Unofficial Overgrowth a170, weekly build

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Jeff
Evil Twin
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Unofficial Overgrowth a170, weekly build

Post by Jeff » Mon Feb 27, 2012 2:51 am

The unofficial, Overgrowth a170 leaked build is here!


(watch in hd)

Changelog:
- Live update for most config settings
- Live update for window resize (only on Windows for now because of Mac/Linux bugs in SDL)
- Scripts can execute arbitrary code within each other (with Execute("$ARBITRARY_CODE"))
- Testing fighting-game camera for two-player versus mode
- Main menu javascript can save and load files (for mod tools)
- Fixed problem when live updating main menu
- Levels can have manually defined weightmap paths in the level xml

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 = 56148f64f14e5db3a001e9ef047012bc

Mac: Download
S3 fallback BitTorrent - please seed
MD5 = 92992ec61b9728331a882d524e7c6d36

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

Just want the changes from the last alpha to a170? http://cdn.wolfire.com/alpha/diffs/a170.zip

Subscribe to the dev blog!

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

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Aaron
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Re: Unofficial Overgrowth a170, weekly build

Post by Aaron » Mon Feb 27, 2012 2:51 am

For new users
  • If you have not installed Overgrowth yet you can use the SUMLauncher to download it!
  • If you already have Overgrowth installed you can use the SUMLauncher to update it to the latest alpha.
  • The SUMLauncher also allows you to install the Menu Mod which gives you another 65+ maps to try.
For Existing SUMLauncher users
  • If the menu files were changed in this alpha the menu mod will no longer work. Updating the Menu Mod (to re-enable custom maps) might take us a little while. Once we have uploaded a new version you can use the menu mod installer to update it. (And don't worry, it won't break anything if you try running the installer before we upload the new files.)
  • It may also take us a bit to update the Menu Mod to include any new maps that this alpha may have added.
For future updates keep an eye on our twitter @SUMOGUtilities!

Mikelmao
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Re: Unofficial Overgrowth a170, weekly build

Post by Mikelmao » Mon Feb 27, 2012 4:27 am

Awsome update, great job! I like to spawn a few mobs and zapp them all with the electric eye's which you added as test for the new execute method.

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DarkDefender
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Re: Unofficial Overgrowth a170, weekly build

Post by DarkDefender » Mon Feb 27, 2012 6:36 am

About the SDL window resize bug: I did a project in SDL with this feature and I only had problems with Mac. It worked flawlessly on both Linux and Windows. On Mac the window would become grey after resizing. (We also had to do a lot of Mac specific hacks to make textures work...)

Did you try it out on Linux with the not yet released client or did you trigger a bug that I somehow didn't run into?

xrm4
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Re: Unofficial Overgrowth a170, weekly build

Post by xrm4 » Mon Feb 27, 2012 8:02 am

Great update!

Firerainsdown
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Re: Unofficial Overgrowth a170, weekly build

Post by Firerainsdown » Mon Feb 27, 2012 9:58 am

Awesome stuff, specifically the Lightning eyes!

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MagnusM1
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Re: Unofficial Overgrowth a170, weekly build

Post by MagnusM1 » Mon Feb 27, 2012 12:14 pm

I'm a big fan of the lightning-ray-thing.
Would one kind gentleman tell me how to remove or edit the lightning-effect yet keep the knockback?

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last
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Re: Unofficial Overgrowth a170, weekly build

Post by last » Mon Feb 27, 2012 1:34 pm

MagnusM1 wrote:I'm a big fan of the lightning-ray-thing.
Would one kind gentleman tell me how to remove or edit the lightning-effect yet keep the knockback?
First Open up the same folder you instaled your OG. Now go to data/scripts and open up aschar.as file with notepad or something like that.
Now find this line

Code: Select all

        if(GetInputPressed(this_mo.controller_id, "f")){
now little down from there is those lines that you can delete

Code: Select all

MakeMetalSparks(start);
                MakeMetalSparks(end);
                int num_sparks = length * 5;
                for(int j=0; j<num_sparks; ++j){
                    MakeMetalSparks(mix(start, end, j/float(num_sparks)));
                }

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MagnusM1
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Re: Unofficial Overgrowth a170, weekly build

Post by MagnusM1 » Mon Feb 27, 2012 2:26 pm

last wrote:
MagnusM1 wrote:I'm a big fan of the lightning-ray-thing.
Would one kind gentleman tell me how to remove or edit the lightning-effect yet keep the knockback?
First Open up the same folder you instaled your OG. Now go to data/scripts and open up aschar.as file with notepad or something like that.
Now find this line

Code: Select all

        if(GetInputPressed(this_mo.controller_id, "f")){
now little down from there is those lines that you can delete

Code: Select all

MakeMetalSparks(start);
                MakeMetalSparks(end);
                int num_sparks = length * 5;
                for(int j=0; j<num_sparks; ++j){
                    MakeMetalSparks(mix(start, end, j/float(num_sparks)));
                }
This worked great. I assume that if I replace "MakeMetalSparks I will get a different effect? If so, where do I find other effects? Also, is there a way to edit the script-files without having to exit OG first? (Please excuse me for my ignorance...)

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SiHy_
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Re: Unofficial Overgrowth a170, weekly build

Post by SiHy_ » Mon Feb 27, 2012 4:20 pm

Wait... so you did the Mojam Humble Bundle thingy and an update this week? You guys are even better than I thought! Also I love being able to resize the window on-the-fly. I was just thinking how great that would be yesterday.

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DemonicDaemon
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Re: Unofficial Overgrowth a170, weekly build

Post by DemonicDaemon » Mon Feb 27, 2012 6:13 pm

actually they didn't update last week because of Mojam

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adwuga
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Re: Unofficial Overgrowth a170, weekly build

Post by adwuga » Mon Feb 27, 2012 6:18 pm

Mojam was last week, they skipped that week, though I'm sure they made a small amount of progress, but it wasn't enough and they were tired(Which is evidence supporting the claim that David is not entirely superhuman).




Korban, this is a sign.

Matt
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Re: Unofficial Overgrowth a170, weekly build

Post by Matt » Mon Feb 27, 2012 7:07 pm

The new local multiplayer view is MUCH better for PVP fighting than splitscreen. My brother and I sat down and played it for two hours straight--just finished a few minutes ago.

I'm really glad local multiplayer is actually an option. Our Internet has a ping of 1200, so online games are out of the question and I always feel like I'm buying half a game for full price. Now in the other corner, there's Overgrowth: $30, weekly alpha builds, local multiplayer, awesome gameplay, and comes with an editor.

You guys at Wolfire are amazing. Why aren't there more developers like you in the world?

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Picasso11
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Re: Unofficial Overgrowth a170, weekly build

Post by Picasso11 » Mon Feb 27, 2012 9:27 pm

Great update ! But I found a bug, if you are moving a corpse and if you press f, the game crash and this message appears :
Failed to prepare the context for function: "SetTethred"

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DemonicDaemon
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Re: Unofficial Overgrowth a170, weekly build

Post by DemonicDaemon » Tue Feb 28, 2012 12:59 pm

Picasso11 wrote:Great update ! But I found a bug, if you are moving a corpse and if you press f, the game crash and this message appears :
Failed to prepare the context for function: "SetTethred"
have you sent a bug report?

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