Unofficial Overgrowth a168, weekly build

A secret forum for people who preorder Overgrowth!
Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Unofficial Overgrowth a168, weekly build

Post by Jeff » Mon Feb 06, 2012 2:11 am

The unofficial, Overgrowth a168 leaked build is here!


(watch in hd)

Changelog:
- Weapons can stick with multiple blades
- Detail textures, materials, and detail objects live update from level xml
- Detail objects have min/max embed and scale values
- Detail objects have controllable view distance
- Fixed problem with detail objects in split-screen
- Fixed missing struggle when choking
- Fixed crash when deleting attached weapons
- Fixed problem with weapon sticking

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 = 533a643ad9cee718d048103985ba42f0

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = 2c465fe15bb7dff062a5ca21115bcbb1

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

Just want the changes from the last alpha to a168? http://cdn.wolfire.com/alpha/diffs/a168.zip

Subscribe to the dev blog!

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

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Unofficial Overgrowth a168, weekly build

Post by Johannes » Mon Feb 06, 2012 2:17 am

For new users - you can use the SUMLauncher to update to the newest alpha build with a single click!

It also allows you to install the Menu Mod which gives you another 60+ maps to try.

Note: it will always take us a day or so to update the Menu Mod to include the new content that was added in this alpha. Please keep an eye on our twitter @SUMOGUtilities for an official update.

ChemicalRascal
Posts: 3
Joined: Mon Apr 04, 2011 10:15 pm

Re: Unofficial Overgrowth a168, weekly build

Post by ChemicalRascal » Mon Feb 06, 2012 2:27 am

Semi-inevitable question, given the long-grass shot: do detail objects interact with AI line-of-sight checks, and such?

User avatar
danielFTW
Posts: 8
Joined: Sat Jan 14, 2012 1:55 pm
Location: California

Re: Unofficial Overgrowth a168, weekly build

Post by danielFTW » Mon Feb 06, 2012 2:42 am

I updated with the SUMLauncher and I'm not seeing that one map in the video showing up in my maps list.

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

Re: Unofficial Overgrowth a168, weekly build

Post by Jeff » Mon Feb 06, 2012 2:45 am

danielFTW wrote:I updated with the SUMLauncher and I'm not seeing that one map in the video showing up in my maps list.
David didn't modify the actual main menu, but Anton is currently adding it to his main menu mod, along with some necessary files that are missing.

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

Re: Unofficial Overgrowth a168, weekly build

Post by akazi » Mon Feb 06, 2012 2:55 am

i don't see the new weapons

User avatar
Johannes
Posts: 1374
Joined: Thu Dec 18, 2008 1:26 am
Contact:

Re: Unofficial Overgrowth a168, weekly build

Post by Johannes » Mon Feb 06, 2012 2:59 am

akazi wrote:i don't see the new weapons
Yep, the new items are generally not added to the UI until later when the devs have time.

If you want to use them you'll have to load them manually by choosing 'load item' in the editor, then clicking the small folder icon and then navigating to Data/Items/ and choosing what you want (for example the rat weapons are in the 'rat_weapons' folder there)

The same is true for new maps. They will be added to the main menu mod but that can take some time. New maps will generally be somewhere in Data/Levels, try loading them manually, or just wait a few days for the menu mod to be updated.

User avatar
adwuga
Posts: 2176
Joined: Tue Aug 18, 2009 12:09 pm
Location: America... Fuck yeah.

Re: Unofficial Overgrowth a168, weekly build

Post by adwuga » Mon Feb 06, 2012 3:35 am

Or use last's awesome O2 tab mod, which will hopefully be updated soon.

User avatar
Macrauchenia
Posts: 281
Joined: Tue Dec 06, 2011 12:11 am
Location: Northern Colorado

Re: Unofficial Overgrowth a168, weekly build

Post by Macrauchenia » Mon Feb 06, 2012 3:48 am

What is the new flat level called? I can't seem to find it in the Overgrowth directory to load it...

exone
Posts: 1
Joined: Mon Feb 06, 2012 4:44 am

Re: Unofficial Overgrowth a168, weekly build

Post by exone » Mon Feb 06, 2012 4:52 am

New preorder-er here. And I just realized this is why I have a seedbox.

Sl33pyt1m3
Posts: 6
Joined: Sat Feb 04, 2012 3:58 pm

Re: Unofficial Overgrowth a168, weekly build

Post by Sl33pyt1m3 » Mon Feb 06, 2012 7:14 am

I load the weapons but they appear transparent and I can't interact with them

User avatar
Korb Biakustra
Posts: 22
Joined: Wed Jan 11, 2012 12:41 pm

Re: Unofficial Overgrowth a168, weekly build

Post by Korb Biakustra » Mon Feb 06, 2012 7:21 am

What kind of wizzardry is that?

User avatar
NitrosDragon
Posts: 4
Joined: Sat Feb 04, 2012 8:23 pm
Location: Michigan, USA

Re: Unofficial Overgrowth a168, weekly build

Post by NitrosDragon » Mon Feb 06, 2012 10:29 am

ChemicalRascal wrote:Semi-inevitable question, given the long-grass shot: do detail objects interact with AI line-of-sight checks, and such?
I am also curious of this. Hiding behind a large boulder would seem like a given to me, but sneaking around in tall and thick grass should be fun. I'll just have to find a way to hold my damn rabbit ears down.

Lost-Jawa
Posts: 5
Joined: Sun Jun 13, 2010 8:35 am

Re: Unofficial Overgrowth a168, weekly build

Post by Lost-Jawa » Mon Feb 06, 2012 10:42 am

I've got an Issue here,

When I load a level, Turner automatically runs, and the camera moves, without me doing anything, I've had this bug with the previous release, but I thought I'd wait an alpha before posting.

I've skipped a few alpha's since the last one (±10 I guess), so I don't know how old this issue is. (and maybe something with the local files?).

I'm using an MacBook Pro (late 2011) and running 10.7.3

Hopefully this is enough information, please don't let this rabbit down

Image

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

Re: Unofficial Overgrowth a168, weekly build

Post by akazi » Mon Feb 06, 2012 11:20 am

Lost-Jawa wrote:I've got an Issue here,

When I load a level, Turner automatically runs, and the camera moves, without me doing anything, I've had this bug with the previous release, but I thought I'd wait an alpha before posting.

I've skipped a few alpha's since the last one (±10 I guess), so I don't know how old this issue is. (and maybe something with the local files?).

I'm using an MacBook Pro (late 2011) and running 10.7.3

Hopefully this is enough information, please don't let this rabbit down

Image
do you have a controller plugeed in, i did and the same thing happened to me and i just unpluged the controller and i fixed it

Post Reply