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Quick Debug Question

Posted: Thu Apr 19, 2007 3:02 pm
by eastshore4
So I've been looking through some of the threads here where people get creative with the debug mode. I've used the debug mode before, but I've never been able to get some of the results others are. For example, when you rabbit kick these guys, how are you getting them to fly straight in the air? Also, how are you getting it so the enemies have super strength?

The last issue I have is with setting the debug mode itself. I got a updated computer, and the standard text editing program will not let me save as a .txt format. What do you guys use for those of you with current Macs?

Posted: Thu Apr 19, 2007 3:06 pm
by Crill3
Open with TextEdit press shift-command-t (or go format>make plain text).
Replace the old file

I don't know what you mean with them going straight in the air when you
"rabbit kick" (LEG CANNON!) them.

Posted: Thu Apr 19, 2007 3:11 pm
by rudel_ic
Use vi on a console. For instructions, rtfm. ;)

FAQ - Contains info for Mac users.
Console Guide - contains info on debug commands.

Posted: Thu Apr 19, 2007 3:11 pm
by eastshore4
http://wolfire.com/forum/viewtopic.php?p=29646#29646
Something like this. Notice how the rabbits in the front of the line are blown upwards? I can never get that sort of effect, my enemies always fly straight ahead. I also saw in that same thread (at the bottom of the thread) where someone got hit by an enemy and it rocketed them up into the sky.

Yeah, I more or less knew about the instructions in the guide... the armornear command though, does that work with other things? IE: if I were to type in speednear, could I change the closest enemie's speed?

Posted: Thu Apr 19, 2007 3:15 pm
by rudel_ic
These are rare freaky effects, uncontrollable. At least from my experience.

Posted: Thu Apr 19, 2007 4:41 pm
by Usagi
eastshore4 wrote: I also saw in that same thread (at the bottom of the thread) where someone got hit by an enemy and it rocketed them up into the sky.
rudel_ic wrote:These are rare freaky effects, uncontrollable. At least from my experience.
That was me getting rocketed into the sky. If you read the post, it mentions this as a common side effect of SSM (super-slo-mo).

I've got GIFs of Turner flying straight up in the air and disappearing into the distance as a result of nothing more than hitting the "ragdoll" key.

It's pretty common for T and his enemies to fly around like this in SSM. You can control T, but only a little. Once he flies up, you can control his direction and so on (I've used it to jump to the top of the walls in the raider base) but that's about it.

Posted: Thu Apr 19, 2007 6:02 pm
by Ultimatum479
eastshore4 wrote:http://wolfire.com/forum/viewtopic.php?p=29646#29646
Something like this. Notice how the rabbits in the front of the line are blown upwards?
That's because of the first enemy hitting the second enemy hitting the third enemy hitting the fourth in such a way that the first two, being knocked at a very slightly upward angle as the leg cannon tends to do, knocked the latter two upward at a greater angle. A leg cannon usually won't send a single opponent upward like that, only a domino line as in the gif there.

So you like sending people flying into the air? Okay.

Posted: Thu Apr 19, 2007 7:25 pm
by BunnyWithStick
The ragdoll physics in Lugaru are slightly hyped up and tweaked in such a way that a ragdoll enemy hitting another will just stop, fall to the ground, and the other enemy does the same. A similar effect causes the bowling apocalypse effect.

Posted: Fri Apr 20, 2007 6:34 am
by Usagi
Ultimatum479 wrote:
eastshore4 wrote:http://wolfire.com/forum/viewtopic.php?p=29646#29646
Something like this. Notice how the rabbits in the front of the line are blown upwards?
That's because of the first enemy hitting the second enemy hitting the third enemy hitting the fourth in such a way that the first two, being knocked at a very slightly upward angle as the leg cannon tends to do, knocked the latter two upward at a greater angle. A leg cannon usually won't send a single opponent upward like that, only a domino line as in the gif there.
No, it's as I explained: SSM. In super-slo-mo any strike will send an enemy (or T) flying.

The cannon doesn't necessarily send bodies upward; it depends on the relative position. I always cannon Jet in Jack's Camp just as he tops the hill: he sails into the sky and lands on the far side of the blocks below. (In SSM he disappears into the distance; I've found him at the base of the invisible perimeter wall.)

In the scene with the erstwhile king after the three wolves, I like to cannon running downhill. The bodies tend to either squirt off at weird angles or slide like high-speed hockey pucks until they slam into a block.

I've sent bodies into orbit in normal speed as you've described, but a domino set-up merely leaves a pile of twitching corpses.

If you want sky-high action, use SSM.

PS: They do too twitch!

Posted: Fri Apr 20, 2007 3:54 pm
by Ultimatum479
Huh. Guess I should play around with super-slow-mo, then. I haven't used it much at all. I have more than enough fun just creating simple maps where I spawn dozens and dozens of wolves and see how long I can survive without doing any flips. :P

Posted: Sat Apr 21, 2007 10:11 am
by pyros soul
What be this "Super slow motion" that one speaks of?

Posted: Sat Apr 21, 2007 10:23 am
by Ultimatum479
Debug mode. Edit the config.txt file so Debug is on (1 instead of 0) and press B during play.

Posted: Sat Apr 21, 2007 11:08 am
by Crill3
No, that's just slowmo.
I thought Usagi meant a.... actually I don't know what you mean by
Super-Slow-Motion.

Posted: Sat Apr 21, 2007 11:58 am
by invertin
He set the gamespeed to 0.1 so slow mo is really slow. Apparently his messes up the physics engine while in slo mo.

Posted: Sat Apr 21, 2007 12:13 pm
by Usagi
That's it. And when you press "B" you hardly move at all, but when you connect with a strike the foe goes flying!

Knife throws are also fun: you can watch the knife fly and then when it hits they fly up into the air like a balloon with a hole in it.