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David
2003.09.11, 01:18 AM
keep in mind that in the real game beginners won't spawn within a few dozen miles of any wolves

disc
2003.09.11, 01:20 AM
here's my feedback:

Yeah, the wolves are reaaaalllllly hard. Either tone them down a bit, create a weaker version for earlier in the game or create a weaker race the player can start out fighting. Especially their pounces, they're SO evil. if you try to run, or even if you piss 'em off, they tackle you. Is there a counter to that move yet?

As for the rest of it, it looks stellar. The new building stuff is awesome and the rabbit running plus pouncing is very, very cool. Parries are also nice, although they took me a while to figure out (that they're not shift, but foward + click).

here's a few changes that might need be made:
*it now seems insanely easy to stab people in the back with a knife or a sword. If you're in the middle of a fight and they spin around too much, they're instantly dead to your stealth kill, same for standing behind them when they get up. I liked the old way better.
*not sure if the knife should be able to block the sword... right now it can not only block it, but also knock the sword out of the opponent's hands. very strange
*lastly, maybe the wolves, since they're so tough otherwise should be able to take two sword hits? this might make them godly, but it seems so strange that they just crumple with one.....

all in all... sweet
-disc

CubeFusion
2003.09.11, 02:06 AM
Just a suggestion, but considering how insanely difficult it is to beat those wolves, I don't think they should run away when you FINALLY wear them down. Since they are walking tanks, it would probably be more fitting for them to be too proud to turn away from battle with a mere Rabbit.

Anyway, I was beating this wolf up and he turned away and ran to get some help from his wolf buddies. I hightailed it away from the area. All of a sudden he tackled me down from the opposite direction he ran from. I ran from him again but it seems the wolves have the ability to teleport when using the tackle ability at any distance. Might need to fix that one.

disc
2003.09.12, 03:06 PM
Some more suggestions and notes:

1). The deaths by fire are very neat BUT I think they happen too quickly and perhaps don't look painful enough. What I would suggest is that if someone gets lit on fire, they either run around crazily, or even better, break into one of those really fast runs on all fours and just start streaking around in all directions, giving them the possibility of accidentally lighting others and (when fire eventually hurts you) you on fire. Also, since it does kill them, it'd be great if enemies avoided smouldering corpses, choosing to walk around them rather than through them and dying.

2). The pounce attack doesn't seem to have a height component attached to it. Right now you can pounce through platforms and onto buildings, which leads to really, really wierd teleportation.

3). The pounce should definately have more of a speed requirement. For example, you start out charging slower, then build up. Right now a wolf can, and does, run back and forth, pouncing on you every time. Another thing to weaken it could possibly be that while you're charging you don't have the ability to grab people outta midair, which would make an impending pounce much easier to jump unless you didn't see it coming.

4). Sounds... they're odd. Especially that weird laughter :p also, rabbits don't really *make* sounds aside from a really, really spooky scream when they're dying.

5). Maybe to tone the wolves down a bit, their reaction times should be slower? Their attacks could be just as fast and strong, but if they countered less of YOUR attacks and counters, they would be much less powerful. Also perhaps they shouldn't jump quite as high and far. I like that they're faster runners though....

6). One time when I hit someone, I forget how, the body flew straight up and incredible distance, then crashed to the ground. I haven't been able to replicate it.

7). When you throw a knife at a wolve's back, many times it teleports to his belt. I've managed to get a wolf to carry three weapons (two knives and a sword) this way. It's really strange, and I think it happens other times too....

8). The midair throw is pretty neat, but sorta flawed. It's incredibly innacurate and its existance means that whenever you flip in the air, the enemies immediately dodge. Perhaps have a different animation for just pressing "q" in midair to stop this? I dunno.

well, that's it for now. Thanks again for the update, I'm getting better and better at fighting the wolves;)

-disc

Dreadful Lemon
2003.09.25, 07:28 PM
Heres a completely different idea; My friend Duncan was telling me about it as we were walking home from school one day. He was talking about a Mortal Combat game in which you could fight in different 'styles.'

It would be neat to see this used in Lugaru- We could have 1-Handed Sword moves, 2-Handed, or maybe even Dual Swords. Another idea would be to be able to apply weapon styles to other weapons, like using sword attacks with a knife. Of course, you'd need to set some limitations on this, no being able to block giant, forceful wolf sword strokes with a pathetic rabbit dagger block for example. And if you add a bow and arrow, it doesnt make sense to be able to block a sword with a bow...although stabbing with arrows...hmm. ;)

Still hoping for a way to transform into wolves :)

Oh, and I was browsing through some of the textures- I noticed a file called 'lizardwolf.' Are we going to have giant scaly wolves? ^_^

David
2003.10.15, 11:24 PM
Different fighting styles are definitely planned :p

Anyways I think I fixed a lot of the problems you all mentioned, but was focusing mainly on other projects, and fixing the major bugs with random crashing on some machines, and the broken graphics on G5's.

Anyways, new build at http://wolfire.com/Lugaru.sit

skyhawk
2003.10.15, 11:28 PM
Originally posted by David
Different fighting styles are definitely planned :p

Anyways I think I fixed a lot of the problems you all mentioned, but was focusing mainly on other projects, and fixing the major bugs with random crashing on some machines, and the broken graphics on G5's.

Anyways, new build at http://wolfire.com/Lugaru.sit
you're welcome

David
2003.10.15, 11:43 PM
*Ahem* G5 support possible due to extensive testing by Skyhawk, OSC, and Themsalltook

OneSadCookie
2003.10.16, 12:01 AM
Great! now that's all sorted,

* Fix Radeon 95-9800 mip-level pulsing effect in level 5
* Make wolves not teleport when they pounce on you
* Make wolves less "swingy"
* Fix stealth attack so you actually have to have been stealthy, rather than simply standing behind for a split second
* Make blood dripping from weapons stain bodies rather than the ground beneath
* Make swordfighting more drawn-out -- no more randomly throwing swords away. Maybe different moves.
* Make it so enemies hit each other with their weapons. It's very annoying when you're facing an unarmed guy and the guy standing behind him kills you with a sword, swinging it through the bunny in the middle...

Keep up the good work :)

(BTW -- loading screen now works on X)

God
2003.10.18, 03:07 PM
Can you post a link to download the current version of Lugaru? Is this the same version as the one on the IHS computer?

