Unofficial Overgrowth a123, weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
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Unofficial Overgrowth a123, weekly build

Post by Jeff » Tue Mar 22, 2011 12:13 am

The unofficial, Overgrowth a123 leaked build is here!


(watch in hd)

Changelog:
-AI characters only notice targets within their field of view
-AI characters cannot see through walls
-AI characters are alerted by sounds
-AI characters keep an internal guess of where the target is when out of sight
-Fixed "Movement id -1 not found" error
-More efficient and accurate loading, copying and pasting
-Actor-waypoint connections are invisible in gameplay mode
-Fixed some problems loading decals from level files
-Copied objects get unique IDs
-Fixed some physics update problems, especially for groups
-Weapons use hard-spec shader even when not used as physics items

A "leaked build" is when John and I grab the latest SVN build and package it up for you guys. It has a ton of known bugs, so don't worry if it doesn't work for you. It is not condoned by David and Aubrey but we want to keep you guys in the loop and give you stuff to play with regularly!

*NEW* If you find any bugs, please email a full description along with your system specs to [email protected]. We are testing out a new bug system.

*NOTE* Please remember that these are unofficial alphas and they do not represent a finished product. They are not even polished builds, just straight up raw development dumps not intended for public consumption.

To download the alpha, use one of these links (please use the mirrors!)

Win (exe): slow original fast EU mirror 1 BitTorrent - please seed
MD5 = 3c6980ec146dcff2a5a9cf51ede35c39

Mac: slow original fast EU mirror 1 BitTorrent - please seed
MD5 = 823b41789541d63edb454969c7e02d04

Please use the speedy mirrors, they are all graciously provided by Mow of FoCo Gaming and should provide much faster download speeds. They will also save us a lot of money. :D

Just want the changes from the last alpha to a123? http://cdn.wolfire.com/alpha/diffs/a123.zip

Subscribe to the dev blog!

Note! No Linux support at the moment -- we are waiting on Awesomium for these. AJS says that Linux support is on the horizon, but we cannot make any concrete estimates for it. In the meantime, we are working with the creator of Berkelium to switch to that, which has a Linux build, so we will no longer be dependent on Awesomium.

jaedream
Posts: 33
Joined: Tue Mar 01, 2011 5:57 pm

Re: Unofficial Overgrowth a123, weekly build

Post by jaedream » Tue Mar 22, 2011 12:41 am

when i try to download the update files only it says access denied

syntax
Posts: 45
Joined: Tue Dec 28, 2010 3:51 pm

Re: Unofficial Overgrowth a123, weekly build

Post by syntax » Tue Mar 22, 2011 12:54 am

Sweet, can't wait to check this stuff out. Actually, that might be a bit because the Auto Updater (Mac) says my game is up to date. What's up with that?

Also, what are the keys used to show AI sight/sound perception?

KiiNGz
Posts: 19
Joined: Wed Jan 26, 2011 7:31 pm

Re: Unofficial Overgrowth a123, weekly build

Post by KiiNGz » Tue Mar 22, 2011 1:33 am

Access denied :(

Jeff
Evil Twin
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Location: San Francisco, CA
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Re: Unofficial Overgrowth a123, weekly build

Post by Jeff » Tue Mar 22, 2011 1:54 am

KiiNGz wrote:Access denied :(
Oops try now!

Jeff
Evil Twin
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Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
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Re: Unofficial Overgrowth a123, weekly build

Post by Jeff » Tue Mar 22, 2011 1:55 am

syntax wrote:Sweet, can't wait to check this stuff out. Actually, that might be a bit because the Auto Updater (Mac) says my game is up to date. What's up with that?

Also, what are the keys used to show AI sight/sound perception?
Should be ready now!

LugaruFan
Posts: 421
Joined: Tue Dec 28, 2010 1:53 pm
Location: Desert Outpost

Re: Unofficial Overgrowth a123, weekly build

Post by LugaruFan » Tue Mar 22, 2011 2:11 am

Awesome, better AI! :D
Also, my waypoints work, but when i connect a character it don't follow it :?

