Overgrowth

Overgrowth

Battles Between Gods
Viser 1-8 af 8 forekomster
Opdatering: 24. aug. 2024 kl. 22:50

I didn't realize I've been mispelling villain this whole time, so this update just fixes that. Toodles.

Opdatering: 24. aug. 2024 kl. 22:38

Last big addition to the mod, likely the end, so hope you like this one!

Additions:

  • Added the Mortal and the God characters to the Load Items debug screen! Now you can drag them to other levels and arenas. Light versions are teamed up with "turner" and Dark version are teamed up with "villain", but if you know what you're doing you can assign their teams to fit your needs of course.
  • Loading screens! It's just the thumbnails again, but better (to me) than the wolfire logo bouncing in your face.

Changes:
  • Made slow motion effects toggleable! They're connected to the config file for the game, meaning that whatever you last set it to will be remembered between arenas or sessions. You can toggle it on or off with the "'" (apostrophe) key.
  • Connected the slow motion effects to the player and separated them from the AI. Meaning you can set 20 of these guys against each other, and no slow motion will play until you decide to jump into the action. It still behaves exactly like the previous implementation.
  • Adjusted the method of the characters being immortal from simply recovering every time they were hurt, to instead just using the built in Invincible variable. Saves some processing power, and ignores the debug invincibility check.
  • Brought the mortal characters back in-line with the regular Overgrowth characters when moving around. I had created the God characters and fixed their movement first, then created the Mortal character component and forgot to revert the changes made to acceleration. Mortals now feel just like any other character in Overgrowth, but are invincible (or, immortal since they still bleed).
  • Since characters are now properly immortal, I've increased their base damage numbers from 0 to 100. It makes 0 difference on each other, but makes them actually viable to use in other arenas. This has the side-effect of causing them to now bleed much faster than they did before.
  • To rectify the sudden outpouring of blood from the divine beings, their bleed tolerance has been raised so that they are less likely to bleed in general. Only really strong opponents should cause them to start bleeding, high amounts of damage.
  • Rearranged how the character scripts are connected to the actors so that they behave exactly as expected no matter where they are placed.
  • Modularized the code I was using to control the slow-motion effects. Now it's an include file connected to the custom character controller files. (This means if you're savvy enough you can connect it to other character controllers if you want to use the slow motion with characters outside of the mod.
  • Completely blocked out the footstep code so that instead of processing the footsteps and simply emitting them with a volume of 0 (ouch to old coding practices), they now simply aren't processed. Should save a frame or two.

Removed:
  • The Wav file for Clubbed to Death. I removed it from the levels, but accidentally left it in the files. Yikes. Big size saver that one.
  • Some redundant slow time code.

I think this will likely be my last update to this mod. It's as far as I'm concerned, feature complete, and has no reasons I can see for me to continue updating it. Feel free to remix it however you want, just try to provide a link to the original page when possible. Have fun.

Opdatering: 21. aug. 2024 kl. 1:45

Additions:

  • Only one, but added a Mortal Vs Mortal map (and a 2P versus version). This lets you enjoy the perks of fighting in the afterlife (invincibility, slow-motion on everything, etc...) without having to deal with being or fighting against a god. The 2P versus version of this map is for the same reason. Happy beating each other up!

Changes:
  • Renamed the mod to Battles Between Gods, since there's now 4 different ones excluding the 2P ones. Felt more appropriate than the singular Battle.
  • Replaced all of the images with custom (and better) ones for each level (increased mod size, sorry about it)
  • Replaced the music with grassland ambience. Music wasn't to everyone's taste and if they want it back, just YouTube it (Clubbed to Death from the Matrix) :)
  • Adjusted the dialogue to be better written and have a bit more movement to it (poses and whatnot). Not my best work, but as good as it's going to get.
  • Increased the FOV from default 90 to 120 so that running around didn't feel so claustrophobic. If you want to adjust your FOV in-game, use the - and = keys respectively.
  • Increased the overbright value of the god's eyes to 70 from 59.172 (or something around there) to make them appear more glowy. Doesn't change how dull they appear in the shadows.
  • Rewrote the mod description to reflect new changes.

Fixes:
  • Created a custom script to use in the reset level boundary under the level so that if the player or the opponent fall through the map, then the map will reset (previously the map only reset if the player fell through)
  • Fixed the 2P Versus maps making the Mortal player use the God player's acceleration. Now you're slow and smooth moving like you'd expect from the mortal in the singleplayer maps.

Removed:
  • Introductory Dialogue from the 2P versus maps. Now you can get right into the action without the busted splitscreen dialogue cameras.
  • The footstep versions of the controllers. I doubt if anyone was actually editing anything to use them, and they still cause the ambience hotspot to fry itself, so I'm just removing their files entirely and saving the space.
  • Some extra files that weren't being used, a lot has been pruned with this update
  • The Floating orb that was used to give the gods glowing eyes. I'm not sure how it got left there, but figured I'd clean it up. The gods still have their glowy eyes though.

Bonus Notes:
  • Through my testing, my mod is fully compatible with the Full Coop Mod. So if you want to battle against an unkillable god with your friend(s), this is the mod to do it with!

Opdatering: 8. juli 2020 kl. 11:30

Updated the god characters to have glowing eyes for better aesthetic reasons.

Opdatering: 9. juni 2020 kl. 19:45

- Fixed God Character and AI having wacky tilts when moving.

- Halved the speed at which God Character and AI run back down hills to help prevent running through the ground.

- Made the God AI ignore hill and slope momentum changes more so that it is less likely to run itself through the ground.

- Shrunk the level boundaries for all characters so that the AI is far less likely to throw itself under the map using the level boundaries.

Opdatering: 4. maj 2020 kl. 20:57

I have updated the map to no longer include the rock borders and to no longer rely on any dependencies, as well as clear up any potential mod collision errors.

All known bugs with the previous map unfortunately carry on into this map; however, if you previously came across any mod compatibility issues then it should be fixed.

- Changed the map.
- Terrain borders now keep you in instead of giant rocks.
- New map is slightly larger(?).
- AI is less likely to run itself through the new map, but it can still occur.
- Removed any dependencies the mod previously relied on.
- Fixed any potential compatibility errors that may have came up between mods.
- Reduced overall number of files in the mod, meaning smaller download size.

Opdatering: 5. feb. 2020 kl. 16:25

Fixing the campaign menu image and getting everything ready for public approval.

Opdatering: 5. feb. 2020 kl. 0:03

Initial Upload