Parsap
2003.10.18, 06:02 PM
Originally posted by God
Can you post a link to download the current version of Lugaru? Is this the same version as the one on the IHS computer?

Freshman?

OneSadCookie
2003.10.21, 07:33 AM
Just got a crash in the latest build you gave me David (flushless):

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x598bbd04

Thread 0 Crashed:
#0 0x0021d818 in DoConstraints__8SkeletonFP3XYZPf
#1 0x00250810 in 0x250810
#2 0x001cbb30 in 0x1cbb30
#3 0x001a2910 in DoUpdate__Fv
#4 0x001a2b60 in IdleTimer
#5 0x90163230 in __CFRunLoopDoTimer
#6 0x90148d28 in __CFRunLoopRun
#7 0x90180f58 in CFRunLoopRunSpecific
#8 0x969a3b70 in RunCurrentEventLoopInMode
#9 0x969a41f4 in GetNextEventMatchingMask
#10 0x969a8054 in WNEInternal
#11 0x969adf0c in WaitNextEvent
#12 0x001a29a4 in WaitNextEventWrapper__FUsP11EventRecordUlP15Opaque RgnHandle
#13 0x001a2c1c in DoEvent__Fv
#14 0x001a2ee4 in main

David
2003.10.21, 07:08 PM
*sob*

OneSadCookie
2003.10.21, 07:21 PM
The crash came when I'd just been sliced by a knife, and was pulling it out of the wielder's hand when I bled to death.

OneSadCookie
2003.10.22, 07:14 AM
And this one from the latest build; I was just bunny-hopping:

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0xd9dccad0

Thread 0 Crashed:
#0 0x0020b57c in LineCheckPossible__5ModelFP3XYZP3XYZP3XYZP3XYZPf
#1 0x001f5e30 in TickOnceAfter__4GameFv
#2 0x001a2934 in DoUpdate__Fv
#3 0x001a2b60 in IdleTimer
#4 0x90163230 in __CFRunLoopDoTimer
#5 0x90148d28 in __CFRunLoopRun
#6 0x90180f58 in CFRunLoopRunSpecific
#7 0x969a3b70 in RunCurrentEventLoopInMode
#8 0x969a41f4 in GetNextEventMatchingMask
#9 0x969a8054 in WNEInternal
#10 0x969adf0c in WaitNextEvent
#11 0x001a29a4 in WaitNextEventWrapper__FUsP11EventRecordUlP15Opaque RgnHandle
#12 0x001a2c1c in DoEvent__Fv
#13 0x001a2ee4 in main

geezusfreeek
2003.10.22, 06:52 PM
I showed this to my girlfriend's 10 year-old brother. He was wondering why you couldn't throw your knife while in the air. I think that would be a good addition.

OneSadCookie
2003.10.22, 07:31 PM
You can if you flip...

erazorhead
2003.10.27, 08:44 PM
COMPLAINTS/SUGGESTS
(sorry if any of these are repeats)

i can not get my rabbit to do the little 'soccer kick' on dead bodies when in slow motion. lord only knows why.

i still think the camera should point higher. if you really disagree, maybe this could be set in Config?

do you want a tiny little 'tooth' sprite? a really face-crunching kick would look /truly/ brutal with a tooth or two amidst the spray of blood. it could bounce once or twice and disappear in the grass/sand/snow. /ouch/

enemies shouldn't be able to 'tackle' you when you're back-handspringing. at least when they tackle you from the front. if you're back-handspringing and they tackle you from the front it should be an automatic parry IMO

would kind of prefer the loading screen didnt pause when loading percentage paused but really who cares

you should be able to throw knife when backflipping too

more console commands that would be very very useful
- maplist (lists all maps in maps folder)
- commands (lists all console commands)
- more that i forget now
- also hitting uparrow could recall the most recent command (very useful)



"EVENTUALIES"

eventually i'd like to see a level that is a long run from a huge mob of enemies - just running on all fours through a dense forest is a lot of fun

the throwing knife doesn't seem very wolf-y of a weapon. especially since they appear to do more damage /without/ it. my idea is, if you drop a throwing knife and a wolf picks it up, the wolf will hurl the knife away (sideways) while staring you dead in the eye. that seems more 'in character' to me



CRASH
here's the log. i was fighting someone on level 2 and we were both on fire :(

Date/Time: 2003-10-27 16:05:36 -0800
OS Version: 10.2.8 (Build 6R73)
Host: euclid.local.

Command: Lugaru
PID: 1396

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0xe2ea70cc

Thread 0 Crashed:
#0 0x0021e868 in 0x21e868
#1 0x00251860 in 0x251860
#2 0x001ccb80 in 0x1ccb80
#3 0x001a3930 in DoUpdate__Fv
#4 0x001a3b80 in IdleTimer
#5 0x90163230 in __CFRunLoopDoTimer
#6 0x90148d28 in __CFRunLoopRun
#7 0x90180f58 in CFRunLoopRunSpecific
#8 0x969a3b70 in RunCurrentEventLoopInMode
#9 0x969a41f4 in GetNextEventMatchingMask
#10 0x969a8054 in WNEInternal
#11 0x969adf0c in WaitNextEvent
#12 0x001a39c4 in WaitNextEventWrapper__FUsP11EventRecordUlP15Opaque RgnHandle
#13 0x001a3c3c in DoEvent__Fv
#14 0x001a3f04 in main

Dr. eL
2003.12.03, 10:50 PM
um... you are the grand-master of hand to hand combat. Great job... By the way, if this ever gets multiplayer, you will sell millions.

morgant
2003.12.04, 07:41 AM
I know the Lugaru development is probably on the back burner at the moment, but here's a crash log when running under Panther:

Host: XXXXX.local
Date/Time: 2003-12-04 06:35:10 -0500
OS Version: 10.3.1 (Build 7C107)

Command: Lugaru (/Users/XXXXXXX/Downloads/Lugaru/Lugaru)
PID: 28608
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0x5adbbc9c

Thread 0 Crashed:
#0 0x0048bf30 in DoConstraints__8SkeletonFP3XYZPf (DoConstraints__8SkeletonFP3XYZPf + 16352)
#1 0x004c2fe4 in 0x4c2fe4
#2 0x00437218 in 0x437218
#3 0x0040c890 in DoUpdate__Fv (DoUpdate__Fv + 336)
#4 0x0040cb1c in NewEvent__Fv (NewEvent__Fv + 44)
#5 0x0040ccd8 in main (main + 56)

