Unofficial Overgrowth a200 build

A secret forum for people who preorder Overgrowth!
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Rmistry
Posts: 10
Joined: Fri Feb 03, 2012 7:46 am

Re: Unofficial Overgrowth a200 build

Post by Rmistry » Wed Jul 31, 2013 7:22 am

Anton wrote:
shadowb297 wrote:
Rmistry wrote:Now if only we could connect 4 players at once.
can you actually control em?
The answer is yes, but you probably need at least 3 controllers (+ keyboard/mouse) connected to the computer (or 4 controllers). Right now, OG only supports one controller configuration though, so they all need to be the same controller for everyone to play "fairly".
Is it possible to bind all the players to keyboard inputs?

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last
Posts: 2154
Joined: Fri Jan 07, 2011 7:02 am
Location: Estonia

Re: Unofficial Overgrowth a200 build

Post by last » Wed Jul 31, 2013 11:04 am

I think that it can be done, but you need to emulate at least 3 game controllers and they all need to be configured to have keyboard input

tonicer
Posts: 23
Joined: Wed Nov 24, 2010 11:36 am

Re: Unofficial Overgrowth a200 build

Post by tonicer » Wed Jul 31, 2013 4:42 pm

Please anyone help me. I want the slowmotion back when i dodge an attack. I looked around the config files and i can not find the setting that disables it so i can enable it again.


EDIT: Ok i finally got it back. For anyone who wants to know, it's actually very easy; just go to line 2858 in your aschar.as (in overgrowth\data\scripts) and add a new line with this in it:

Code: Select all

TimedSlowMotion(0.1f,0.4f, 0.15f);
and bam, slowmotion restored for the dodging if you want to enable it for the other moves just search for

Code: Select all

//timedslowmotion
and remove the

Code: Select all

//
.

Bitiquinho
Posts: 7
Joined: Mon Jan 16, 2012 1:39 am

Re: Unofficial Overgrowth a200 build

Post by Bitiquinho » Thu Aug 01, 2013 7:51 pm

Javafant wrote:And it’s still crashing on Archlinux 64bit … Backtrace is too long to post it here so used bpaste.
Still the same for me too. Chakra Linux (Arch based) x64.

djay
Posts: 5
Joined: Sat May 25, 2013 9:48 am

Re: Unofficial Overgrowth a200 build

Post by djay » Fri Aug 02, 2013 4:24 am

and the same for me on archlinux x64 :mrgreen:

Oplurus
Posts: 24
Joined: Sat Apr 06, 2013 10:23 am

Re: Unofficial Overgrowth a200 build

Post by Oplurus » Fri Aug 02, 2013 8:21 am

I just love the new villager bunnies :)

gnurdux
Posts: 48
Joined: Sun Mar 04, 2012 6:24 am

Re: Unofficial Overgrowth a200 build

Post by gnurdux » Fri Aug 02, 2013 4:23 pm

I'm on archlinux 64-bit and most of the crashes seem to be gone. In particular, arena mode loads without crashing. I occasionally had crashes in the middle of gameplay that appear to be caused by OpenAL.

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akazi
Posts: 1935
Joined: Fri Dec 30, 2011 3:14 pm
Location: Montgomery, Alabama

Re: Unofficial Overgrowth a200 build

Post by akazi » Fri Aug 02, 2013 10:07 pm

You know, after I played with the new running animation for a while longer I have got to like it. Even more then the older one. Running up and down hill looks a lot better, and the knees move in a nice smooth fashion. When an AI is walking it looks more natural, and the feet glide less when they walk.

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RobProductions
Posts: 14
Joined: Fri Aug 10, 2012 9:25 am

Re: Unofficial Overgrowth a200 build

Post by RobProductions » Sun Aug 04, 2013 2:21 pm

I don't know I think the running animation from the last update was better... I kind of liked the unrealistic never-tiring running haha. This one just feels like he's not putting as much effort in but that's a really small nitpick haha

edenkiller
Posts: 4
Joined: Thu Jan 17, 2013 3:38 pm

Re: Unofficial Overgrowth a200 build

Post by edenkiller » Tue Aug 06, 2013 4:05 am

Im not sure how to change the blood color and from what i saw i still dont understand Hopefully we will get a blood color menu in game

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EPR89
Posts: 1845
Joined: Mon Oct 15, 2012 8:57 am
Location: Germany

Re: Unofficial Overgrowth a200 build

Post by EPR89 » Tue Aug 06, 2013 8:33 am

edenkiller wrote:Im not sure how to change the blood color and from what i saw i still dont understand Hopefully we will get a blood color menu in game
It's quite simple, actually. You just ahve to know what you have to change.
I made a post about it earlier. Make sure to also check out theone I have linked to there.

EDIT: A new version of SUMLauncher is out. With it you can change it easily.
Last edited by EPR89 on Tue Aug 06, 2013 3:50 pm, edited 1 time in total.

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latranchedepain
Posts: 55
Joined: Wed Jan 09, 2013 2:47 pm

Re: Unofficial Overgrowth a200 build

Post by latranchedepain » Tue Aug 06, 2013 3:26 pm

I am impatient to know when a jump scale setting will be added to the char parameters :c

Pookle
Posts: 2
Joined: Sun Jun 16, 2013 1:35 am

Re: Unofficial Overgrowth a200 build

Post by Pookle » Wed Aug 07, 2013 8:41 pm

How do you reset the stucco court yard? To get it back to default before it saved my progress? :?

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EPR89
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Location: Germany

Re: Unofficial Overgrowth a200 build

Post by EPR89 » Wed Aug 07, 2013 8:49 pm

Pookle wrote:How do you reset the stucco court yard? To get it back to default before it saved my progress? :?
I have two methods.
1: Punch your enemies before the fight is started until you're back to skill level 1.
2: Perform flips at a dangerously low height... Until you are back to skill level 1.

Pookle
Posts: 2
Joined: Sun Jun 16, 2013 1:35 am

Re: Unofficial Overgrowth a200 build

Post by Pookle » Wed Aug 07, 2013 9:01 pm

EPR89 wrote:
Pookle wrote:How do you reset the stucco court yard? To get it back to default before it saved my progress? :?
I have two methods.
1: Punch your enemies before the fight is started until you're back to skill level 1.
2: Perform flips at a dangerously low height... Until you are back to skill level 1.
Thanks man! 8)

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