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Overgrowth Alpha 114 changes - Wolfire Games

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Uploaded by on Jan 17, 2011

Preorder at http://www.wolfire.com/preorder
Follow @wolfire at http://www.twitter.com/wolfire

http://blog.wolfire.com/ David demonstrates some of the new features he added in the last week:

-Layered animation with bone weighting
-Ragdoll animation integrated with normal animation
-Script control of ragdoll strength
-Script control of animation layers
-Script access to torso orientation
-Active falling script with flailing and protection
-Painful death script with ragdoll writhing
-New Overgrowth icon
-Objects can specify if they spawn in the ground or on the ground

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Gaming

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Top Comments

  • People are calling the characters furries?

    Are you kidding me?

  • For the active ragdolls i suggest someway of them turning into limp ones.

    When they are falling down the hill and they end up still trying to cover their face, it looks kinda wierd. Thats why if you could make it so the ragdoll starts active but as they hit the ground they start going limp. This would make it appear like they are dying from the fall damage.

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All Comments (447)

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  • Is 169 the new version or the old version?

  • Anthro rabbit aka furry

    

  • Active > Limp

  • Great work!

    

  • @matteumayo yeah there are 73492 people who are fappin to this shit.

    yes.

  • This reminds me of red dead redemption.

  • The arms should stretch out to the surface they are about to strike when falling or flying, as if to protect the head/brain (like we do)

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