Thread 1:
#0 0x900075c8 in mach_msg_trap (mach_msg_trap + 8)
#1 0x90007118 in mach_msg (mach_msg + 56)
#2 0x90191930 in __CFRunLoopRun (__CFRunLoopRun + 848)
#3 0x901960bc in CFRunLoopRunSpecific (CFRunLoopRunSpecific + 328)
#4 0x9073315c in HALRunLoop::OwnThread(void*) (HALRunLoop::OwnThread(void*) + 260)
#5 0x907393ac in CAPThread::Entry(CAPThread*) (CAPThread::Entry(CAPThread*) + 48)
#6 0x900247e8 in _pthread_body (_pthread_body + 40)

Thread 2:
#0 0x900075c8 in mach_msg_trap (mach_msg_trap + 8)
#1 0x90007118 in mach_msg (mach_msg + 56)
#2 0x90191930 in __CFRunLoopRun (__CFRunLoopRun + 848)
#3 0x901960bc in CFRunLoopRunSpecific (CFRunLoopRunSpecific + 328)
#4 0x901ff514 in CFRunLoopRun (CFRunLoopRun + 52)
#5 0x07ab24d0 in APW::PTA::IsochronousThread::Start(APW::PTA::Isoch ronousThread*) (APW::PTA::IsochronousThread::Start(APW::PTA::Isoc hronousThread*) + 260)
#6 0x900247e8 in _pthread_body (_pthread_body + 40)

Thread 3:
#0 0x90018ce8 in semaphore_timedwait_signal_trap (semaphore_timedwait_signal_trap + 8)
#1 0x9000e888 in _pthread_cond_wait (_pthread_cond_wait + 616)
#2 0x90724764 in CAGuard::WaitFor(unsigned long long) (CAGuard::WaitFor(unsigned long long) + 220)
#3 0x90724398 in CAGuard::WaitUntil(unsigned long long) (CAGuard::WaitUntil(unsigned long long) + 304)
#4 0x90722d88 in HPIOThread::WorkLoop() (HPIOThread::WorkLoop() + 856)
#5 0x90739368 in HPIOThread::ThreadEntry(HPIOThread*) (HPIOThread::ThreadEntry(HPIOThread*) + 28)
#6 0x907393ac in CAPThread::Entry(CAPThread*) (CAPThread::Entry(CAPThread*) + 48)
#7 0x900247e8 in _pthread_body (_pthread_body + 40)

Thread 4:
#0 0x90048868 in mach_wait_until (mach_wait_until + 8)
#1 0x902e5710 in MPDelayUntil (MPDelayUntil + 36)
#2 0x00529ba0 in 0x529ba0
#3 0x0052ebb8 in 0x52ebb8
#4 0x903226c0 in _MP_CFMTaskProc (_MP_CFMTaskProc + 32)
#5 0x902c72dc in PrivateMPEntryPoint (PrivateMPEntryPoint + 76)
#6 0x900247e8 in _pthread_body (_pthread_body + 40)

PPC Thread State:
srr0: 0x0048bf30 srr1: 0x0200f030 vrsave: 0x00000000
cr: 0x84002222 xer: 0x00000000 lr: 0x0048be78 ctr: 0x90035880
r0: 0x4102147b r1: 0xbfffb640 r2: 0x02010000 r3: 0x0994c560
r4: 0x5146b71c r5: 0x00000000 r6: 0x5adb7c7c r7: 0x00000000
r8: 0x5adbbc9c r9: 0x045e9520 r10: 0x0870f664 r11: 0x00000001
r12: 0x00000004 r13: 0x000c0ed0 r14: 0x00000001 r15: 0x000c0ed0
r16: 0x0292a778 r17: 0x0870f6c0 r18: 0x0870ffc0 r19: 0x045e9514
r20: 0x02020460 r21: 0x02020484 r22: 0x00000980 r23: 0x0870f740
r24: 0x0870f840 r25: 0x0870f8c0 r26: 0x021a27c4 r27: 0x020e1edc
r28: 0x0202046c r29: 0x045e9550 r30: 0x00532630 r31: 0x020e20b4


I had just slashed a wolf from behind with the sword and then done that "finishing" move where I stab through his torso, also from behind. He got a little pissed about that and kicked me off of him and about halfway to the ground it lagged, big time. :-\

Dr. eL
2003.12.04, 09:34 PM
That thing with the "finisher" happened to me too, but in my case the whole thing crashed... :mad:

Dr. eL
2003.12.04, 09:38 PM
By the way, can someone post a list of all the Lugaru moves they've found and how to do them?
It would be much appreciated by one n00b here...

-Dr. eL

OneSadCookie
2003.12.04, 09:54 PM
There used to be a list in the readme, is that no longer there?

Dr. eL
2003.12.04, 10:27 PM
Erm... hate to tell you this, but there is no readme...

disc
2003.12.04, 11:45 PM
By the by, just since this thread's been revived, a few weirdo things I've noticed while playing:

1). When you knife a rabbit three times, then do the neck stab finishing move, if you hold down the mouse button, you also kick the body as it falls. The body then falls, waits for half a second, then suddenly flips over. Very disconcerting.

2). Frequently the back death stab does not kill instantly, allowing you to either hit the body as it falls one more time with the sword (which screws up your hitting of another enemy), or allows your enemy to, say, grab you out of a jump if you jump immediately.

3). Every so often on platforms, if a wolf tackles you, you will fall "into" the platform, with only your head on a very stretched out neck and a foot sticking out. You slide around like ice, but can still direct yourself. If you wait long enough, you'll fall completely through, or if you go to the edge of the platform, you'll fall. When you do, you fall EXTREMELY fast and explode into giblets.

4). Sometimes if a fall off of a platform is timed correctly, you fall very, very fast and explode, with the camera being unable to even catch up to your movements. Similar to the effect in #3. Try going up to the edge of platforms (you might have to make some in the editor) and hitting "n" to accomplish this. It's hard to replicate, but it does happen.

I had a few more things. Can't think of them right now....

