
  </item>
  <item>
    <body>A tool to create or modify Physics Model Files of Marathon - AlephOne.</body>
    <created-at type="datetime">2009-01-24T14:57:20Z</created-at>
    <downloads-count type="integer">485</downloads-count>
    <id type="integer">174</id>
    <name>Physics Editor One J</name>
    <permalink>physics-editor-one-j</permalink>
    <ratings-count type="float">0.0</ratings-count>
    <ratings-weighted-count type="float">0.0</ratings-weighted-count>
    <reviews-count type="integer">0</reviews-count>
    <screenshots-count type="integer">1</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2009-01-24T15:02:12Z</updated-at>
    <user-id type="integer">149</user-id>
    <version-created-at type="datetime">2009-01-24T09:02:12Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
  <item>
    <body>A hilarious physics model which turns every monster into a VacBob while retaining friend/enemy data, from Ticks to Juggernauts. Works best on netmaps or novelty maps like the A1 map pack; I love testing this out on The Keep.
Includes an optional MML script which turns the player into a VacBob as well as correct the motion sensor and overhead map to display every monster as a Bob.</body>
    <created-at type="datetime">2008-07-16T23:18:34Z</created-at>
    <downloads-count type="integer">381</downloads-count>
    <id type="integer">140</id>
    <name>VacBob War</name>
    <permalink>vacbob-war</permalink>
    <ratings-count type="float">3.0</ratings-count>
    <ratings-weighted-count type="float">3.05</ratings-weighted-count>
    <reviews-count type="integer">1</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-10-03T06:33:00Z</updated-at>
    <user-id type="integer">92</user-id>
    <version-created-at type="datetime">2008-07-17T00:46:41Z</version-created-at>
    <versions-count type="integer">3</versions-count>
  </item>
  <item>
    <body>These are some handy little applets that change the filetype of anything you drag onto them. They're useful for playing windows-based maps on a mac, or looking at them in forge. The tools are somewhat dated, as most recent maps, shapes, etc are in the universally compatible format, but the file typer may still be of some use.</body>
    <created-at type="datetime">2008-06-29T17:57:17Z</created-at>
    <downloads-count type="integer">373</downloads-count>
    <id type="integer">127</id>
    <name>Marathon File Typers</name>
    <permalink>marathon-file-typers</permalink>
    <ratings-count type="float">0.0</ratings-count>
    <ratings-weighted-count type="float">0.0</ratings-weighted-count>
    <reviews-count type="integer">0</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-06-29T17:57:17Z</updated-at>
    <user-id type="integer">93</user-id>
    <version-created-at type="datetime">2008-06-29T17:57:17Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
  <item>
    <body>Finally, some actual flags for CTF maps!  Shapes patch for use with Juice.
v1.1 They are big and easy to see now.</body>
    <created-at type="datetime">2008-06-28T11:40:49Z</created-at>
    <downloads-count type="integer">328</downloads-count>
    <id type="integer">124</id>
    <name>CTF Flag Shapes Patch</name>
    <permalink>ctf-flag-shapes-patch-4</permalink>
    <ratings-count type="float">5.0</ratings-count>
    <ratings-weighted-count type="float">5.25</ratings-weighted-count>
    <reviews-count type="integer">1</reviews-count>
    <screenshots-count type="integer">2</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-08-07T00:41:33Z</updated-at>
    <user-id type="integer">12</user-id>
    <version-created-at type="datetime">2008-06-28T13:08:01Z</version-created-at>
    <versions-count type="integer">3</versions-count>
  </item>
  <item>
    <body>I promised to upload this over a year ago, to accompany the Pfhorge application &amp; manual.</body>
    <created-at type="datetime">2008-03-27T21:18:41Z</created-at>
    <downloads-count type="integer">422</downloads-count>
    <id type="integer">106</id>
    <name>Pfhorge source code</name>
    <permalink>pfhorge-source-code-3</permalink>
    <ratings-count type="float">0.0</ratings-count>
    <ratings-weighted-count type="float">0.0</ratings-weighted-count>
    <reviews-count type="integer">0</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-03-27T21:18:42Z</updated-at>
    <user-id type="integer">32</user-id>
    <version-created-at type="datetime">2008-03-27T21:18:42Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
  <item>
    <body>I don't know if anybody still wants to use Cranberry but I noticed it no longer seems to be available on-line. This is the application v3.0.b5 which would handle Lua &amp; MML; the package includes various scripts people had left on Mike Benonis's site. </body>
    <created-at type="datetime">2008-03-27T21:05:07Z</created-at>
    <downloads-count type="integer">451</downloads-count>
    <id type="integer">103</id>
    <name>Cranberry</name>
    <permalink>cranberry</permalink>
    <ratings-count type="float">0.0</ratings-count>
    <ratings-weighted-count type="float">0.0</ratings-weighted-count>
    <reviews-count type="integer">0</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-03-27T21:05:08Z</updated-at>
    <user-id type="integer">32</user-id>
    <version-created-at type="datetime">2008-03-27T21:05:08Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
  <item>
    <body>This is a 2 physics pack that I made a while back.  The first one is playable, if  rather gimmicky.  The second one IS NOT PLAYABLE AT ALL, *EDIT* and was included as  an example of the variety of things you can do with this *EDIT*.  They both involve pressing the walk key to "fly".  Nofall2 is not playable because I set player gravity to a negative number when walking, but the problem is that if you're killed you just keep going up and up and up into the ceiling.  Because of some unknown engine property, if you accelerate into the ceiling while dead at a constant rate, it sends you up through the ceiling, where everything looks untextured, then for about a minute of that you come up through the floor, continue upwards through the ceiling and repeat.  Because your corpse is still moving, it is impossible to respawn.

There.  Do what you will with this, but at least let people know what you are doing before hosting it.  EDIT In response to Tim, here are some suggestions for getting the most out of this: 1) Certain maps, such as Intercontinental Divide, get the most out of this (I found quick six in general to be pretty good for it).  2)  The setup of this is such that a person on the ground can usually trump a flying person.  That's alright, because in my experience there's only one or two people spoiling like that.  3) You can control the rise and fall (and direction [you can build up mad speed]) by shooting in the opposite direction (preferably with a machine gun, rockets don't work as well).

All credit for concept goes to Count Roland.  Other tweaks are credited to me.  He has okayed this for distribution last time I saw him.</body>
    <created-at type="datetime">2008-02-24T11:25:00Z</created-at>
    <downloads-count type="integer">461</downloads-count>
    <id type="integer">96</id>
    <name>Flying physics</name>
    <permalink>flying-physics</permalink>
    <ratings-count type="float">2.0</ratings-count>
    <ratings-weighted-count type="float">1.9</ratings-weighted-count>
    <reviews-count type="integer">2</reviews-count>
    <screenshots-count type="integer">0</screenshots-count>
    <tc-id type="integer" nil="true"></tc-id>
    <updated-at type="datetime">2008-07-30T22:28:27Z</updated-at>
    <user-id type="integer">15</user-id>
    <version-created-at type="datetime">2008-03-09T11:21:19Z</version-created-at>
    <versions-count type="integer">1</versions-count>
  </item>
</items>
