Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
I misunderstood the fireball.
IF you can charge up a sword attack while using the guardian, this might be possible:
(If not, skip the rest of this post)
To skip using the guardian a 3rd time, your initial strike as they gather will have to be for 10 damage, from the sounds if it there might not be enough time. Begin charging your 2nd sword attack, then use two guardian attacks which shall leave you with 2 knights with 16 health each, then release the sword attack.
I am not sure though if this strategy would be faster than using the guardian for the 3rd time, unless the time lost is saved by not having to collect more MP. I don't really understand how MP works in this game.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
Since Hourglass has no mouse support: not at all.
I am adding it but it's a slow process and I currently don't have a lot of spare time. I am also not sure if Call of Duty even runs correctly as it is now, even if there was mouse support, as it is quite complex, and many things are not handled completely.
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
Will it be possible to do 3 strikes with the fire guardian to damage all 4 of the knights with all 3 strikes? Then in between the fire guardian strikes you hit each knight for 7 damage.
Might be a better way, perhaps you can connect a hit with several knights if you can line them up.
The effectiveness of this approach depends on if you can use fire guardian strike 3 times, and how long the cool down is for it.
But with my limited knowledge of the game that feels like the best strategy right now.
Joined: 3/2/2010
Posts: 2178
Location: A little to the left of nowhere (Sweden)
sack_bot wrote:
Warepire wrote:
I haven't gotten to this bug I'm afraid, been a lot of things for me to do outside of programming recently.
and there's no one else on the dev team?
Where do you believe this bug might be,if I chose to try to fix it myself?
I am the most active developer as of now unfortunately. I am trying to be as active as I possibly can but other things keep taking time away.
I have been trying to get interest so that others shall join, but it seems rather cold.
The bug is surely within the save-state / load-state procedures. It's probably a question of the wrong counter being restored in certain situations.
You can always hop on IRC (#hourglass at irc.freenode.net) or PM me if you run into problems, even if I don't have time to develop anything I am on IRC as often as I can and can often answer questions. PMing me also work.
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
Having followed this almost religiously, I must say this turned out amazing. Well done Cooljay, shows off a lot of quirks with the game and pulls off many impressive moves in a very entertaining order.
I voted yes.
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
If this is an emulation problem, I'd vote for working around it by dying if it only costs 5 seconds. If this is a true glitch with the game, then I am all for keeping it in there and doing what Scepheo suggested.
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
Savestates will have better load-checks so they will crash less, that's all we can promise for the first version.
If something crashes while saving a state, it will keep doing so for now.
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
This is exactly what I had in mind! Absolutely hilarious.
"Now, now, perfectly symmetrical violence never solved anything." - Prof. H. Farnsworth (Futurama)
Joined: 3/2/2010
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Location: A little to the left of nowhere (Sweden)
Since both characters are Gun Jack, can you make both his attack and your own hit (each other), so that you get a case of "Perfectly symmetrical violence never solves anything"?
This fight wasn't that entertaining as it is now.
Joined: 3/2/2010
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feos wrote:
From what I was told, MAME is basically "own core for each set of hardware" and neither of them was designed with rerecording in mind. So you add rerecording to games, like in hourglass, not to the whole platform.
Hourglass simulates WinAPI calls, it's more like a debugger layer. It does not work on a game-to-game approach. The reason it doesn't work with most games is because it's incomplete.
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keymakr wrote:
Yeah I'll hop on irc when I'm back for work.
So, to get back to it, should I bother trying to run it with xp? I could potentially try to run the game with my mouse unplugged to see if it even starts.
XP might behave differently, but in this case I am not sure.
Even if you don't have a mouse plugged in, we still claim one is there, then we don't tell the game anything when it asks what kind of mouse it is.
So removing the mouse will not help you.
It is set up like this so that you shall be able to play back a movie needing a mouse, on a PC that does not have one. (Unusual, but why not?)
Hourglass-Resurrection does answer all the queries like a regular mouse would, but we have an issue with windowing not being handled properly in terms of sync-ability which is requiring a major rewrite of the window code.
Joined: 3/2/2010
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keymakr wrote:
Huh, interesting. So the issue with the game not launching when I start recording is windows 7/64 bit, and it might work on xp?
Also, what language is it written in? I know a bit of coding, but not very much since I don't do it very often/haven't in awhile.
Edit: just reread your post and realized I'm dumb. I'd still like to help out if possible tho :3
Hourglass is mainly written in C/C++, and accomplishes what it does by hooking the WinAPI calls.
Turn up on IRC (#hourglass @ irc.freenode.net) if you want to discuss it futher, or PM me here on the forum.
Joined: 3/2/2010
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Dimon, that is mainly wrong.
Hourglass CAN render Direct3D, the support is all there, however, the number of Direct3D games needing mouse however is enormous compared to those that don't need it.
The fact that mouse games do not work is that Hourglass does not initialize mouse correctly (as it's not implemented), and thus most games halt as they fail to connect the necessary peripherals to run.
I am working on fixing a lot of this, but I do not have a lot of free time. More coders are necessary.