-disc

Dr. eL
2003.12.05, 08:04 PM
Can someone please post the readme, as for some reason I didn't get it...

-Dr. eL

Dr. eL
2003.12.07, 07:12 AM
Hello? Anyone?

David
2003.12.07, 08:02 AM
Oh sorry, here's the Lugaru readme

Lugaru test thingy

Controls:

Movement:
WASD = run/climb, tap W to line up with camera
mouse = look
space = jump (hold down longer to go higher and/or climb edges) (release and hold space again to jump off walls)
shift = crouch/sneak/roll on ground, flip in air
release shift = if sneaking, start running animal-style

Combat:
Attacks:
(NOTE: for most of these moves you can just hold click and it will wait until the enemy is in range to attack)
crouch+click = sweep (conscious oppenent) or finishing punch (unconscious or dead opponent)
click = u-punch (or slash with knife) (or stomach punch when close)
run+click = spin kick (or kick enemy on the ground)
back+click = dodge backwards (especially useful vs. weapons)
space (while holding click and running) = rabbit kick (does serious damage if you time it right, but hurts you a bit if you miss and is easy to counter)
space or click (while running animal style) = tackle/pounce

single click (from behind) = sneak attack

hold click (while jumping off wall) = wall kick

Weapons
e = sheathe/unsheathe
q = throw (while somewhat near to the enemy)
pick up (while near a knife)
drop (while crouching)
click = slice (stabs if you just countered an attack with the slice)
shift+click = stab enemy (after knocking over) or clean off knife in the dirt/sand/snow

Reversals and Counter-Reversals:
shift = (while opponent is attacking)reverse sweep, punch or rabbit kick
(while your attack is being reversed) recover from reversal
(while falling or being pulled down) land less painfully
release shift = (while opponent is spin-kicking)reverse enemy's spin kick

Map editor:
command+o = open map
command+s = save map
(just one map right now, shift s will save over it)

shift+m = toggle editor mode
m = place object
p = place enemy
shift-p = place waypoint
delete = delete most recently made object
shift-delete = delete most recently made player
up/down = change size of next object
left/right = change rotation of next object
shift+left/right = change type of next object
h = give 2000 health

control+p = make/connect pathfind waypoint
period/comma = select pathfind waypoints
shift+comma = delete pathfind waypoint

Random Keys:
~=console (map mapname, save mapname, quit)
tab=minimap
command+z = restart level
shift+k = win level
n = die
b = slow motion (with motion blur that might work)
j = toggle snow/grass/desert
l = test blood
f = spontaneously combust
f1 = screenshot
i = explode nearby head
shift+i = explode nearby enemy


Commands:
Map mapname where mapname is the name of a map in the maps folder
Save mapname where mapname is an unused filename
Cellar door, rambo, kungfu, white, brown, black = change skins
quit = quit

Tips:
-Wolves usually only pounce if you're running away, and they can't hit you if you crouch
-Crouch and jump to jump higher
-You can roll, handspring or flip over a (detached) weapon and hold 'q' to pick it up
-It is possible to counter weapon attacks, but only if you are very close to them
-If you slash somebody a few times, you can just wait a bit and they may bleed to death
-Vary your attacks. If you use the same attack too many times in a row the enemy is much more likely to see a pattern and counter it, even if you are using the knife.
-Wounded enemies do not block as well (especially against moves like wall kicks and rabbitkicks)
-Reversals are more simple to perform than they sound, just tap shift if you are attacked (only works on hard mode if you face the enemy)
-Keep both feet on the ground while fighting; if you try and jump around the enemy can pull you out of the air
-Don't throw the knife at enemies if they have already seen you, they will most likely dodge, catch it or pick it up
-Use the finishing punch to make sure unconscious opponents stay down, and to knock them into other enemies
-You can get a KO much more quickly by attacking several times in quick succession. Just sitting back and attacking occasionally, can take much longer.
-It is very difficult to win using only reversals
-Use the sneak attack whenever possible - don't let enemies run for help
- Don't try and perform reversals when fighting against more than one enemy, use dodges instead. You can be hit by a second enemy while throwing the first.
- The rabbit kick does more damage than the spin kick does more damage than the u-punch does more damage than the sweep.
- Reversals do significantly more damage than the attack itself
- You should always try to get out of a reversal, press shift as soon as you see that your attack failed
- Jump on an unconscious rabbit a few times, finishing-punch them, or stab them if you want to make sure it will never get back up, or just leave it alone because it may not recover consciousness for a few minutes
- Don't stay crouched unnecessarily or the enemies will kick you in the head
-You recover damage faster when standing still
-Tap forwards to face in the same direction as the camera
-On easy/medium difficulty the direction you are facing in combat really does not matter

Hard mode only:
-You can only counter attacks from enemies in front of you, and if anyone gets behind you they can kill you quite easily.
-Keep in mind that you have the same amount of health as anyone else, don't just barge into fights

Troubleshooting:

Slow?
Make sure it is at lowest detail (detail=0 blur=0 resolution=640*480 blood=0 numplayers=2 decals=0 trilinear=0)
You could even go to resolution of 320*240 if necessary. On the other hand, some newer cards actually run faster at high resolutions.

On OS 9
File sharing should not be starting up
A CD should not be mounting
Turn off virtual memory (if textures are not broken)

On OS X
Other apps should not be open
Setting blood to 2 can cause a very large decrease in fps under X
Start up in 9 for best speed(i.e. at least 50% faster) and for the loading screen to work correctly, OS 9 runs all compatible games much better

Textures are white
Increase Virtual memory, you probably aren't giving OpenGL enough RAM (OpenGL uses unused RAM; do not increase Lugaru's preferred memory size)

Flickering or Pausing?
Turn off motion blur

No Keyboard Input?
On OS X, restart. Sometimes Carbon keyboard support randomly dies.

Quits unexpectedly?
Try setting blood to 1 if it is set to 2


Many thanks to Jesse Holden for help with the rabbit, tree, bush and belt textures and probably some other ones

David
2003.12.31, 04:02 AM
New version of Lugaru up at http://wolfire.com/Lugaru.sit

I'm not really sure what's new, since it's been a while, but I think I fixed some bugs and added some stuff :cool:

disc
2004.01.02, 03:01 AM
Pretty sweet update. I like the screen you can get by pressing "Escape" and how smoothly everything now runs.

