Unofficial Overgrowth a128, weekly build

A secret forum for people who preorder Overgrowth!
Tylev24
Posts: 3
Joined: Wed Mar 09, 2011 8:39 pm

Re: Unofficial Overgrowth a128, weekly build

Post by Tylev24 » Tue Apr 26, 2011 3:28 pm

Dude every time i try to download, its not a winrar file, but i converted it intoo one anyways, but then the alpha file wasn't .exe I have tried multiple times, please help!

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TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Unofficial Overgrowth a128, weekly build

Post by TheBigCheese » Tue Apr 26, 2011 5:20 pm

A few tweaks and the blood is triggered on successful hits! :D

Image
Image
Image

Tylev24
Posts: 3
Joined: Wed Mar 09, 2011 8:39 pm

Re: Unofficial Overgrowth a128, weekly build

Post by Tylev24 » Tue Apr 26, 2011 5:24 pm

Ok every time i Try to download it its not a winrar file, so i make it a winrar archive but the internal file (Should be .exe) is not .exe, I really want to try the blood affects so please respond :(

Ghost487
Posts: 3
Joined: Tue Apr 26, 2011 5:34 pm

Re: Unofficial Overgrowth a128, weekly build

Post by Ghost487 » Tue Apr 26, 2011 5:50 pm

People, if you don't want it to take an hour, use BitTorrent and seed.

YummYummtheMan
Posts: 2
Joined: Tue Apr 26, 2011 11:44 am

Re: Unofficial Overgrowth a128, weekly build

Post by YummYummtheMan » Tue Apr 26, 2011 6:39 pm

Howdy everyone, I just purchased and downloaded this game. Fantastic stuff so far, but I am unable to make the game either a higher resolution, or fullscreen.

I have done some basic searches, and found the way to edit the settings (IE the config file in the data folder). The only file I can find fitting the description is one called default, with the following parameters:

screenwidth: 1650
screenheight: 1050
fullscreen: true
vsync: false
multisample: 0
anisotropy: 0

I have tried several different resolutions and fullscreen settings, but it still uses only 800x600.

Sorry that my virgin post has to be something entirely nooby.


Edit: Apparently I hadn't done enough research, as in the later builds the config file has moved to My Documents/Wolfire/Overgrowth/Data.
Last edited by YummYummtheMan on Tue Apr 26, 2011 7:18 pm, edited 1 time in total.

zachH99
Posts: 2
Joined: Wed Mar 16, 2011 7:15 pm

Re: Unofficial Overgrowth a128, weekly build

Post by zachH99 » Tue Apr 26, 2011 6:57 pm

WHALEEEEEEEE MAAAAAAAAAAAAAAAAAAN :mrgreen:

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Pablopa99
Posts: 61
Joined: Sat Oct 24, 2009 11:31 am

Re: Unofficial Overgrowth a128, weekly build

Post by Pablopa99 » Tue Apr 26, 2011 9:08 pm

TheBigCheese wrote:A few tweaks and the blood is triggered on successful hits! :D
How did you did that?

McSteezy69
Posts: 10
Joined: Wed Jan 05, 2011 10:28 pm

Re: Unofficial Overgrowth a128, weekly build

Post by McSteezy69 » Wed Apr 27, 2011 1:58 am

loving the game so far guys! keep it up!
1 problem and i know very picky of me..but the blood sprays way to far
and the leaf shape looks pretty average

Romtos
Posts: 8
Joined: Tue Oct 12, 2010 5:30 am

Re: Unofficial Overgrowth a128, weekly build

Post by Romtos » Wed Apr 27, 2011 2:49 am

YummYummtheMan wrote:
Edit: Apparently I hadn't done enough research, as in the later builds the config file has moved to My Documents/Wolfire/Overgrowth/Data.
Heh, that was exactly my problem. I'd never search there for config files.

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learn_more
Posts: 158
Joined: Tue Mar 15, 2011 6:32 am

Re: Unofficial Overgrowth a128, weekly build

Post by learn_more » Wed Apr 27, 2011 4:45 am

Angelscript dump.

