Page 9 of 19

Posted: Mon Oct 09, 2006 9:02 pm
by BunnyWithStick
Yeah, I really need to get to use Insane mode sometime, but "Easier" means, well, "Easier", usually "Easier than", so in all difficulty levels, it'd probably have another level that's harder

P.S: The wolves don't get stuck on edges, they go falling all the way down off them! :twisted:

Posted: Tue Oct 10, 2006 6:27 pm
by Grayswandir
The AI tends to get confused on the level where you have to assassinate the king rabbit guy...guarded by two wolves...don't remember the level name...anyway...
If you attract their attention then go run up the side of one of the support beams, they start running into the wall...so you slowly edge your way down until their visible and then attack with your sword...they for some reason don't recgonize that you're cutting them up and don't even try to counter you.
Also, has anyone been able to get any of the wolve's heads stuck in a wall on the level with three wolves? I also managed to squeeze one through a crack which was funny...I may have to register snapz pro to show this...damn these screenshots that don't work.
*goes off to go recreate the situation*

Posted: Wed Oct 25, 2006 5:00 am
by Zombiemambo
Does this campaign work with the unregistered version of Lugaru?

EDIT: Oh, guess not. Well, considering Lugaru 2 isn't going to be out for awhile, I might have to buy this game...

Posted: Sun Nov 12, 2006 5:51 pm
by tallyl.iii
I got thrown by a wolf through the ground on the ruins level (after Sven talks with Niels and you have to fight the three wolves). Now it won't load any of the level and I load just the backdrop of the level and my points without me or anything else.

Posted: Sun Nov 12, 2006 5:54 pm
by NickD
:lol: awesom! How exactly did you do it?

Posted: Sun Nov 12, 2006 6:10 pm
by zatoichi
I've had that happen while playing around with debug. it's pretty boring. you can get the same effect by flying up so high you can't see anything except the skybox and then leaving the camera up there. (c)

THAT CAMPAIGN ROCKS!!!!!

Posted: Sun Dec 03, 2006 3:50 am
by The_Architect
DUDE! Nice Campaign!! You Rock At Making That Kind of Stuff. It took me a while for me to get it to work though, But The Story Was Way Worth It.

Posted: Tue Dec 12, 2006 10:30 am
by Swordarm
Well done, young padawan.

Posted: Sun Dec 17, 2006 5:26 am
by invertin
Will there be a lugaru temple 2 for lugaru 2?

Posted: Sun Dec 17, 2006 9:32 am
by Silb
Don't hold me to it, but I think that's likely. :)

And hopefully there should be many other user-created campaigns.

Posted: Sun Dec 17, 2006 10:44 am
by invertin
If the map editor is easy to use I will make a campaign, probably about my drill cult..
If there is a weapon editor, DRILLS AND CHAINSAWS FOR ALL!! MUAHAHAHA!!!!.......*Cough*

Posted: Tue Jan 16, 2007 8:07 pm
by Grayswandir
If you do...please, please, please don't put blocks and scenery so close they they intersect...it causes major lag on some levels...sorry Silb but some of your levels lagged in the campaign because of polygons/blocks intersecting with eachother...

I'm still proud of myself for being a pacifist on the Ice Cave Level and not having to touch anyone...LOL...

Posted: Tue Jan 16, 2007 8:30 pm
by rudel_ic
I've also had this lag problem when I made levels. It may still be there in some levels of mine, but I got rid of most of the problematic places by making sure that intersecting entities do not differ in rotation by a small degree on just one axis. This probably is related to collision detection stuff.

Edit: I suspect collision detection because the framerate drops when you run over such overlapping geometry. FPS is extremely low when they are the same model and differ in rotation around the x-axis if you look at them from the front.

I can't really reproduce it reliably, but that's when it occured in my maps.

That doesn't mean that my two stair methods (either with rocks or with blocks) have this problem, the thing is that they are parallel to each other, so it's okay.

An exception from this is house2, but that level is a whole bunch of overlapping geometry and figuring out what makes the framerate drop there at specific places is not doable anymore.

Here's an illustration of this issue:
Image

Posted: Wed Jan 17, 2007 5:55 am
by Silb
Grayswandir wrote:If you do...please, please, please don't put blocks and scenery so close they they intersect...it causes major lag on some levels...sorry Silb but some of your levels lagged in the campaign because of polygons/blocks intersecting with eachother...

I'm still proud of myself for being a pacifist on the Ice Cave Level and not having to touch anyone...LOL...
I tested every level to ensure at least 50 FPS throughout with max details on my G4 laptop. I guess the slow spots are not the same on all machines, but that's the best I could do without beta-testing...
Btw, do you remember which levels were a problem (I'm interested - apart from 'Canyon' which I already know)?

@rudel: Yeah, intersections are a big problem, but sometimes it gets somewhat better once you save&reload the level. Thanks for the info about rotation. :)
By the way, if you're interested, I posted a bunch of tricks for level editing right after I did Temple:
http://wolfire.com/forum/viewtopic.php?t=1067 (last post)
Here's the excerpt about FPS (note: I also pointed intersections as bad ;) ):

Code: Select all

----- Some Framerate Issues ----- 

Objects of type "chimney", "tunnel", "weird", and "cool" are bad. Intersections are bad. Rabbits/wolves are very bad. The most you can see at the same time, the worst (so characters far away from each other are not so bad.) Fires are also very bad. 

> Warning: objects of type "cool" cripple the FPS when they're newly born, but not as much once you reload. 

> Feature: making the clipping plane closer (ex: 'viewdistance 0.8') can allow much higher FPS and salvage the level (toggle skybox off, lower fadestart, and pretend it's fog). 

Posted: Wed Jan 17, 2007 12:18 pm
by rudel_ic
Yeah, I read that back then. It was helpful. I've made some of the mistakes you mention there (especially the overflow of fire in 'trap', it's a mess).
The worst you can do with fire is make it big, btw.