The new Bo stick is incredibly cool. I'm right in that there's still not a counter for it though, right? It's also pretty damn powerful, but that's not too much of a problem. Since it already replaces two rather than one attacks, it'd be supercool as well to have it replace a few other things. Instead of the trip, for example, you could have a low sweep with the staff that accomplishes the same thing. It'd be more work, but it'd look nifty.

Another thing about the staff is that once you've knocked someone down to the ground with it, it's very easy to keep them there, perhaps too easy, just by smacking them over and over again.

The addition of weapon switching is also very cool and nicely implemented. It is intentional, though, that you can't switch to a staff, right? Nor can you de-equip it.

Also... bring back the console! Even in non-debug mode, since it's what controls skins and maps. Also, this build won't run all the maps I had made with the previous one, but such is life.

Good work, man. It's stellar!

David
2004.01.02, 03:38 PM
I'm glad you like it :) I was going to add more staff attacks, like I neat sweep attack, but not sure if I'll get around to it. :( it will break after smacking things too many times to balance it out a bit though. I couldn't figure out where Turner could keep it when he wasn't using it, so you can't put it away.

I separated the debug controls (slomo, console, fire) from all the main gameplay controls to get a better feel of what the release version will be like, but you can turn debug mode back on by setting "Debug: 1" in the config.

By the way if you or anyone make any neat new maps please send them :cool: I'm getting to the stage where all I'm going to do is add the main menu, a tutorial level, score system and a bunch more maps.

disc
2004.01.02, 03:49 PM
I think it would probably be way less powerful if you just put in a counter to it. As is you have to keep running away until you're sure you can get a good punch in and knock him down!

Well, like I said, this version somehow made my old maps useless. I can send them to yah anyway, but they only work with the old version (I think).

For all you mapmakers out there, however: Here's a few things not in the readme that've been added. "o" changes the skin of an enemy and "shift+o" changes their type (rabbits - wolves, it's no longer random in gameplay). You can give enemies the staff just by hitting "shift + x" enough.

Umm... that's all I think.

disc
2004.01.02, 07:27 PM
A few quick staff related things:

If you counter another move while holding the staff (for example, the trip), there's a slicing + blood sound/effect instead of a smack. A leftover from the sword maybe?

Also, a person holding a staff can still grab a knife out of the air, which puts the staff in his belt... which looks REALLY weird.

Lastly, when wolves have the staff and hit you with it, there's an odd habit of spontaneous combustion. Especially when you've been in midair and they hit you out of it.

CubeFusion
2004.01.04, 02:48 AM
Wow, a lot of really cool little changes have been made to the game this release. I :love: the staff!

A new bug seems to have reared it's ugly head though. Turn on the map (Hit Tab) and play a 4 or five levels of the game, each time it loads the game it seems one of the textures in the level gets corrupted. I played for about 30 minutes before everything (Including the rabbits and wolves) looked like they were made of chrome. I'll try to get a screenshot.

Edit: Trying to get a screenshot of the event (by hitting F1) resulted in Lugaru pausing for a minute and then crashing out. Here's the log.

**********

Host Name: Mega-Doomer.local
Date/Time: 2004-01-03 23:03:57 -0800
OS Version: 10.3.2 (Build 7D24)
Report Version: 2

Command: Lugaru
Path: /Applications/Games/Lugaru/Lugaru
Version: ??? (???)
PID: 826
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_PROTECTION_FAILURE (0x0002) at 0x00000000

Thread 0 Crashed:
0 ...ple.CoreServices.CarbonCore 0x902c94e8 FSpGetFInfo + 0x54
1 Carbon 0x00464270 Tick__4GameFv + 0x2f2c0
2 Carbon 0x0040c900 DoUpdate__Fv + 0x150
3 Carbon 0x0040cb8c NewEvent__Fv + 0x2c
4 Carbon 0x0040cd48 main + 0x38

Thread 1:
0 libSystem.B.dylib 0x900075c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007118 mach_msg + 0x38
2 com.apple.CoreFoundation 0x90191930 __CFRunLoopRun + 0x350
3 com.apple.CoreFoundation 0x901960bc CFRunLoopRunSpecific + 0x148
4 com.apple.audio.CoreAudio 0x90732f80 HALRunLoop::OwnThread(void*) + 0x104
5 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
6 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

Thread 2:
0 libSystem.B.dylib 0x90018ce8 semaphore_timedwait_signal_trap + 0x8
1 libSystem.B.dylib 0x9000e888 _pthread_cond_wait + 0x268
2 com.apple.audio.CoreAudio 0x907244fc CAGuard::WaitFor(unsigned long long) + 0xdc
3 com.apple.audio.CoreAudio 0x90724130 CAGuard::WaitUntil(unsigned long long) + 0x130
4 com.apple.audio.CoreAudio 0x90722b20 HPIOThread::WorkLoop() + 0x358
5 com.apple.audio.CoreAudio 0x9073919c HPIOThread::ThreadEntry(HPIOThread*) + 0x1c
6 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
7 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

Thread 3:
0 libSystem.B.dylib 0x90048868 mach_wait_until + 0x8
1 ...ple.CoreServices.CarbonCore 0x902e514c MPDelayUntil + 0x24
2 Carbon 0x0052d2c0 0x405000 + 0x1282c0
3 Carbon 0x005322d8 0x405000 + 0x12d2d8
4 ...ple.CoreServices.CarbonCore 0x9032211c _MP_CFMTaskProc + 0x20
5 ...ple.CoreServices.CarbonCore 0x902c6f3c PrivateMPEntryPoint + 0x4c
6 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

PPC Thread State:
srr0: 0x902c94e8 srr1: 0x0000f030 vrsave: 0x00000000
cr: 0x84002242 xer: 0x0000000d lr: 0x902c94d8 ctr: 0x900f60c0
r0: 0x00431564 r1: 0xbfffd3f0 r2: 0xbfffd380 r3: 0xffffffd5
r4: 0xbfffcef0 r5: 0x409ef12e r6: 0x20000000 r7: 0x43300000
r8: 0x000056a3 r9: 0xbfffcc80 r10: 0x2eff6f0b r11: 0xa02811f8
r12: 0xbfffcef0 r13: 0x02020d8c r14: 0x00000001 r15: 0x02020d08
r16: 0x02020720 r17: 0x0292aae8 r18: 0x00000000 r19: 0x02020780
r20: 0x045e5130 r21: 0x0200f484 r22: 0x045e50f4 r23: 0x00535950
r24: 0x02020d98 r25: 0x045e50f8 r26: 0x00535aa8 r27: 0x02020e98
r28: 0x0201bd68 r29: 0x00000000 r30: 0x02020f10 r31: 0x02021288

David
2004.01.04, 05:23 AM
So that only happens when the map is on?