Code: Select all

 * Angelscript Dumper v1.0 by learn_more
 * Generated: 27-Apr-2011 11:42:38
 * Overgrowth version a128


> See 'angelscript_vm_layout.png' for the general VM layout.
> See the directory 'script' for the preloaded data in the VM's.
  (Please note that the 'shared' file is not a VM, it's just the objects that always get preloaded).
> The VM 'player' and the VM 'enemy' have the same data preloaded, only included the VM 'player'.
> See 'a128_classes.xml' for all the preloaded objects / functions.
> See 'a128_changes.txt' for the changes from a127 to a128.

Code: Select all

Changes from a127 to a128.

VM player {
  MovementObject {
    + Function: void CreateBloodDrip(string, int, vec3)
    + Function: void CleanBlood()
  };
};
VM shared {
  + GlobalFunction: void PlaySoundGroup(string, vec3, float)
  + GlobalFunction: void ConnectParticles(uint32, uint32)
  + GlobalFunction: uint32 MakeParticle(string, vec3, vec3)
  + GlobalFunction: void ClearTemporaryDecals()
  - GlobalFunction: void MakeParticle(string, vec3, vec3)
};
Attachments
a128.zip
(56.37 KiB) Downloaded 24 times

McSteezy69
Posts: 10
Joined: Wed Jan 05, 2011 10:28 pm

Re: Unofficial Overgrowth a128, weekly build

Post by McSteezy69 » Wed Apr 27, 2011 6:04 am

learn_more wrote:Angelscript dump.

Code: Select all

 * Angelscript Dumper v1.0 by learn_more
 * Generated: 27-Apr-2011 11:42:38
 * Overgrowth version a128


> See 'angelscript_vm_layout.png' for the general VM layout.
> See the directory 'script' for the preloaded data in the VM's.
  (Please note that the 'shared' file is not a VM, it's just the objects that always get preloaded).
> The VM 'player' and the VM 'enemy' have the same data preloaded, only included the VM 'player'.
> See 'a128_classes.xml' for all the preloaded objects / functions.
> See 'a128_changes.txt' for the changes from a127 to a128.

Code: Select all

Changes from a127 to a128.

VM player {
  MovementObject {
    + Function: void CreateBloodDrip(string, int, vec3)
    + Function: void CleanBlood()
  };
};
VM shared {
  + GlobalFunction: void PlaySoundGroup(string, vec3, float)
  + GlobalFunction: void ConnectParticles(uint32, uint32)
  + GlobalFunction: uint32 MakeParticle(string, vec3, vec3)
  + GlobalFunction: void ClearTemporaryDecals()
  - GlobalFunction: void MakeParticle(string, vec3, vec3)
};
so how do i add this to the game exacly? would really apreciate it :)

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Crink
Posts: 8
Joined: Sun Jan 02, 2011 12:12 am
Location: Sweden

Re: Unofficial Overgrowth a128, weekly build

Post by Crink » Wed Apr 27, 2011 6:10 am

Nice particle textures! I look forward to the next update,

bless.

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Silverfish
Posts: 1451
Joined: Sun Oct 26, 2008 8:24 pm
Location: Sweden
Contact:

Re: Unofficial Overgrowth a128, weekly build

Post by Silverfish » Wed Apr 27, 2011 6:34 am

McSteezy69 wrote:so how do i add this to the game exacly? would really apreciate it :)
You're not meant to add it to the game, this is a tool for modders. :)

McSteezy69
Posts: 10
Joined: Wed Jan 05, 2011 10:28 pm

Re: Unofficial Overgrowth a128, weekly build

Post by McSteezy69 » Wed Apr 27, 2011 6:42 am

Silverfish wrote:
McSteezy69 wrote:so how do i add this to the game exacly? would really apreciate it :)
You're not meant to add it to the game, this is a tool for modders. :)
ohh i see, but how can i make it so my game does what it does in the pictures up there ^^^

the_mike2310
Posts: 4
Joined: Sat Jan 22, 2011 9:33 am

Re: Unofficial Overgrowth a128, weekly build

Post by the_mike2310 » Wed Apr 27, 2011 11:17 am

This is weird: :?
I'm missing a file; "DesertFort_IGF324.png"
can someone upload this file for me?

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