YuroFoxclaw
Posts: 2
Joined: Thu Mar 17, 2011 7:59 pm

Re: Unofficial Overgrowth a123, weekly build

Post by YuroFoxclaw » Tue Mar 22, 2011 6:06 am

LugaruFan wrote:Awesome, better AI! :D
Also, my waypoints work, but when i connect a character it don't follow it :?
same here :< (on the a122) still downloading the a123 can't wait to test the new stuff \o/

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jixxen
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Re: Unofficial Overgrowth a123, weekly build

Post by jixxen » Tue Mar 22, 2011 6:20 am

Tried downloading just the update, but...
Windows 7 Error Message wrote: "The program can't start because nvtt.dll is missing from your computer. Try reinstalling the program to fix this problem."

Vox
Posts: 39
Joined: Tue Dec 14, 2010 4:41 pm

Re: Unofficial Overgrowth a123, weekly build

Post by Vox » Tue Mar 22, 2011 6:26 am

A couple things I noticed with the new AI:

a) Attacks from behind instantly make the AI notice you, it would be nice to be able to sneak up on them and hit them without them noticing until impact, and possibly do extra damage.

b) The AI doesn't care about light or shadow, perhaps with ray-tracing for a match if it notices a hit on you then it should check to see if the colour is similar to the terrain, and have a chance to ignore it if the colour is too similar for the AI to notice.

c) Path-finding could really use some work, mainly; "Stop walking into the same wall over and over" is what I end up thinking whenever I jump over a building. You could have the AI try to jump where you jumped, or go around the obstacle.

d) The current design has most cities on a hill, this means everything is slopped down away from the city-target, it would be nice to have some flatter areas with a settlement, or a pit of sorts. This would provide more variety when sneaking, as sneaking up-hill is actually rather hard, so you have to risk a jump every now and then. Fun, but needs variety.

e) Pitch seems to have nothing to do with weather the AI can see you or not, despite most animals having absolutely horrible up & down peripheral vision. This also means you can't edge along a wall without being seen from a guard above.

f) Based on the video demonstration the raytracing to check to see if the AI can see you is still on after you leave the AI's field of vision, wouldn't it be better to turn it off once you get a certain distance away, or are behind the AI actor?

g) It'd be cool to have a 'knock on the wall' style noise maker to distract and fool guards, I want to play metal gear rabbot! (talking of which hiding in a box would be a funny gimmick)

(so much for a 'couple' eh? Sorry about that xD)

Karan Vess
Posts: 33
Joined: Fri Feb 11, 2011 6:46 am

Re: Unofficial Overgrowth a123, weekly build

Post by Karan Vess » Tue Mar 22, 2011 8:26 am

zgh dik mf,zjlghbn
Last edited by Karan Vess on Thu Aug 22, 2019 4:04 pm, edited 1 time in total.

Tails2
Posts: 4
Joined: Wed Oct 17, 2007 12:05 pm
Location: Sweden

Re: Unofficial Overgrowth a123, weekly build

Post by Tails2 » Tue Mar 22, 2011 10:21 am

That's great! Now we should need some walkings and sneakings moves. It should be great if the bot just walk slowly inside a house and not trying to run through anything! :P

mr0riiz
Posts: 1
Joined: Mon Mar 21, 2011 9:02 am

Re: Unofficial Overgrowth a123, weekly build

Post by mr0riiz » Tue Mar 22, 2011 3:44 pm

when i launch the updater i get this.

Last login: Tue Mar 22 21:42:19 on ttys000
/Users/Mathias/Downloads/update/Mac/lugaru2 ; exit;
Mathias-Riis-Andersens-MacBook-Pro:~ Mathias$ /Users/Mathias/Downloads/update/Mac/lugaru2 ; exit;
dyld: Library not loaded: @executable_path/libSDL-1.2.0.dylib
Referenced from: /Users/Mathias/Downloads/update/Mac/lugaru2
Reason: image not found
Trace/BPT trap
logout

[Proces udført]


but its still version 122 :-( help

LugaruFan
Posts: 421
Joined: Tue Dec 28, 2010 1:53 pm
Location: Desert Outpost

Re: Unofficial Overgrowth a123, weekly build

Post by LugaruFan » Tue Mar 22, 2011 3:53 pm

I really hope after AI Improvements they do graphic's, then combat! Or the other way round, it would make me :D

nsc
Posts: 1
Joined: Tue Mar 22, 2011 1:27 pm

Re: Unofficial Overgrowth a123, weekly build

Post by nsc » Tue Mar 22, 2011 4:02 pm

Anyone figure out how to get the rays to draw? Also I'd like to turn on those sound bubbles

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