Anyways, new build up at http://wolfire.com/Lugaru.sit

New stuff:
breakable staff
staff reversals
fixed staff bugs
leaves from rustling bushes and trees

OneSadCookie
2004.01.04, 07:07 AM
One thing I really don't like about this new version -- jump doesn't work!

Also, I got this crash during a knife counter:

**********

Host Name: CookieJar.local
Date/Time: 2004-01-05 00:04:49 +1300
OS Version: 10.3.2 (Build 7D24)
Report Version: 2

Command: Lugaru
Path: /Volumes/Home/keith/Desktop/Lugaru/Lugaru
Version: ??? (???)
PID: 3994
Thread: 0

Exception: EXC_BAD_ACCESS (0x0001)
Codes: KERN_INVALID_ADDRESS (0x0001) at 0xe05446f4

Thread 0 Crashed:
0 Carbon 0x0048ed84 0x405000 + 0x89d84
1 Carbon 0x004c757c 0x405000 + 0xc257c
2 Carbon 0x0043793c 0x405000 + 0x3293c
3 Carbon 0x0040c850 DoUpdate__Fv + 0x150
4 Carbon 0x0040cadc NewEvent__Fv + 0x2c
5 Carbon 0x0040cc98 main + 0x38

Thread 1:
0 libSystem.B.dylib 0x900075c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007118 mach_msg + 0x38
2 com.apple.opengl 0x90d67b30 glcDebugListener + 0xfc
3 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

Thread 2:
0 libSystem.B.dylib 0x900075c8 mach_msg_trap + 0x8
1 libSystem.B.dylib 0x90007118 mach_msg + 0x38
2 com.apple.CoreFoundation 0x90191930 __CFRunLoopRun + 0x350
3 com.apple.CoreFoundation 0x901960bc CFRunLoopRunSpecific + 0x148
4 com.apple.audio.CoreAudio 0x90732f80 HALRunLoop::OwnThread(void*) + 0x104
5 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
6 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

Thread 3:
0 libSystem.B.dylib 0x90018ce8 semaphore_timedwait_signal_trap + 0x8
1 libSystem.B.dylib 0x9000e888 _pthread_cond_wait + 0x268
2 com.apple.audio.CoreAudio 0x907244fc CAGuard::WaitFor(unsigned long long) + 0xdc
3 com.apple.audio.CoreAudio 0x90724130 CAGuard::WaitUntil(unsigned long long) + 0x130
4 com.apple.audio.CoreAudio 0x90722b20 HPIOThread::WorkLoop() + 0x358
5 com.apple.audio.CoreAudio 0x9073919c HPIOThread::ThreadEntry(HPIOThread*) + 0x1c
6 com.apple.audio.CoreAudio 0x907391e0 CAPThread::Entry(CAPThread*) + 0x30
7 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

Thread 4:
0 libSystem.B.dylib 0x90048868 mach_wait_until + 0x8
1 ...ple.CoreServices.CarbonCore 0x902e514c MPDelayUntil + 0x24
2 Carbon 0x005310e0 0x405000 + 0x12c0e0
3 Carbon 0x005360f8 0x405000 + 0x1310f8
4 ...ple.CoreServices.CarbonCore 0x9032211c _MP_CFMTaskProc + 0x20
5 ...ple.CoreServices.CarbonCore 0x902c6f3c PrivateMPEntryPoint + 0x4c
6 libSystem.B.dylib 0x900247e8 _pthread_body + 0x28

PPC Thread State:
srr0: 0x0048ed84 srr1: 0x0000f030 vrsave: 0x00000000
cr: 0x82002282 xer: 0x00000000 lr: 0x0048cdc8 ctr: 0x90035880
r0: 0x0048cdc8 r1: 0xbfffb310 r2: 0x02010000 r3: 0x005f0370
r4: 0xdff50364 r5: 0x00000000 r6: 0xe05406d4 r7: 0x00000000
r8: 0x02adaf64 r9: 0xe05446f4 r10: 0xffe25f00 r11: 0x02adaf64
r12: 0x00001445 r13: 0x000c0f00 r14: 0x000c0eec r15: 0x000c0eec
r16: 0x020207f0 r17: 0x09212ad0 r18: 0x045fd164 r19: 0x0292ab38
r20: 0x020207f0 r21: 0x02020814 r22: 0x00000980 r23: 0x00539f60
r24: 0x09212350 r25: 0x092123d0 r26: 0x021a2a8c r27: 0x020e2190
r28: 0x020207fc r29: 0x045fd1a0 r30: 0x00539af8 r31: 0x020e2378

