Unofficial Overgrowth a159, weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
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Unofficial Overgrowth a159, weekly build

Post by Jeff » Mon Nov 28, 2011 1:46 am

The unofficial, Overgrowth a159 leaked build is here!


(watch in hd)

Changelog:
- Scripts can read string params as float or int
- Characters can have parameters
- Added some character parameters: aggression, block skill, block followup, damage resistance, attack speed and movement speed
- Character scripts can control animation speed
- Web views consume keyboard events if they have keyboard focus, e.g. typing WASD into a text field doesn't cause the camera to move
- Enemy AI directly queries the animation for appropriate block timing
- Enemies avoid each other more effectively
- More efficient dynamic shadow decals, using the base model vbo instead of constructing a new cropped vertex array

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!

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:

Win: Download
S3 fallback BitTorrent - please seed
MD5 = c8ac5acba395fe89458444c3095a6818

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = e20a1ab074aae33dd9dd51fa66afd415

Please let me know how the new test server performs and where you're located.

Just want the changes from the last alpha to a159? http://cdn.wolfire.com/alpha/diffs/a159.zip

Subscribe to the dev blog!

Note! No Linux support at the moment -- but Edward Rudd is on the job.

trystanr
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Re: Unofficial Overgrowth a159, weekly build

Post by trystanr » Mon Nov 28, 2011 1:50 am

Thank you Jeff!
;p

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Frozencloud
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Re: Unofficial Overgrowth a159, weekly build

Post by Frozencloud » Mon Nov 28, 2011 2:37 am

Amazing :D :D

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Robinx
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Re: Unofficial Overgrowth a159, weekly build

Post by Robinx » Mon Nov 28, 2011 8:43 am

Nice AI features, but after a while he doesn't handles the keyboard input, so I can do nothing. Mouse still works well.

Request: Strength Parameter for the enemys, so you can change the damage, they do by hitting you.

BTW: Editing the values of turner is really fun. :D
Movement Speed is only used while jumping. :|
Last edited by Robinx on Tue Nov 29, 2011 8:30 am, edited 1 time in total.

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last
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Re: Unofficial Overgrowth a159, weekly build

Post by last » Mon Nov 28, 2011 9:42 am

after a while he doesn't handles the keyboard input, so I can do nothing. Mouse still works well
I have experienced that to, not onley when i edit AI features or hotspots but also in editor game menu (esc menu)

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human_dictionary
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Re: Unofficial Overgrowth a159, weekly build

Post by human_dictionary » Mon Nov 28, 2011 10:59 am

wait, how do you use the parameter editor on characters?

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last
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Re: Unofficial Overgrowth a159, weekly build

Post by last » Mon Nov 28, 2011 11:17 am

human_dictionary wrote:wait, how do you use the parameter editor on characters?
select a character in editor mode and press "u" key

Fyoucon
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Re: Unofficial Overgrowth a159, weekly build

Post by Fyoucon » Mon Nov 28, 2011 11:20 am

Robinx wrote:after a while he doesn't handles the keyboard input, so I can do nothing. Mouse still works well.
Got the same problem here after editing any parameters

Also still experiencing lag (though not FPS lag) whenever something "enter" rag-doll mode

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GaGrin
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Re: Unofficial Overgrowth a159, weekly build

Post by GaGrin » Mon Nov 28, 2011 1:23 pm

Just saw the vid and wanted to say that the AI spacing is exactly what I wanted to see: the group fighting already looks dramatically better.

BlacKHeaDSg1
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Re: Unofficial Overgrowth a159, weekly build

Post by BlacKHeaDSg1 » Mon Nov 28, 2011 3:16 pm

And yet another alpha that is not working for me :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: :cry: . I cant get in even in main menu. Crash right on start of game.

Windows 7 x64
nVidia gf450 gts (latest drivers)

Code: Select all

Problem signature:
  Problem Event Name:	APPCRASH
  Application Name:	Overgrowth.exe
  Application Version:	0.0.0.0
  Application Timestamp:	4ed3100b
  Fault Module Name:	ntdll.dll
  Fault Module Version:	6.1.7600.16695
  Fault Module Timestamp:	4cc7ab86
  Exception Code:	c0000005
  Exception Offset:	0002efc8
  OS Version:	6.1.7600.2.0.0.256.1
  Locale ID:	1060
  Additional Information 1:	e8ad
  Additional Information 2:	e8adce1c2b9e7be834b4063ac3c53863
  Additional Information 3:	e8ad
  Additional Information 4:	e8adce1c2b9e7be834b4063ac3c53863

Drabbersquash
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Joined: Mon Nov 28, 2011 2:28 am

Re: Unofficial Overgrowth a159, weekly build

Post by Drabbersquash » Mon Nov 28, 2011 4:15 pm

ok well i just bought overgrowth and i downloaded this twice for mac an every time i try to expand it, it says like no such file in directory. i havnt even played the game yet! plz help someone!

tucek
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Joined: Mon Nov 28, 2011 9:33 pm

Re: Unofficial Overgrowth a159, weekly build

Post by tucek » Mon Nov 28, 2011 9:52 pm

just pre-ordered - doesn't work for me. how can i get detailed error information to you? just stops working after level load seems to be complete...

GCYLO
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Re: Unofficial Overgrowth a159, weekly build

Post by GCYLO » Mon Nov 28, 2011 9:53 pm

Does all this mean that there might be a mini-campaign soon? :D

tobyface
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Re: Unofficial Overgrowth a159, weekly build

Post by tobyface » Mon Nov 28, 2011 10:58 pm

I love seeing all the progress on this game :)

PS - I was top comment on a youtube video a few alphas ago (not boasting, simply showing potential popularity) when I requested that when a character impacted a wall hard after being struck, for example with this head on being killed and hitting the wall, a blood splatter would be left on the wall. What do you guys think?

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Korban3
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Re: Unofficial Overgrowth a159, weekly build

Post by Korban3 » Tue Nov 29, 2011 12:22 am

Yeah, I agree with this one. Even though it is a purely graphical effect, I was hankering for some blood spatters upon impacts. Not a high priority of course, but if it could be squeezed in, it'd sure make for a popular Alpha video. Seems like every time a video is made that involves blood updates and additions, we get a lot of new users and more word of mouth is spread around the internetz. 'Magine that, huh?

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