Unofficial alpha 111, weekly build

A secret forum for people who preorder Overgrowth!
nukepb
Posts: 13
Joined: Sun Dec 26, 2010 5:37 am
Location: mars

Re: Unofficial alpha 111, weekly build

Post by nukepb » Tue Dec 28, 2010 10:22 am

tryed this but i got a error when installing it
i dont know what you f*ck up in a installer...

so i use 108 right now (seems this one has his own problems)

User avatar
GaGrin
Posts: 341
Joined: Sun Jun 18, 2006 12:45 pm

Re: Unofficial alpha 111, weekly build

Post by GaGrin » Tue Dec 28, 2010 10:32 am

David: The script file fixes the error on loading, but when I put down some rabbit guards and tried to fight I got the error in the attached pic
error.png
error.png (54.27 KiB) Viewed 2244 times
.

Pic text: Attack file "" could not be found.

This was a straight dump & overwrite of the alpha's script folder with the one you uploaded.

David
Project Leader
Posts: 1995
Joined: Wed Nov 19, 2003 10:45 pm
Contact:

Re: Unofficial alpha 111, weekly build

Post by David » Tue Dec 28, 2010 10:54 am

Let's try this, here is a link to the character files as well.

Semmy13
Posts: 8
Joined: Fri Dec 17, 2010 7:04 pm

Re: Unofficial alpha 111, weekly build

Post by Semmy13 » Tue Dec 28, 2010 10:59 am

Again the same error. For example when i try to use the Turner throw i see the error "Attack file Twrow.xml" could not be found

tenchi24
Posts: 24
Joined: Tue Dec 07, 2010 8:22 am

Re: Unofficial alpha 111, weekly build

Post by tenchi24 » Tue Dec 28, 2010 11:02 am

David, both the script and the character files were all different sizes so they were definitely not updated, there must be more that needs updating.

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Unofficial alpha 111, weekly build

Post by Endoperez » Tue Dec 28, 2010 12:20 pm

It could be that the attack animation files are missing, too. It's a pity you're having trouble with this alpha, but I don't mind, personally. I'm most interested in seeing how the new script files look, and I already got the up-to-date ones. :D

What is the this_mo that seems to do EVERYTHING. At first I thought it was the skeleton, but it also does collision handling and now looks for items in the world. I guess it might only list items that are close to the character.

tenchi24
Posts: 24
Joined: Tue Dec 07, 2010 8:22 am

Re: Unofficial alpha 111, weekly build

Post by tenchi24 » Tue Dec 28, 2010 12:24 pm

Kicks work punches ect and in the attacks folder there is no throw xml i think thats the problem. UPLOAD IT?! ((:

And the animation (: r_throw.ans

User avatar
Ninjas
Posts: 292
Joined: Sun Sep 18, 2005 9:01 pm

Re: Unofficial alpha 111, weekly build

Post by Ninjas » Tue Dec 28, 2010 12:47 pm

here are the missing throw files

this goes in data/attacks

http://dl.dropbox.com/u/3289323/throw.xml

these go in data/animations

http://dl.dropbox.com/u/3289323/r_throw.anm

http://dl.dropbox.com/u/3289323/r_thrown.anm

http://dl.dropbox.com/u/3289323/retarget.xml

sorry about the trouble!

rantzvi
Posts: 25
Joined: Sat Dec 11, 2010 7:57 am

Re: Unofficial alpha 111, weekly build

Post by rantzvi » Tue Dec 28, 2010 1:27 pm

Ninja what do we do with the scripts u gave us - some of them open a link to a page with xml codes :o

Semmy13
Posts: 8
Joined: Fri Dec 17, 2010 7:04 pm

Re: Unofficial alpha 111, weekly build

Post by Semmy13 » Tue Dec 28, 2010 1:30 pm

RIgth Click -> Save link as

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial alpha 111, weekly build

Post by Jeff » Tue Dec 28, 2010 1:36 pm

Silverfish wrote:
Jeff wrote:Warning about the Windows build: I could not get it to run on my PC, so I think something is wrong with the installer. I will probably not have time to fix it this week for reasons that will be clear soon, so I recommend using 108 for now.
109 works fine on Windows actually, there's a fix in the alpha thread.
I'm downloading it now to see if it works for me on Windows.
Oops I forgot to remove that message

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial alpha 111, weekly build

Post by Jeff » Tue Dec 28, 2010 1:38 pm

LunaVorax wrote:Hello everyone !

I've just preordered Overgrowth today but all the download links are painfully super slow (around 17h before the download is complete).
I saw that some people already complained about it but is a download with a torrent is planned for the alpha build ? That would sure speed things up.
Only problem is how to make this secure right ?
I'm going to work on adding torrents soon, the alphas have gotten so big it's not really practical to download them without a torrent

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial alpha 111, weekly build

Post by Jeff » Tue Dec 28, 2010 1:40 pm

Wow, for some reason it looks like a bunch of scripts didn't make it into the alpha. I am going to rebuild it today.

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Unofficial alpha 111, weekly build

Post by Jeff » Tue Dec 28, 2010 2:10 pm

So it turns out I just forgot to move the new Data directory into the Installer directory, meaning 100% of the windows Data files were from last week. Should have a fix soon.

nukepb
Posts: 13
Joined: Sun Dec 26, 2010 5:37 am
Location: mars

Re: Unofficial alpha 111, weekly build

Post by nukepb » Tue Dec 28, 2010 2:23 pm

OK cool hope we can than play this one without errors :)

Post Reply