Binary Images Description:
0x1000 - 0x9fff Lugaru /Volumes/Home/keith/Desktop/Lugaru/Lugaru
0xb0000 - 0xb6821 OpenGLLibrarypwpc PEF binary: OpenGLLibrarypwpc
0xb6830 - 0xb725b OpenGLUtilitypwpc PEF binary: OpenGLUtilitypwpc
0x287000 - 0x2d29b1 CarbonLibpwpc PEF binary: CarbonLibpwpc
0x2d29c0 - 0x2eacad Apple;Carbon;Multimedia PEF binary: Apple;Carbon;Multimedia
0x2ec1f0 - 0x2edf7b Apple;Carbon;Networking PEF binary: Apple;Carbon;Networking
0x30c020 - 0x30c0b1 CFMPriv_AGL PEF binary: CFMPriv_AGL
0x30c260 - 0x30c312 CFMPriv_CoreFoundation PEF binary: CFMPriv_CoreFoundation
0x30c3e0 - 0x30c487 DrawSprocketLib PEF binary: DrawSprocketLib
0x30c510 - 0x30c5c5 CFMPriv_DVComponentGlue PEF binary: CFMPriv_DVComponentGlue
0x30c800 - 0x30c8a3 CFMPriv_QuickTime PEF binary: CFMPriv_QuickTime
0x30c920 - 0x30c997 CFMPriv_System PEF binary: CFMPriv_System
0x30cc40 - 0x30cd10 CFMPriv_CarbonSound PEF binary: CFMPriv_CarbonSound
0x30cd90 - 0x30ce63 CFMPriv_CommonPanels PEF binary: CFMPriv_CommonPanels
0x30cf40 - 0x30cffb CFMPriv_Help PEF binary: CFMPriv_Help
0x30d000 - 0x30d0ca CFMPriv_HIToolbox PEF binary: CFMPriv_HIToolbox
0x30d150 - 0x30d226 CFMPriv_HTMLRendering PEF binary: CFMPriv_HTMLRendering
0x30d2a0 - 0x30d373 CFMPriv_ImageCapture PEF binary: CFMPriv_ImageCapture
0x30d400 - 0x30d4e5 CFMPriv_NavigationServices PEF binary: CFMPriv_NavigationServices
0x30d560 - 0x30d636 CFMPriv_OpenScripting?MacBLib PEF binary: CFMPriv_OpenScripting?MacBLib
0x30d710 - 0x30d7ce CFMPriv_Print PEF binary: CFMPriv_Print
0x30d7f0 - 0x30d8bd CFMPriv_SecurityHI PEF binary: CFMPriv_SecurityHI
0x30d940 - 0x30da22 CFMPriv_SpeechRecognition PEF binary: CFMPriv_SpeechRecognition
0x30daa0 - 0x30db73 CFMPriv_CarbonCore PEF binary: CFMPriv_CarbonCore
0x30dbf0 - 0x30dcc3 CFMPriv_OSServices PEF binary: CFMPriv_OSServices
0x30dda0 - 0x30de62 CFMPriv_AE PEF binary: CFMPriv_AE
0x30de70 - 0x30df35 CFMPriv_ATS PEF binary: CFMPriv_ATS
0x30dfb0 - 0x30e087 CFMPriv_ColorSync PEF binary: CFMPriv_ColorSync
0x30e110 - 0x30e1f3 CFMPriv_FindByContent PEF binary: CFMPriv_FindByContent
0x30e270 - 0x30e34a CFMPriv_HIServices PEF binary: CFMPriv_HIServices
0x30e3c0 - 0x30e4a0 CFMPriv_LangAnalysis PEF binary: CFMPriv_LangAnalysis
0x30e530 - 0x30e616 CFMPriv_LaunchServices PEF binary: CFMPriv_LaunchServices
0x30e6f0 - 0x30e7c7 CFMPriv_PrintCore PEF binary: CFMPriv_PrintCore
0x30e7d0 - 0x30e892 CFMPriv_QD PEF binary: CFMPriv_QD
0x30e990 - 0x30ea79 CFMPriv_SpeechSynthesis PEF binary: CFMPriv_SpeechSynthesis
0x405000 - 0x548db1 Carbon PEF binary: Carbon
0x7bb000 - 0x7d4fff GLDriver /System/Library/Frameworks/OpenGL.framework/Versions/A/Resources/GLDriver.bundle/GLDriver
0x17a6000 - 0x17a6fff com.apple.aoa.halplugin 1.2.1 (1.1b2) /System/Library/Extensions/IOAudioFamily.kext/Contents/PlugIns/AOAHALPlugin.bundle/Contents/MacOS/AOAHALPlugin
0x5ebd000 - 0x5fa0fff GLEngine /System/Library/Frameworks/OpenGL.framework/Resources/GLEngine.bundle/GLEngine
0x6231000 - 0x64b1fff ATIRadeon8500GLDriver /System/Library/Extensions/ATIRadeon8500GLDriver.bundle/Contents/MacOS/ATIRadeon8500GLDriver
0x6c61000 - 0x6c9bfff com.apple.audio.SoundManager.Components 3.8 /System/Library/Components/SoundManagerComponents.component/Contents/MacOS/SoundManagerComponents
0x6d04000 - 0x6d3ffff com.apple.iSightAudio 6.5 /Library/Audio/Plug-Ins/HAL/iSightAudio.plugin/Contents/MacOS/iSightAudio
0x7ebb0000 - 0x7ebf0fff libGLImage.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLImage.dylib
0x81b30000 - 0x81b3bfff com.apple.agl 2.4 (AGL-2.4) /System/Library/Frameworks/AGL.framework/Versions/A/AGL
0x87ff0000 - 0x87ff1fff DVComponentGlue /System/Library/Frameworks/DVComponentGlue.framework/Versions/A/DVComponentGlue
0x88870000 - 0x88871fff libGLSystem.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLSystem.dylib
0x888a0000 - 0x888a5fff com.apple.drawsprocket 2.0.50 (DrawSprocket-2.0.50) /System/Library/Frameworks/DrawSprocket.framework/Versions/A/DrawSprocket
0x8b0c0000 - 0x8b70efff com.apple.QuickTimeComponents.component 6.5 /System/Library/QuickTime/QuickTimeComponents.component/Contents/MacOS/QuickTimeComponents
0x8c390000 - 0x8c3d1fff com.apple.QuickTimeFirewireDV.component 6.5 /System/Library/QuickTime/QuickTimeFirewireDV.component/Contents/MacOS/QuickTimeFirewireDV
0x8e990000 - 0x8ea21fff com.apple.QuickTimeMPEG4.component 6.5 /System/Library/QuickTime/QuickTimeMPEG4.component/Contents/MacOS/QuickTimeMPEG4
0x8fe00000 - 0x8fe4ffff dyld /usr/lib/dyld
0x90000000 - 0x90122fff libSystem.B.dylib /usr/lib/libSystem.B.dylib
0x90190000 - 0x9023dfff com.apple.CoreFoundation 6.3 (299) /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
0x90280000 - 0x904f9fff com.apple.CoreServices.CarbonCore 10.3.2 /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/CarbonCore.framework/Versions/A/CarbonCore
0x90570000 - 0x905ddfff com.apple.framework.IOKit 1.3 (???) /System/Library/Frameworks/IOKit.framework/Versions/A/IOKit
0x90610000 - 0x90699fff com.apple.CoreServices.OSServices 3.0 (3.0.0) /System/Library/Frameworks/CoreServices.framework/Versions/A/Frameworks/OSServices.framework/Versions/A/OSServices
0x90700000 - 0x90700fff com.apple.CoreServices 10.3 (???) /System/Library/Frameworks/CoreServices.framework/Versions/A/CoreServices
0x90720000 - 0x90787fff com.apple.audio.CoreAudio 2.1.2 /System/Library/Frameworks/CoreAudio.framework/Versions/A/CoreAudio
0x907f0000 - 0x907f9fff com.apple.DiskArbitration 2.0 /System/Library/PrivateFrameworks/DiskArbitration.framework/Versions/A/DiskArbitration
0x90810000 - 0x90810fff com.apple.ApplicationServices 1.0 (???) /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
0x90830000 - 0x9089ffff libobjc.A.dylib /usr/lib/libobjc.A.dylib
0x90910000 - 0x90983fff com.apple.DesktopServices 1.2 /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
0x909f0000 - 0x90b47fff com.apple.Foundation 6.3.2 (500.3) /System/Library/Frameworks/Foundation.framework/Versions/C/Foundation
0x90c30000 - 0x90c47fff libGL.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGL.dylib
0x90c60000 - 0x90cc2fff libGLU.dylib /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGLU.dylib
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0x90d40000 - 0x90d40fff com.apple.Carbon 10.3 (???) /System/Library/Frameworks/Carbon.framework/Versions/A/Carbon
0x90d60000 - 0x90d81fff com.apple.opengl 1.3.0 /System/Library/Frameworks/OpenGL.framework/Versions/A/OpenGL
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0x912a0000 - 0x912bdfff com.apple.audio.SoundManager 3.8 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CarbonSound.framework/Versions/A/CarbonSound
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0x91460000 - 0x91473fff com.apple.speech.synthesis.framework 3.2 /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/SpeechSynthesis.framework/Versions/A/SpeechSynthesis
0x914a0000 - 0x91509fff com.apple.htmlrendering 1.1.2 /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/HTMLRendering.framework/Versions/A/HTMLRendering
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0x918c0000 - 0x918cdfff com.apple.CommonPanels 1.2.1 (1.0) /System/Library/Frameworks/Carbon.framework/Versions/A/Frameworks/CommonPanels.framework/Versions/A/CommonPanels
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0x91a90000 - 0x91a90fff com.apple.audio.units.AudioUnit 1.3.1 /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
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David
2004.01.04, 03:35 PM
Jump doesn't work? Wha?

OneSadCookie
2004.01.04, 09:51 PM
It's set to space in the config, as usual, but pressing space does nothing. At all.

David
2004.01.04, 10:16 PM
weird... what if you set it to something else? Or set something else to space?

disc
2004.01.04, 10:32 PM
It works for me...

The staff breaks awfully quickly though, like after only one or two hits with it.

David
2004.01.04, 11:41 PM
Hmm, yes it does. I think I'll double the amount of damage it can take.

w_reade
2004.01.09, 05:55 AM
Just a quick note, since I haven't played with this for several releases, but I can now get it at a decent speed:

1) It's still great.

2) I'm still crap at it.

3) I might not be so crap at it if I had a joypad :p. Any plans to include support for other input devices?

David
2004.01.09, 09:58 PM
Hmm, supporting other input devices might be difficult because as far as I know there is no way to do that so it works in both 9 and X :/

What's wrong with having a long thread? I don't see a problem...

David
2004.01.19, 09:52 PM
New build up at http://wolfire.com/Lugaru.sit

-Fixed some AI exploits
-Knife throw doesn't kill wolf in one hit
-Staff is stronger
-Map objects can be slanted (control up/down)
-Can break teeth
-Main menu (no options screen yet)
-impact cracks in walls are more visible

OneSadCookie
2004.01.19, 11:13 PM
-Knife throw doesn't kill wolf in one hit

It seems to do about 25% damage. Really annoying... killing wolves is waaay harder now :(

-Can break teeth

You can?

-impact cracks in walls are more visible

They are? They looked invisible to me...

Leaves look disturbingly like feathers...

In good news, jump seems to work, and the haze on Level 5 is fix0red on Radeons... was that an OS update or a change to your code?

David
2004.01.19, 11:18 PM
I think the haze thing must have been a driver update :p
Impact cracks should be visible; they only appear when someone hits a wall really hard, like from a rabbit kick or finishing punch.
Breaking teeth is pretty much random; you just have to kick them in the head a lot. It's not a huge difference.

Wolves are meant to be really hard :) I'll probably work on the leaf texture though.

disc
2004.01.20, 06:34 PM
One wee problem: once the wolf HAS a dagger stuck in him, there can be no more thrown ones that hit him. It would be super sweet if either
1). the wolves pulled the dagger out of their bleeding chest/back and either tossed it away of threw it back at you
or
2). it didn't hit dead center, so you could still throw other daggers at them, making them like a walking pincushion until they finally keel over.

If the second one is used, or even if it's left as is, it would also be INSANELY cool if you could pull the dagger out of the wolf's chest while your fighting him. Ex: do a belly punch and stun him for a second, run up, hit "q", grab the dagger out of his chest, then slash him with it. Maybe.

David
2004.01.20, 09:26 PM
Hmm, I think it actually is possible to hit them with two knives, but they're really good at catching and dodging them once they're in combat mode :p I'm not totally sure though.

Pheonix
2004.06.29, 11:08 AM
When is there going to be a release? you have the dialogue system, the campaing system, and zip is making the map editor. you should add CUT SCENES THOUGH!!!

*winks*

David
2004.07.08, 03:19 PM
I will probably be done pretty soon, there are lots of other projects I want to start on :p How long has IDG been back up?!?

skyhawk
2004.07.08, 04:01 PM
several weeks

diordna
2004.07.08, 08:42 PM
File not found on the d/l link.

Carlos Camacho
2004.07.08, 10:14 PM
I need to lock this thread because so many people have subscribed to it, and many of those people now have changed their emails, and thus I am getting a ton of emails bouncing back to me.

Jake
2004.07.08, 11:42 PM
I need to lock this thread because so many people have subscribed to it, and many of those people now have changed their emails, and thus I am getting a ton of emails bouncing back to me.

You shouldn't solve that problem by locking this thread, instead you should figure out how to turn that off, because that will happen tons of times in the future.